Average Player's Contribution

I have been playing since classic and doing arenas since their introduction in The Burning Crusade. It seems over the past few expansions, there has been a steep decline in participation and community interest. Here are a few of the issues as I see them and some potential fixes:

  1. New players and the barrier of entry.

Would be great if from level 1 there was a PvP focused campaign. Something similar to the main story line campaign. For example, in Elwynn Forest you would need to venture to kill a murloc by the logging camp (fight would be structured like a 1v1 duel, and would be phased/instanced). Then you would need to go to the kobold cave a defeat in 1v1 the kobold leader. Finally you would fight Hogger and two gnolls in a 3v3 arena. You would have AI partners and would need to cc and position well to succeed. Each zone would have a simple story which leads you around to new foes and 2v2,arena, or BG like battles for you to practice. This would teach new players how to PvP from the beginning and offer a PvP focused way to level (Yes I know this isn’t actually PvP but neither is comp stomp). The leveling time would be comparable to existing methods. Traditional questing would still exist, this would be more like pet battles but for PvP. Could even make it world quests that are PvP arenas against NPC’s in each zone.

As a side note, make comp stomp available all the time and match the experience reward of a random dungeon (make honor gains very small to encourage normal BG’s at max level). Comp stomp is a great way to practice a new spec or build. To alleviate queue times, allow wide range of levels per bracket.

  1. Rating system.

One of the benefits of the M+ rating structure is that it’s impossible to lose rating. Would be nice if this applied to PvP CR and MMR for each of the brackets. For example, after winning 50 games above 1600, your rating will no longer decrease below 1600. This would encourage people to stick out losses and play with their friends without fear of dropping their rating too much. This would also keep skilled players in the appropriate bracket and discourage tanking rating for easier matches.

  1. Solo play and LFG.

Add a flex queue for 2s, 3s, and RBG’s such that you can queue as any size group and be paired with randoms. Would prefer if shuffle/blitz stayed as unrated brawls but these are unlikely to go away anytime soon.

  1. Rewards.

Keep 1600 as the tier token and 1800 the transmog. However, 50 wins above 1950 should reward the gladiator mount. But, the mount has no armor (very basic looking) and cannot fly. Then 50 wins above 2100 would unlock the mount armor visualization. Finally, 50 wins above 2400 would unlock flying for the gladiator mount. Yes, this would make the mount much more accessible at the basic, non-flying level but this would encourage new players to keep pushing rating. (This assumes the mount looks good and ideally matches the elite transmog)

Dragon riding mount customization could easily be applied to the gladiator mount. Different colors for 2s,3s, RBG’s and special unlocks for world PvP kills etc…

If I had to choose between an exclusive mount only the few get and game participation. I choose game participation. A ground mount isn’t a very useful mount, so the flying version would still be quite unique and exclusive. Titles are still given as % based rewards.

  1. Recognition.

In the past you would recognize skilled PvP players by the gear that they wore (before transmog). And this was a motivator for people to try out PvP. Nowadays with transmog and less world interaction there isn’t that motivation. Even blitz and shuffle ratings aren’t visible in offspec, so inspecting players doesn’t always display their true rating. First, make all spec ratings appear when you inspect someone. Second, add an emblem to the player’s group/target portrait which shows their PvP rank (challenger, elite, etc). This would be something similar to the elite mob dragon emblem on NPC mobs.

  1. Dampening.

As someone who usually heals as their main, I don’t enjoy dampening meta. The game was more fun when running out of mana was the timer. Making mana not regenerate would punish over-healing and being irresponsible with cooldowns. Also, make big healing cooldowns require a lot of mana.

Also, if DPS are going the route of micro CC’s then healers should be the only ones with long cc duration castable abilities (nothing instant).

8 Likes

100% agree. I absolutely think there should be a proving-grounds introduction for new PVPers to teach things like DRs, CC, LoS, interrupts, etc. Could have several “tutorials” and then some actual simulated arena teams, Something realistically like mage-tower level of difficulty that would pair you with AI.

Also, obviously a DR tracker and the ability to track team CDs and enemy kicks should be baseline in the UI.

For all its faults, I think the rating system is about as good as its going to get. I think the only way that it could be improved is if blizzard just did away with weekly inflation and regularly communicated that rewards are what they are and people have to Q up to earn them. That being said, it would also make it harder for players to reach their goals, and may do more harm than good.

If anyone has a better suggestion, though, I’m super open to it.

I think that solo play has improved a ton with the introduction of blitz and shuffle, but the LFG is HORRIBLY outdated and needs a massive overhaul. I think it should realistically have a set of filters based off your cr, xp, and ability to filter out/prefer certain classes or specs.

I think it’d be fine to incorporate that with a dynamic Q option for the 2v2/3v3 ladder as well.

Disagree. You can get 99.9% of rewards in the game by just waiting and they eventually become free. The gladiator mount is the last thing in the game that you have to “work” for.

Also, rewards have been made easier and easier to get the past several expansions (even this one made the enchant 1950 and elite weapons at 2100) and that has NOT improved relative participation. Making things free doesn’t work, they’ve seen and done this in wow and in other games. Having a goal to work towards does boost participation.

You can’t have this and easier rewards, though. The more accessible things become to everyone, the more prestige and recognition goes away. That’s really a community problem, though, and I don’t think blizzard can do much about that.

I think people have talked about and suggested a lot of ideas for limiting game length, but I do think dampening is the most “fair” overall, despite disproportionately impacting specs.

2 Likes

Honestly, and this is just a me thing, I dont enjoy playing arenas without my long time friends. Ive tried many times, even have many people on RealID i could play with… but alas, it is not the same. Solo shuffle scratches that itch from time to time, but the entire bracket doesnt feel worth pushing anymore. RBGS have been a shady community since Cata, so my interest there is negative. Blitz has a lot of the same wintrading problems, but at least it can be random.

I think they should distribute mounts at the end of the season based on your percentage rather than a cr. Right now if you’re 2200 in normal arenas you’re top 3.5% in the game. Perhaps make it a top 5% earn the mount. Currently that would be around 2150. I think the pros / multi glads who are top 1% do deserve something more.

According to Drustvar there are only 255 people over 2400 and how many of them are alts of pros? idk. Only 21 are over 2700 this late into the season.

For SS you’re top 5% between 2k and 2100.

Something is off. You’d have to add something in so people don’t just hit it and never play again but its unfortunate that the pvp scene is what it is. The best times I’ve had in the game have been in the arena.

Yea no, rating needs to go up and down in a competitive pvp game.

This is the only idea I think is really not good, I love the flex que idea but doubt blizz would do it.


No

Should be 0.5%, and in shuffle should be 0.1% get mount.

I guess I’m assuming that if you can win 50 games above 1600, then you are appropriately rated. Why drop you down below 1600 (CR/MMR) just to play less skilled players. Rating would still go down to a lower bracket without the 50 wins achievement, and even within the bracket. 2100-2400 is 300 rating gap to rise and fall.

The main benefit is that it encourages people to continue playing after hitting a milestone. If your main team isn’t on, you can queue with new people without fear of dropping too far. People might not leave after one loss as much.

As for the rewards, there is a strong attachment to the gladiator mount that I maybe don’t understand. But the only reward between 1800-2400 being a weapon enchant seems silly. A weapon enchant feels like a lesser reward than the elite transmog, yet it requires more effort.

I like this idea, once you lock in your rating you can spam leave every lobby that doesn’t have a favorable match up. 10/10 very well thought out

You ever consider playing it because you enjoy the game or do you need a treat every time you learn a new trick?

Thanks for the feedback sport.

Gives no motivation for those who aren’t basically in the AWC then. I assume you trolling like most in the forums.

Bots would have to abuse the player too to prepare them for arena.

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I mean 1600 people have proper positioning atm, all it stops is the people who actually just pve heal. These people should be at the lowest ends of the ladder, they should be punishable but currently they arnt because healers are far too strong in terms of just not being a target and having too much instant healing.

Healer CC should be far stronger than it is currently.

If you swap to them they freak out and their dps dies.

that was a lot to read… so I didn’t. I do have a q though… are you me?

It used to be this way, for longer than the current way. It should be percentile based for everything imo. Mounts, titles, etc.

No he is just an idiot :roll_eyes:

TLDR:
Thanks for sharing this great idea!

Bridge pvp and pve players gap, veteran vs casual players by introducing introductions on how each play style works.

Universal rewards but usable by both pvers and pvpers. example resonant crystals used to buy cosmetic rewards.

Present it in a way that is easily noticeable.
Same could be done for raid mechanics intro.

–
PVE player here, I love the idea of the intro setup for pvp!
Low risk chill environment.
Same could be done for LFR (requires you to know what certain animation means like big swirlie popping up on the ground needs to be dodged)
or for pvp maybe NPC just screaming at you to cc the opponent’s healer :sweat_smile:

Im imagining this to be like the Proving grounds[the endless mode]; or Exile’s Reach

  • low risk environment
  • could be NPC teaching you what to do
  • or AI teammates that won’t trash talk cause you didn’t do or did something “wrong”

Yes yes I know in vanilla player had to study their class well and know abilities but since we’re trying to get new players it would be nice to have something to bridge the gap of veterans and casuals.

In exile’s reach you get to know how to use your class abilities and fight mobs in order to obtain special skills like execute for warriors or bubble for paladins.

Its nice, it helps you feel more connected and immerse cause you learn more about your class. Even if you’ve been playing your class for a while you can still learn something new.

Maybe put an NPC in questing towns that gives you option to enter those scenarios not just from the menu.
Make them more easily accessible and visible.
Scenario could include:

  • Mobs that has healers, mobs that has stuns that targets your healers. So you gotta focus them cc their healers or focus them, protect your allies and etc.

Not a “fomo”

  • people can just skip this if they dont want to and still do whatever they are used to doing cause the rewards would be menial
  • like a world quest marker on the map, an NPC in the town that has a big campaign icon on their head, something noticeable but not required.

Rewards

  • could be something that can be obtained in other methods. That way others dont feel “forced” like “ugh i gotta do this noobie stuff! i already know all this!”
  • Could be cosmetics like class title, pet, mounts, and said rewards are obtainable via other means or universal rewards that pvp and pve gives, maybe resonant crystals, or just gold.
  • or if you’ve signed up to be a Guide,add a rating system similar to forums. Add flair to your name on newcomers chat, nothing too special.

Requirements

  • has to be queued with new people. either 0 rating, low honor level pts.
  • maybe add a similar system like the being a guide to new players but instead for new pvp players (includes long time players but doesn’t pvp)

Why it would be beneficial to the company, the game, and the community
1. New players feel welcomed

  • new players will be less intimidated by being presented a “low risk” environment that gives basic knowledge that are easily visible/accessible.
  • Huge population/percentage of wow players are people who have been playing for several expansions. Things that are obvious to them aren’t as obvious to new people.

2. Higher subscriber retention

  • people will play longer if they’re having fun, not because the reward takes time to get
  • game is more fun with friendly and helpful people.
  • and you get helpful people if you add long time players helping others, or new people actually knowing mechanics [pve or pvp].
  • you get these helpful people by first introducing rewards. but rewards that can be ignored or obtained by other means.
    Ex: gold, resonant crystals (cosmetics like mog, mounts, titles and etc would make people feel “forced” to do it)

In summary:

  • knowledge for new players
  • more player participation on pvp, raids, dungeon and etc
  • less stress in groups cause people know mechanics
  • less elitism because players will have the knowledge and be “competent”
  • less stress = more fun
  • more fun = longer play time = more subs = more money for blizz

*This is an opinion of a casual PVE player playing for several years now,
have been a guide for new people for several months now

  • have gotten AOTC in several raids
    -Keystone master in some seasons
  • Proven Healer, Proven Defender, Proven Assailant.
    IRL:
    have been working in support field for years, have quite a bit of knowledge about human psychology
    and a small business owner.

Thanks for reading, you can go nap now :rofl:

2 Likes

Dude people wont even learn a proper rotation, read what spells ACTUALLY do, or move out of mechanics. What makes you think they will ever do a “how to pvp” tutorial

True! But some people will try to improve!

If it has associated achievements and/or transmogs.

1 Like