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:
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).