So, some facts:
- Regarding Player Retention, Dragonflight is the healthiest WoW has ever been. Bellular did a breakdown on this if you’re curious, I won’t get into it here.
- Participation in Rated PVP is at an all-time low despite high player retention. In a recent Blue Post, Kaivax says: “For clarity, there is no cap to MMR, but the highest rating is a result of the combination of population trends and lack of inflation.” This isn’t quite, “Players aren’t playing rated PvP,” but it’s pretty close to it.
- I am not a PvP Main. I’m a Heroic Ahead of the Curve raider and a Keystone Hero of multiple seasons, so I’m not an expert on PvP specific issues. Frankly, if my skill in PvP were personified as a Dragonflight zone, it’d be Zaralek Caverns due to how low it is, so let’s get that out of the way.
Now, based on what Kaviax says in the post, to me it seems like the issue is that MMR is kind of like a limited resource. To earn MMR, you have to win matches. If there are fewer people playing, then there’s less total MMR to win and hoard on your path to Gladiator. I am sure this is an over simplification.
To me, it seems like it would benefit PvP Players if more Players were playing PvP. But my question to you is—why would we?
- Raid and M+ have never had a barrier to entry as low as they currently are. The content is fun, the tuning is reasonable, and the rewards are plentiful in terms of power (M+) and transmog appearances (Raid).
- The Solo Content’s transmog absolutely slaps, and many people subjectively think that the sets from solo play look nicer than the tier sets for their classes. Aesthetics are subjective, but it is a sentiment you hear across community spaces.
In contrast to this, WoW PvP doesn’t seem very rewarding. You have to invest a ton of time into the content and are directly competing with players without a skill or gear reset; in Raid and M+, your knowledge about how to play your class carries over from season to season, but a new pool of dungeons or new raid mechanics to learn means that everyone starts on an even playing field. That isn’t true in PvP. The hurdle seems insurmountable to many of us.
If you’ve ever read Aesop’s Fable, “The Fox and the Grapes,” the message of that story is that people generally will convince themselves that they don’t want something that seems unattainable; in the story, the fox sees a bunch of grapes on a vine but when they try to claim them and fail over and over again, they say, “I wasn’t in the mood for grapes anyway,” and walk away. PvP cosmetics are the grapes in this allegory while players who aren’t as invested in PvP are the foxes, only in WoW PvP it seems like when the foxes become disinterested in the grapes the whole vine withers.
There’s a lot that could be done. You could try to inflate MMR for the people who are motivated to play PvP regardless, but I would imagine that you’d end up at the same spot every couple of seasons. Rather, this would be my suggestion:
- Playing Rated PvP grants players a new currency—Marks of Valor. You get one mark for playing and additional marks if you win, based on your Rating.
- You can spend Marks of Valor on obtaining transmog, illusions, toys, mounts, and pets. All elite PvP sets, vicious saddle mounts, and pets are available. Transmog is bought one piece at a time. You can also buy previous season’s Tier Set special effect unlock items; this would be the only way to get them if you missed out on the achievement during the current season.
- Gladiator Mounts from previous expansions are also available, but the current expansion’s gladiator mounts aren’t. Titles would remain exclusive to the people who purchased them.
Ultimately, the issue is that people don’t want to grind a game mode they’re not good at and might receive no rewards for. If you want participation, people need to earn things that they want. My suggestion allows people who are good at PvP to accrue rewards faster than people who aren’t, but anyone can hop into a game, try their best, and ultimately put PvP into a position where it’s not on an anemic MMR drip feed from season to season. This strategy of, “Let people earn things,” works in PvE, and it would work for PvP too.