How to Save PvP #2: Gladiator's Distinction

Gladiator’s Distinction (2/2)
[Insignia]
[Medallion]

Set: Increases your [Primary Stat] by 20%, Stamina by 5%
and damage reduction factor from Versatility by 50%
when in Arenas, Battlegrounds, and War Mode.

Equip: Increases item level to [X] in Arenas and battlegrounds.

Make it happen! Save PvP! (or maybe just another 5 or 10% stam?)
Thoughts? Discuss ahead :slight_smile:

Many are already complaining about games lasting too long, not personally a fan of this idea.

I would rather them just tone down the burst damage potential of a few outliers (e.g., enhancement shaman and boomkin being the main two).

No others seem that broken at the moment (e.g., sure sub rogue and shadow priest are insane too, but I don’t know, it either doesn’t feel too bad, or I have yet to face any insane ones).

I can imagine though that in coordinated 3s, burst maybe is more of an issue, not sure.

The last thing this meta needs is more passive durability.

4 Likes

This is highly dependent on what rung you’re holding onto on the ladder. Bad Sub Rogues and SPriests are easily dealt with. Good Sub Rogues and SPriests are much more difficult to handle (high skill floor, high skill ceiling).

Enh and Boomkin can be played by pretty much anyone (low skill floor, still high skill ceiling), hence why they appear problematic no matter where you are rating-wise.

Not going to comment on whether they need tuning or not but I’m sure others will.

2 Likes

Very good observations so far.
I suppose I should have added what I’m trying to combat with my suggestions
is the burst, oneshots, and healers feeling like they can’t do much to save people atm
(at least, several of the healing specs atm). Balancing is one way to go about it…
but it’s been quite the spike so far. DF PvP is fun, but it can feel too random at times.
I’d say the low-average MMR lobbies are perhaps too fast paced, at least IMO.
Good players report the high MMR games are too stale…

So maybe some more dampening thrown in the mix?
Maybe even add some factor above a certain MMR?
Or a defensive aura from healers when they are not CC’ed?
Idk, just throwing ideas out there…

Yeah that makes sense.

Whatever Blizzard does with the game, definitely huge no to this. They are already riding the line with dampening as is as far as making healing borderline unenjoyable. Adding more dampening just gives healers even less agency over the outcome of a match, and will make games even shorter, which seems to be the opposite of what you’re shooting for.

2 Likes

You’re 100% on point here. Yes, I would wish for games to be longer at least in terms of balancing healers and being slightly more forgiving for their sitting in CC etc…
so yeah some of my ideas are incongruent with my own proposition lmao

Have you queued since the patch?

5 Likes

On my 1500 Feral yes :rofl:
on my 1900 boomy? Not yet, but I am highly inclined towards finally trying to push this weekend, now that I have some break from exams… I wanna be hopeful. I stopped queueing week 2 due to deflation and schedule, but
tbh now that I have a full set and am swimming in MMR, I am quite hopeful, esp given the state of Boomy.

Not until Denounce gets changed or I figure out a way around it outside of CC chaining the HPal (probably just line the HPal or hold Cloak until I need to kill someone).

Games already feel pretty long, even in 2s I’ve had a good 30% of games decided by mana or dampening. Burst feels pretty balanced to where it has to be respected but you can’t just SL retwarr bubble wings and one-shot the person without an immunity.

It’s dispellable

2 Likes

Ain’t nobody dispellin’ ME though.

…Maybe if I ask nicely.

Why go through the trouble of adding +vers def when they can just reduce the primary stat %?

1 Like

Enh…low skill floor :dracthyr_a1:

1 Like

I’m sure there’s plenty of room for skill expression, but at the end of the day: You can pretend your totems don’t exist, press Ascendance, run at people, and still see some success especially on the lower rungs where people either don’t respect cooldowns or don’t know what they are.

And the lower rungs is where the lower skill floor specs dominate while higher skill floor specs flounder (at least, if manned by similarly skilled players).

Indeed, that might be a quicker solution, if a hotfix is decided.
I’m not entirely sure why I came up with the vers 1/X%, but was looking for something to blanket burst across the board. Nerfing the outliers is always a good idea, but it’s been such a pendulum this xpak… Esp in Solo, games can last too long, or end in a few seconds. It can be tilting for some, and by seeing the posts I concluded mostly healers need help atm

Well any class that is easy to kill automatically increases the skill floor.

I mean, yeah, but keep in mind that we’re talking about lower rating here. People either don’t know how to kill you, don’t live by “train the blue,” or simply get rolled by the mighty Ascendance + W combo.

Once you start going higher, you run into more people who know that Shaman are squishy, and that Enh can occasionally roll lucky 7s and turn you into a smoking pile of ash if not respected.

Then the Enh starts learning how to use their totems and stay alive-ish (because they’re still at a pretty mid rating) and WOW look at that - you’re not boots-flat on the skillfloor anymore.

It’s the WoW PvP circle of life.

But if people don’t press buttons in lower rating than all classes have low skill floors cause all classes can succeed?

Sorta, but there’s some outliers. Like Sub Rogues. Good Sub Rogues have every stop in the universe and know how/when to use them. Bad Sub Rogues fall over.

The players might suck, but some classes are harder to actually suck at without seeing any success. Such is my point.

Bad melee eats bad caster is a thing for a reason.