If its an average take then that means the median number of players want it. ![]()
Okay so hereās my 10000 IQ plan to fix pvp and the game in general
- Pruning with a focus on making all classes, but especially healers, fun and intuitive to play
- Everything DRs with everything- People want to play when they play pvp, not sit in endless CC chains
- Ban all add ons
- Better reward structure with non time gated rewards that are also very relevant in PVE
- Disable set bonuses in pvp and stop trying to balance around them every season
- UI and ability overhaul so you can clearly see whatās happening in the game at a glance
- Frequent balance passes with a focus on making bad specs feel better rather than over-nerfing good specs
- Shorter, but more rewarding seasons where you can climb right away and get rewards for continued play even if you arenāt very high ranked
- New PvP game modes, both rated and unrated, and BGs in every expansion- if Blizzard mostly ignores pvp why wouldnāt the general player base?
- Slow it all down. Not everyone has been doing this for 20 years. They need time to be able to react and figure out whats going on. People tend to be more okay with losing if they can at least figure out why or how they lost.
Anyway, you can boo me, but Iām 100% right on this. We need casuals and pveāers that play pvp because itās fun. We need new people to see the game, think it looks fun, and start playing. We donāt need the same 10k hyper addicted boomers fighting each other over and over again in the same arenas until their hands implode from carpal tunnel and arthritis. No one is playing because for the overwhelming majority of even WoW players, even people who used to pvp back in the day, itās too much and itās not fun. Nothing will get better until the ever dwindling pvp community accepts that.
Was on my priest. I had a rogue stun me and pop cooldowns on my ally. I immediately pain supped him and he died through it in 2 globalsā¦.
scalding hot take, make the mythic raid tints unobtainable like just PvP when they release a new raid.
What a bunch of original ideas that havent been puked all over these forums for years
Yep. I been saying this for a while now. We need legion templates back because the amount of balancing that needs to happen is just not there to satisfy PvP players. Legion was the most balanced PvP we ever had. Dragonflight 3 is the most deflated season I think we have seen yet too. Damage is really high, healing is not that enjoyable for most⦠I have a bad feeling this is also going to bleed into s4 and it will be a verdant 1.5 basically. Same thing as s3 cosmic & s4 eternal.
Allow people to get pvp rewards through number of wins along with rating. For people that canāt get 1800 or 2k they still have a route to get them through perseverance. And despite what people on these forums say or think, there are far more players that canāt reach 1800 than there are that do. Anyway, an example of what Iām talking about is like 50 wins to get the tier piece, 500 wins for transmog and 1000 wins for glad mount.
Along with this, give pve players a reason to pvp again. They can do this by having conquest gear be equivalent to normal mode raid gear, or at the very least 3 ilvls lower than normal raid gear.
If we want to get more players to get into pvp, itās going to be more than just a class balancing thing.
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and not a single blue post to be found
Gutting rogue would be awesome.
You asked to remove healers. Your take is the worst of them all
Would just make the gameplay easier for the bulk of players, would making healing dramatically easier so it is more of a mana war instead of stuff easily dying in a 3-5 second unavoidable cc
Put all gear on same vendor, no slot machine vault, so everyone gets weapon at the same time. Everyone exact same gearing pace. You win more you cap and gain rating faster.
Make all matches gain rating through 1800-2kāish but it starts at zero every season - except when afk and obviously didnāt really play - win more and you gain rating faster
Put a amazing cosmetic gear set at that 1800-2k with animated effects
Would build an alert into wow that says āyou are out of range from your healer!ā That checks range and LOS
Turn off all pve gear special effects and trinkets in pvp.
Spend way more time balancing healers
Make tanks do almost zero dmg in pvp, but unkillable without a debuff that builds. Make all tanks equally survivable and equally good at flag carrying.
Just some ideas
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it is possibly one of the hottest takes in American history ngl
- Get rid of non-retail versions: The 20 alternative versions of WoW are cannibalizing the product and are disintegrating community and loyalty.
- Rationalize abilities across all classes/specs: the character CC framework has gotten too big and too complex and has resulted in balancing through causing some classes to do too high of damage since they canāt kite and cc anymore, has caused some classes to become too fragile that used to have some durability, has caused healing to be all reaction based since damage spurts between 0 to 500K dps at any given point in a match. Every expansion and patch has just made this worse.
- Get rid of RSS-3s and replace it with something such as RSS-5s or the new Random BG. Having 2 healer comps will bring healers back since stress levels will get back to normal. Afterall, who actually thinks healing is fun anymore. I used to love it but hate it now.
- Engineer incremental ratingās increases and losses to actually make sense: Losing 100 rating because the 0-rated person lost all their games is unfair to the rest.
- Reward success to help people reach their achievements when they win. Getting the elite pvp set has never been harder and itās due to abandonment of a system where you would move up and down in rating at a similar rate. This new system causes and exponential loss in rating for losses and minimal gain for wins. It only rewards hyper elitists who eat, breath, and sleep this game. Streamers love it but itās time for a game for everyone where a reasonably good player can reach 1800ās. Let the elitists play around the 3k rating and implement a logarithmic ceiling that keeps that contained.
- Stop redesigning the classes with every release!: Players want new content and new seasons but relearning the classes we love is just ridiculous and makes your class balancing act much harder.
- Mid-expansion class redesign just means you released the game too soon and didnāt do your jobs!! - If a class requires significant redesign post release, fire the class product owner and maybe his product lead and get someone in who can do the job! Release a polished and complete product as you used too. I liked the old commitment to quality over the early buck!
Iām sure I will think of other fixes, but this is a good start!
I think first step is they NEED to play the game, and play it allot, not just type in code. And mandatory that they learn to use the 20 mandatory addons as well, they need to walk in the players shoes.
I dont think they play pvp, they just code and go off of how the elite .01% reacts as guinea pigs.
Alrightā¦
First and foremost, I would divorce instanced pvp from the core game and implement instanced pvp as its own server loosely similar to the old arena tournament server, this way cosmetic rewards and account wide earnings are still shared.
This affords you the ability to develop said rated pvp server In isolation and do things such as
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completely independent class design. Keep the flavor and gameplay style of the class as it exists in the regular game, but trim the bloat and focus on a leaner ability spread. This comes with the added benefit of more concise balancing passes as there is less you have to deal with in terms of variables and effect contributions to power.
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the ability to omit certain specs from certain pvp modes such as tanks.
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more controll over season length, and the ability to have percentage based rewards because you are concentrating the playerbase that wants to pvp under one ecosystem and not concern yourself with making players feel like they have to log in every day to keep up.
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power choices that currently exist in the game such as set bonus and embellishments etc etc are simple npc provided power boosts or even baked into a unique ui that has you selecting from a list on the talent / character screen.
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you could reduce the playable space on this server to an already existing location in the game, a faction agnostic hub. Think locations like old raids, partitioned areas of old zones, past expansion hubs, or even unique locations built specifically for the server, like a juiced up brawlers guild of some kind. And have this hub change or rotate every season or so for thematic flavor.
Many casual players often sight the desire to pvp exclusively stems from the the desire to obtain cosmetic / vanity rewards. This pvp server would have all forms of instance based pvp for this pursuit be it rated or simply non rated casual games. Both arena and bgs⦠Which brings me to my next suggestion.
Alongside this new pvp server would be a restructuring of BGs.
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Get rid of epic bgs completely. At best they are laggy spectacle over actual substance pvp endeavors that are first and foremost honor faucets. And since this is a server that would be concentrating pvp focused players, the reliability of filling these large game modes would be questionable, and their purpose moot.
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redesign regular sized BGs to be uniformally 8v8. Adjust the size of the maps to coincide with this, scrap older bgs that are too difficult to adhere to this change.
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control premade group size and adjust matchmaking. 8 man groups are matched only with other 8 man groups. Then, operate on a priority system, 4man groups are matched with other 4 man groups first, then it will look for multiple 2 man groups etc etc. This way you can limit the power influence that premades have over smaller groups or solo players while not having to enforce separate queue brackets for premade queues:
8v8 exclusive
Thenā¦
4+4 v 4+4
4+4 v 2+2+4
2+2+4 v 2+3+1
etc etc.
I truly believe, housing all things pvp related under separate systems / servers from pve would give development more freedom to accomplish appropriate balancing without tripping over pve/pvp cross pollination, a more accurate focused demographic size to gauge genuine interest in pvp (hopefully to encourage more investment in development resources), and ultimately a strengthened community. There would be some growing pains at first, such as limiting the amount of characters one can create on the server in case of any logistical issues early on.
āBut what about world pvp!?ā
To which I sayā¦
KEKW
i like at realm so +1