MOP PvP balancing. It’s complicated, here’s how to fix it

In typical fashion, blizzard has opted to use the last patch of balancing changes for MOP. This will not work like it has for previous expansions, because mop was balanced, and tuned, around the scaling of end of season stats, resilience, and battle fatigue. In 5.4. And individual adjustments to damaging abilities in those SPECIFIC conditions.

Which is why with class tuning alone, with season 1 resilience and battle fatigue, the game will still be very different from the original MOP. So what do we do?

How do we fix it? I think damaging spells and abilities, aswell as healing, should all be scaled to their respective season 1 values. As should base resilience, and battle fatigue. Otherwise the game won’t truly resemble season 1 of Mop. Throughput more than anything with determine how the game feels.

The changes to crowd control and ability mechanics are all fair. I can’t instant clone as a feral Druid, which is fine, this won’t impact the pace of the game. But damage and healing will.

Battle fatigue should be low season 1 as stat scaling on season 1 gear wasn’t too intense. I recall season 1 it was low, around 10-20%.

Currently we have just gone from 77% base resilience, to 0. The result was every ability hitting 1 damage. To now warriors hitting for 154k through my 50% survival instincts. The ability damage for all classes NEEDS to be reverted to their season 1 values and scaling. Otherwise they WILL be overturned on season 1 stats. As many damaging abilities were tuned to end of xpac scaling.

I think that trying to tinker resilience and battle fatigue, around modified ability damage for end of xpac conditions will leave the game wildly unbalanced in season 1.

THE SOLUTION:

What I ultimately propose, is abilities receive modifications from tuning for EACH respective patch, as they did in original MOP. Battle fatigue and base resilience also scaled, to their respective values for each individual season.

This will ensure the game is the same pacing and feel as season 1 of MOP. Without trying to alter other numbers using the last patch to create some Frankenstein version of season 1. I think historical throughput and preference should be preserved, I think most players agree with this. And the only way to do that is to adjust abilities, resilience, and battle fatigue, to their historical values.

  • thank you
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100% I agree, definitely can’t blanket adjust the 5.4 patch into pacing of s1, could throw it off, hopefully the tested pvp season blizz is doing will help!

omg they should hire you asap sarcasm clearly they arent going to do that nor should they, most players need to adapt to what the last patch note is and eventually like almost every of ther expansion classic has; classes will catch up.

No offense but that shows a dramatic misunderstanding of how things were tuned in mop. Mop is not like the 3 expansions before it.

Abilities in Mop were adjusted as stats scale. As was battle fatigue and base resilience. If you use end of patch ability damage scaling on season 1 gear. It won’t be something to adapt too. Because the game will be broken.

I literally had a warrior hit me for 154k through a 50% wall in full PvP gear. That’s a quite literally a 1 shot. That’s 308k with no defensives. On the higher armor values in 5.4, with larger health pools it made sense. It’s not balanced for the first season it’s balanced for the last.

The adaptation you are talking about will be players not playing the game. This isn’t like Cata where there was no battle fatigue, PvP power, or base resilience at all. Where resilience values were only marginally higher from one season to the next.

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Simple things to fix MoP’s PVP and PVE for that matter because 5.4 is flat out a mess and was a mess in OG 5.4.

  1. Revert the classes to either 5.2 or 5.3 (forever)
  2. Progress GEAR and Baseline Resilience per the Season as it did in the original game, this includes everything from 5.3 series PVP trinket set bonuses (I think this was 5.3) to Resilience values being on gear in 5.0 to 5.3 game play then removed in 5.3 for baseline resilience.
  3. Battle fatigue is progressed in the same path per Season as original
  4. When we get to final Season S15, re-evaluate the resilience play in that season based on how things are playing in that season… DO NOT MAKE THE META SLOWER OR FASTER, keep it steady.
  5. Never ever use “The Crowd chooses you” at any point ever, instead just go with dampening from day 1.

Doing this fixes both PVP and PVE, because the 5.4 patch was basically testing grounds for WoD and that really was not very good because the meta was very bais toward certain class builds namely Monks…

this has to be the most ridiculous, unnecessary, wrong, annoyingly dismissive, uneducated, rude, moronic, low iq comment i have seen on the forums. and these are wowforums so u could imagine how south of the bar this was

you are absolutely god damn right