There needs to be a better incentive to pvp, Something 24/7 like cyrodiil from ESO or WvW from gw2, where capturing a node feels like your doing something and you are heavily rewarded for it, id even say capturing a node should be like 150-250 honor, introduce a teambalancing system like Gw2 has. make capturing node generate passive honor gains aswell, then players who pvp will take the mode more serious, introduce resource nodes, faction sided passives for special nodes. Sieging castles/Outposts. Epic BGs dont scratch this itch at all, its usually clunky and disorganized but in gw2 or eso being a player in a small group and being a player in a zerg both have advantages to them, we had scouts, zergs that sieged the castles, and solo/small groups killing all the roamers and taking over the smaller nodes that rewarded their faction. Why do we have to settle with such a boring form of pvp when ppl just leave because after 1min into the game they die and know the next 15min is worth the deserter debuff instead of just taking a loss. The reward system is also awful in pvp and makes you feel that you are actively wasting your time getting honor if you arent in a premade group. That is very bad design
Edit: WvW and Cyrodiil are significantly larger in player count aswell than any mode WoW has rn and it runs great majority of the time.
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Those games also arenāt as technically complicated as WoW.
ya i agree, they are pretty straight forward and anyone can jump in the mode and have a decent idea on what to do. i even think their combat systems are much simpler aswell, now with OBR maybe i could make the argument for blizz but meh i dont think OBR would hold up at all in pvp
Yeah, I meant literally from a technical perspective. Thereās just so much going on that itās hard for the game to handle huge amounts of players.
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so what would be the solution by that logic, let blizz continue to ignore fixing the issues on their side? Continue with current iteration of pvp and keep watching the playercount dwindle each patch. Its also not that demanding assuming they spread out the map, in eso theres over 100ppl actively on cyrodiil at any given time, wvw the same. the map is so spread that the only ones doing the large 20v20-40v40 group fights are usually just the 1 big group each side actively has, most the other players goto other nodes and do their thing and kill roamers. i dont believe its that taxing on the system to where āblizz couldnt do thisā if blizz continues to ignore pvp and better incentives to do so then itll keep going down the road its on and its been lookin awful
alot of the server lag usually comes from too many people in 1 area all spamming skills, meanwhile others who arent in render distance are doing just fine, this is also why eso and gw2 spreads their nodes out, so ppl in a farming node arent rendering a fight thats happening in a castle from close by, leading to them having a much smoother experience
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I get your frustration for sure. I think itās just Blizzardās way to ignore older systems and keep creating new ones.
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honestly if they just make a fun newer system id prob shut up lmao. its just a neverending cycle in each mode where a few die and go āalright im outā its so bad. i wish blizz would just redo the casual modes to some extent so people arent forecasting a loss within 15min for a total of a 200honor gain, meanwhile winning is like 700-1500honor. they make losing feel so bad(ontop of fighting a premade every other game even in normal bgs) that players dont wanna play it at all. hopefully at some point, somebody at blizz will do something lmao
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4v4 two tanks and two healers. Greatest endurance mode.
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Exactly. It blows my mind that some people ask for increased deserter punishments instead of expecting Blizz to do better with the game.
Iād really like something like this. Cyrodiil is a massive map and a place that invites large group PvP, tactics, and strategy. The objectives are also not so constrained by āknown battleground metasā (e.g. hangar practically an auto-win for IoC).
Differences / Cons:
- Wow has only 2 factions rather than 3 which would make an impact - alliance would easily be the dominant faction as usual.
- Lag. How bad would it be given blizzās hamster wheel servers?
- Participation. Not sure thereād be enough players able to keep it lively except possibly during prime time hours, and imbalanced factions would make that worse.
- āJust do world PvPā: my retort would be wPvP is not the same thing, since Cyrodiil has faction-based objectives and a final (though hopefully temporary) win state.
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Wanted to addā¦
Because of the current gameās increased player toxicity, thereād also definitely be issues with cheating, exploiting, and sabotage in a Wow-Cyrodiil. Given that, maybe such a concept wouldnāt even work. 
With the way things are with the factions lore-wise basically having teamed up, they could easily make it cross faction and instead allow players to choose to fight for one of three sides. I agree that a 3 way battle is actually usually more balanced.
tbh wpvp is awful in design rn, you can tell blizz never bothered to actually make it make sense lol but ya i think they would def need that 3 faction system, and 1 way of doing it would be avoiding the horde/alliance storyline and make it like a minigame or something ig idk. or add a new faction, maybe something more punishing/rewarding and be an underdog one, balance the 2 main factions and have the 1 intentional underdog faction for those really hardcore players that want the uneven fights and higher reward structure. cyrodiil and wvw also balance the players and if one faction is dominant what theyll do is buff the lesser ones
I also find this a problem, and I donāt remember it being so bad in the past. Power differentials are just so high that one side often hopelessly defeats the other one. I remember GY farms could be afforded by only the strongest teams, because spawn could overwhelm the campers one by one. With the current balance they can rotate cooldowns endlessly.
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An endless battleground using warfront maps, resource farming, monster hunter and big team wars.
They can use Arathi and Darkshore, connect them, where players can jump from one to the other while remaining in the same instance, so reinforcements and materials could be requested from Arathi to Darkshoreā¦
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