I posted this on another thread, but thought anyone who is looking for details on the Party Sync feature and how it affects PvP might want it more readily available.
These are our findings after many matches, different level brackets, multiple characters, classes, and gear levels. All of these tests were done in the pre-60 brackets, most of which in the 10-19 and 20-29 brackets. We also started experimenting and testing later in the evening, so it’s possible that this information was not true earlier in the day but were applied after undocumented hotfixes, and obviously all of this may still change later.
~Hero Classes (Death Knights & Demon Hunters)~
- Demon Hunters and Death Knights can participate in low level PvP.
- Both classes retain a majority of their abilities even at very low levels, including things like Double Jump, Glide, and Fel Rush. Of note, Death Knight is missing Mind Freeze pre-60.
- Death Knight runeforges still function.
- Due to stat scaling (discussed below), Hero Classes are not significantly stronger numerically via scaling. However since they retain most of their ability kits, including their mobility, they can be incredibly disruptive and difficult to contest objectives. Players who are skilled with these classes will do exceptionally well; but they are not necessarily free-wins against teams that know how to deal with them, even at low levels. Demon Hunters in WSG is the major exception, but what else is new.
~Gear and Equipment~
- You do not gain any stats or benefits from gear, enchants, or gems. You will be exactly as strong naked as you are fully equipped.
- Scaled down players are given a template of set stats that appears to be of equal stat budget for every class (note that percentages may differ from spec to spec due to conversion rates). Scaled players should have identical secondaries, primaries, and health.
Note: The stat template you receive appears to generally be slightly stronger than the average player in the bracket, but weaker than people who are twinking or pseudo-twinking. **
- All on-use effects, procs, and other passives built into gear (including Azerite) are disabled. **
Note: Heirloom gear effects, such as the XP bonuses, on-use heal, battlemaster trinket, and so on ARE still enabled. Enchants still do not function.
** Exception: 120’s in the 119 bracket have disproportionately high stat templates and are by far the strongest. In addition, they have access to all of their Azerite traits. Other rules and restrictions still apply.
~Talents & Abilities~
- As in the official notes, you lose abilities below your scaled level.
- Talents unlock row per row based on non-Hero Class unlock requirements. For example, the 30-39 bracket will provide access to the first and second talent rows to all classes.
- PvP Talents unlock at the expected levels.
~Consumables~
(Reminder: There are already some powerful consumables available to low level players, including Bloodlust/Heroism drums that have no level requirements.)
- You are able to use most consumables applicable to your actual level.
- Consumables are scaled down accordingly, but some are considerably powerful.
Note: As you are already somewhat weaker than twinked players, the net gain of power relative to other players may not be very significant or worth the cost.
~Rewards~
- Non-max level players scaling down will still receive decent XP.
- At max level, item rewards are of 280 iLevel.
- There appears to be no unique transmog appearances available. All equipment rewards appear to be scaled versions of the generic “Class Set” gear you get on trial or boosted characters.
- You cannot earn level-up PvP gear appearances from crates. You receive PvP Loot Crates based on the low level’s queue rewards. Since your natural level is outside the intended range, you will receive gray items from these caches instead of gear. You can still earn Marks of Honor.