Remove Pillars from Arena

If pillars were removed tuning would be needed. Pillars allow ranged a place to hide from melee. If no pillars then melee get 100% uptime like they do in random BGs.

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By this you mean a place for melee to hide from wizard cleaves so their death triangle doesn’t instantly delete someone right?

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It’s not. Pillars is part of the game. If you want to stand still and cast something down stick to pve.

Why is it always lower rated players with these suggestions :man_facepalming:t3:

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Out of curiosity, in those rare instances ranged-type weapons were allowed in real life coliseums, did those archers have a targeted ability where if they just click on their opponent, their arrows would hit them directly without having to really aim at all? :wink:

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I mean you remove pillars you get an arena tuning nitemare. Healers would be 100% uptime silenced into uselessness. They need pillars

Ranged need a place to hide from 100% melee uptime.
Thats what I mean.

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I feel pillars are more required for melee than ranged.

An arena with no LoS will heavily favor ranged.

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Tell that to the healers getting 100% uptimed by melee.

While I do agree arenas need a redesign, removing pillars isnt the answer.
There needs to be a study and lotsa feedback as to how to make it better.

Its time.

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The melee are going to be globaled by freecasting wizards while their healer sits in a CC chain.

Removing LoS is not a solution I agree.

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I dunno, my Fury Warrior main uses Avatar, etc. to break from CC and then uses Charge or Heroic Leap to close the gap and wail on ranged whenever they fail to hide. It’s so much worse for them to be hanging out in the open, especially since they can be interrupted and spell locked or Hamstrung.

They also lose the advantage of baiting a sucker melee behind a pillar where their healer can’t reach them.

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i imagined seething shore originally and it’s kind of hated by pvpers and i think one reason why is there’s no LoS objects mostly in it so I think LoS pillars add skill. I don’t arena I only do low level battlegrounds and when I go in arena skirmishes I just get destroyed.

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No, there needs to be counter play to be constantly spammed by range

Of course you do, u want an easy kill while mindlessly spamming frostbolts and kiting.

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That’s because you aren’t playing anyone that’s good.

Removing pillars hurts melee

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That was my first thought.

Giving slaves ranged weapons and then sitting to watch them fight to the death within arrow range seems unwise.

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I SAY:

keep current arena maps like they are, even add more things to hide behind in some.

Just make more maps and have some where there is nothing to hide behind. add 5 new arenas. just flat ground/sand/dirt whathaveyou.

There are literally thousands of areas of all the WoW maps combined that could easily be turned into an arena.

Just add a boundary that players can see like a solid glowing line on the ground and and bada-boom, hundreds of new arena maps.

My idea is to have a fairly small arena hosted in the streets of Suramar City, include buildings that you can walk into and trees theres lots of different areas within Suramar city that can be used. maybe even have multiple arena maps just from Suramar city

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Just use Cheap Shot, Blind, Gouge, Crippling Poison and Numbing Poison in between Vanish, Cloak of Shadows, Veil of Midnight, Evasion and Smoke Bomb. You can even generate combo points at range.

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I think WoW is much more akin to Laser tag than roman gladiators. Also, roman gladiators wasn’t a big empty room either; they put all sort of things in there, including water for “naval” battles.

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LOL. You don’t play Arenas, I can tell. [Laughs in Spell Reflect and defensive CDs.]

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In an arena setting you would lose using that strategy.

Watch any arena series on awc where it’s melee versus a faster cleave.

The caster team will position in a triangle around the pillar with dps on either side and healer in the middle at range. Anytime the melee push out on one caster the other punishes them. It’s a very basic arena strategy. Without pillars the melee team would just die.

Your advise shows a lack of experience.

If a warrior use fall that mobility against a lock/mage team they would die in a root/stun

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2400 exp on rogue
2250 exp on DK
2k exp on priest/warrior
1800 exp on druid lock mage hunter

I have played against thugonomics and kaska on different teams. I have played with Nahj on his alt lock.

I do arena and clearly know more about positioning than you do.

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It’s right there. The dude I was replying to thinks removing pillars is the only way to counter ranged. Proves my point that pillars help casters and not the other way around.