I’m trying to come back to play WoW bgs / arenas with friends after Plunderstorm assuming that there would be some action on retail (more than classic anyways) and each step of the way there are just barriers upon barriers. I’m not opposed to the modern QoL of retail now, but the design is all over the place when it comes to combat and damage pacing.
It’s good that we have much better control over the UI using default tools, although there is still a lot of addon setup required to seriously track all of the stuff going on. The gearing is still a pretty confusing for a returning player. I can figure it out cause I have friends and played the game forever before this, but a casual returning player interested in WoW PvP probably would not for awhile.
The game is like unnecessarily fast-paced, to the point where no individual action feels like it has much impact, nowadays it’s more like getting swarmed by hornets which kill you near instantly, than getting hit in the face by a dump truck (such as occasional TBC arena windfury crits for example). In both cases you can die fast, but one feels very different and almost like you have more breathing room to respond.
There are a million stagger CCs and too many important ICDs to keep track of. It’s not just like I’m tracking my own buffs and debuffs, but I’m also needing to track alpha tiger and skyreach on a per target basis, while eating 26 stagger CCs and having to interrupt my damage dealing process to kite and run away at the same time and try to find an opening to re-initiate. I’m not opposed to the push and pull, I’m opposed to the annoyance of having to stop my string of 1,000 actions which have to be aligned because I just realized that I need to temporarily run, and have now messed up the “script”… and if I want a chance to make it I’m going to have to run for 10,000 years awaiting CDs because you can’t do normal damage in this game anymore by just positioning yourself well relative to your enemies’ composition.
I like high skill cap PvP, but not if it takes this shape where I need to do some mythic PvE 99 parse rotation nonsense in the middle of all of it. This is like math-brain gameplay or something, it’s not as fun as peak WOTLK arenas. If you want speedy gameplay it should have more to do with certain specific combos where your gameplay speeds up temporarily.
I mean look at this ridiculous setup process, this is ASSUMING I’ve already got my enemies defensive cooldowns where I want them, crowd control is in place for my team etc. - I need to make sure my skyreach / alpha tiger ICDs are prepared for the target I want to use them on, pop xuen for haste, get my enemies in a faeline stomp, serenity with trinket, start the actual damage combo with palm and strike, rsk and fof, hopefully not having it interrupted by anything. I mean the chain of events is too long.
I mained warr in wrath not monk but it was basically… get in there, and just start doing your basic damage rotation, there wasn’t really a “penalty” for pressing rend, MS or Overpower early. When you wanted to make a play you would coordinate some CC with your team, I might call to wait and let me get a focus pummel before we start the chain, or try and catch a cast with Unrelenting Assault… then so long as my hamstring rend and MS debuffs have enough time on them, I can press bladestorm and let my team handle the rest of the cc / cross CC.
If something went bad during this process I had a handful of useful defensive cooldowns for different scenarios, some of which could be used offensively, and in general mostly abilities were on the GCD, and damage / healing were paced well so the game wasn’t insanely hectic (until maybe S8 PvE gear got involved).
All of this is to say, RSS is a cool game-mode. The queues are impossible. Plunderstorm is a great proof of concept. Retail PvP has long been irreconcilable with Retail PvE design decisions. I think if you want to restore your PvP audience to anything even remotely close to what it used to be both in absolute and relative terms… we just need to it to become it’s own game. Slightly simpler / deeper class designs (use WotLK as a blueprint), an easy onboarding process whenever you make a new character for selecting equipment etc., a nice social hub, or set of them, and various forms of PvP available to players, whether it’s arenas, the BR, BGs, or random events like walking over to a world hub gurubashi type place.
These games just do not belong together anymore and WoW PvP is entirely smothered by the weight of decades of decisions which cannot be undone with a few tweaks. The balance and philosophies have to be separated out, and then you can have a great and amazing PvP game (which may even feel like an MMO-lite depending how you want to handle it), but separate from the MMO.