So in the end

It probably would have been better had a little more energy gone into explaining what a PvP server was.

I guess they could have decoupled PvE and PvP phases but that would have caused its ow set of issues.

Alright then delay MC

Shrug

Battlegrounds and MC should’ve been implemented simultaneously as far as I’m concerned.

The honor system should’ve been present in some way, shape, or form from the moment you made a level 1 character to give purpose to wpvp. You want to limit it to max rank 3, max rank 5? that’s fine.

But it should’ve been there regardless.

I love these blind, mindless proclamations made by people with absolutely no hard data to back them up. Sundays wouldn’t be Sundays without you!

Retail avatar

Great comeback! That’s new, it must mean that you know more right?

The PvP servers are not balanced so it was a bad idea, it’s entirely blizzard’s fault for how bad the wpvp was and is on most servers.

They could have closed new horde creation on horde dominated pvp servers until the alliance reached parity and vice versa but they decided to do nothing instead.

There are plenty of youtube videos out there showing how ridiculously un-balanced most pvp servers are. 1 Alliance vs 10 horde in every zone isn’t ever going to be fun.

Look, MC is the primary “PvE endgame progression path.”

Releasing MC prior to the release of the primary “PvP endgame progression path” was unfair to players who prefer PvP endgame progression for one or many of a myriad and multitudinous number of possible reasons.

As somebody who didn’t raid MC and, instead, waited until they released battlegrounds (given that battlegrounds and PvP progression is the sole reason why I play the game), I’m being forced to face down players in full sets of T1 using weapons that dropped off Ragnaros using dungeon blues; to progress through PvP and reputation ranks that offer blue gear which is still, in many ways, inferior to what players have been receiving from MC for many months.

Well the horde behavior in phase 2 (boat camping, corpse griefing etc) knocked out 1000’s of alliance. As a result, horde queue times in BGs are substantially longer

Here let’s lighten this up!

You’d make a terrible scientist.

No, we can’t see that. We can only guess. How do you propose we test it?

No, not really :cocktail:

Alliance point of view of typical world PvP, thanks to Blizzard doing zero from day 1 about trying to balance the factions.

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It was definitely the phase I was looking forward to the most, and am sad that it is now over, and that it was so short.

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Horde on westfall was only better because it’s a PvE server.

Most WPvP was confined to Hillsbrad, or occasionally outside major cities.

I agree faction balance should’ve been made some semblance of priority – particularly in the case of PvP servers.

I could have been but players are different. It became toxic.

All I’m trying to demonstrate is the sense in which some classes benefited from the timing of MC significantly more than players of other classes, as far as PvP/spec specific gearing options were concerned.

Pure dps classes like Hunters, Rogues, and Mages, by and large, benefited the most because their tier sets directly affect their ability to be effective in PvP.

Meanwhile, hybrid/Tank classes like Priests, Druids, Paladins, Warriors, Shamans, etc. only benefited from MC if they were playing specific specs, namely whatever spec their tier set is attuned to buff – or if they received offset drops like weapons/jewelry/trinkets.

That’ll ultimately have wide-felt ramifications going forward as we move into PvP ranking, because the players who have acquired copious amounts of gear for their spec have an easier time in PvP against players of classes/specs which MC drops only have a limited capacity to assist.

In many cases, DPS warriors, for instance, aren’t provided the opportunity to roll on T1/T2 set pieces until a guild’s main-tank(s) are fully geared for the purposes of making progression faster/easier.

Hunters, Rogues, Warlocks and Mages, however, don’t suffer from the same phenomenon – and so players of those classes who raided have a tendency to be far better geared than, say, an enhancement or elemental shaman, a retribution paladin or feral druid; by comparison.

But that isn’t even accounting for the people, like myself, who simply didn’t have an interest in raiding at all.

For me, facing players who do simply have significantly more damage potential and stamina and resistances than me is frustrating – a phenomenon which could’ve been avoided if MC and PvP progression were released simultaneously.

It would’ve made for better balanced and fairer PvP gameplay across the board – whilst also having added longevity to dungeon/profession content in the process.