Why does blizzard refuse to humor making pvp a plug and play model?

Thinking a bit outside the box, but I’ve had the opinion for a while that instanced PvP (including Rated PvP) should be used as a free-to-play entrance to WoW. This would definitely need a plug-and-play model.

WoW PvP suffers from one thing above any other, and that’s a lack of participating players. It is a vicious cycle too, the fewer players there are, the more the ones who stay are likely to be higher skilled. The barrier of entry thus becomes more daunting for newer players.

The problem has gotten worse too, year to year, since M+ became a thing. It should be remembered that when dungeons were just a briefly important prelude to raiding, and raiding was the only real PvE progression, it limited how much time was normally spent on PvE progression. Psychologically, there were more “nights off” in the old system, because if it wasn’t a “raid night” there was little to gain in PvE progression. Now, on any night, you have M+ on offer.

In sum, PvE focused players are incentivized to spend more time than ever on PvE progression, and have less time to engage in PvP, which has fewer players and a more brutal environment for beginners.

Open up PvP as a free-to-play entry into WoW, use gear templates for PvP instanced content, use all the cosmetics / titles as the main incentive for non-subscribing players (like any other online PvP game), but then also make it so that non-subscribing players can earn real gear just like subscribing players can… but to make use of that gear in the wider world, and to even access that wider world, they’d have to subscribe.

I do think gearing matters as an incentive, but Blizzard just needs to bite the bullet and make the gear that’s earned actually good, all-purpose gear, competitive with the higher end raiding and M+ gear. None of this “here’s a low ilvl item that becomes high ilvl in PvP.”

Long story short, WoW PvP needs new blood, and could be an effective gateway for new players into WoW as a whole if it’s made into a free-to-play aspect of the game. But that only works if it’s a plug-and-play model.

Like I said, it’s an outside-the-box idea. But I feel like WoW PvP underutilizes it’s potential (to attract players) to a severe degree. The ability for new players to just jump in and start playing against other players should be a major goal of development, and instead it feels like the people who develop WoW PvP are just not that interested in anything other than keeping it on life support.

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He was right for like the top 3% though the skill ceiling really does skyrocket towards the top

They make games specifically for what you want. Go play thoae

World of Warcraft has been running since 2004, Guild Wars 2 since 2012; and with Blizzard backing it (see: Marketing, which A-net has religiously been terrible at), this metric is a moot point — people’s bias towards WoW is dogmatic at this point making WoW a bigger as it has age and cult on its side. Naturally, it’s going to be bigger. Bigger does not always mean better.

What’s being discussed by the OP (and they can come in and correct me if I’m wrong) is Arena / BG PvP which can be compared to Structured PvP (or sPvP for GW2 natives) when we’re talking about ‘plug-in-and-play’.

However, even in GW2’s World vs World (WvW) a similar gearing methodology applies in the sense that: Guild Wars 2 is heavy with horizontal progression. It’s a core gameplay feature that spans both PvP and PvE. You gear up at max level and you’re functionally as good as you’ll be outside of individual player skill.

Now, there are a multitude of existing PvP-centric IPs currently in existence, that have proven that plug-in-and-play works and works well.

Plunderstorm — as much as people may have disliked it — I suspect was a step towards plug-in-and-play PvP.

World of Warcraft can have both of these things and should. But only once Blizzard fixes the usability and playability of the game, namely:

  • Skill bloat
  • UI clutter
  • Players needing to rely on addons
  • Class mobility i.e. less static skills that root you in place
  • Gearing
    of PvP first.

Guild Wars 2 and many other games already have those problems sorted out.

Again, I’m a staunch believer that Plunderstorm was an exercise to see what works within Blizzard’s system to move towards what the OP wants. (Move towards, it’s an iterative process).

Gearing has never been easier.

Yes, and cutting off your hand to avoid gangrene has never been easier, but thankfully there are better ways to handle it.

blinks

Being able to be competitive on the same day and being full bis the next day is, like, what everybody begged for, and that’s what we have now.

At some point one has to just accept that certain individuals aren’t interested in learning or playing.

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Pretty much to tie with your point, you’re right to a certain point but Blizzard already is doing what you’re saying then because we got Plunderstorm and we got now multiple offerings with classic. Yes diversifying today seems better than trying to one-size-fit-all but also kinda my point about horizontal progression/no gear in pvp, some people will still look toward having progression in pvp if you remove that then those people won’t play.

I think it’s fine if you think that guild wars 2 is a good game and I also think it can be attractive while not the biggest game but I still think what WoW does good it does better than other mmos when it comes to dungeons, raids and class design and I’ve even heard pvpers saying that wow pvp is still way more unique and interesting than a lot of other pvp games.

Even at its worse I’d personally still would prefer wow than other mmos, I have took break for wow many times because the game since Legion for me cause more burnout but that’s mostly a M+ problem. Yes they could do better and I will agree that they need to take more extreme mesures when it comes to current class design but that’s not really the core of this topic and I don’t see why I would be against that.

This is why I don’t PvP in this game anymore and haven’t for a while. Sucks the fun right out of it.

No, dampen / low damage metas are worse.
Bad players can run around and randomly get kills when damage is high, when damage is low bad players can never get kills. They get frustrated, then quit.

Dampen / low damage metas are also absolutely terrible beyond comprehension and have no place in MMO PvP.

Well, they accomplished their goals, but those goals evidently aren’t shared by the PvP community.

They say they want balance, and for gear to not matter, but when we had that, people complained that they were loosing, and couldn’t scapegoat gear.

It requires A LOT more than basic CD knowledge and an interrupt keybind :joy::joy:

It’s easier to fully clear mythic raid than 2400 and it’s not even remotely close. You can also have a lot slower reaction time for the highest level PvE

No…lol

Its comical on a lot of levels you believe that. I could buy 2600 but not 2400.

They actually used to have specific pvp servers which was basically exactly what OP described. Classes were created at max level, and there was vendors selling all kinds of gear and consumable.

They were discontinued after a few years. Lasting from the start of Cata to the end of MoP, if i recall correctly.

And I can buy a full mythic clear for like 100k gold lol…

According to your profile you are an LFR Raider with limited RBG (AkA PvP for PvErs) experience… I don’t see any arena experience

Would love to see the actual quote if anyone has it. Because this would end any griping about premades. lol

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Blizzard put an end to hard core pvp right after MOP . There is no point into pvp if Mythic plus players have better gear than Pvpers . Especially in retail . There is no balance in pvp especially when it comes to gear .

That is the reason why don’t play GW2 . I want to earn gear not cosmetic BS .

Ive…multiple elites if you go into feats and somewhere around 20 ces