Why does war mode cause phasing?

I missed out on a big world boss fight (Antros), and a super-rare mount (Hirokun) today because I was in “war-mode” which apparently phases you and I couldn’t join the fight in time with my team members.

As I understand it whole point in war-mode was to make world-pvp not suck (given people incentive to participate and make them unable to toggle off immediately). That is fine, because ordinarily I would never want to turn it off. EXCEPT, making me wait 5 minutes for opportunities that disappear in mere seconds.

Just make people without it be untargetable, then custom premade groups won’t be divided and people won’t be unfairly punished for participating in world-pvp.

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If you weren’t phased in with your party then they didn’t have WM off.
Of course you’re in a different phase than them. How would that work otherwise?

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because war mode on and off are 2 different game instances.

war mode by its definition is the ability to attack the opposing faction. Just join groups that say wm on/off next time

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Simple, it would work exactly as it did before BFA, only people with war-mode on are targetable for world-pvp (with the added caveat that only those with war-mode on can attack them). It doesn’t require phasing which stops this nonsense from happening.

If they make it so WM on people can go in WM off instances, they give people an exploit to avoid fights. They can call for an invite to a WM off group to get away from WM people, so the current design is hard segregated. If you are WM on you are stuck in WM on instance until you toggle WM off in a rest area.

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No you are misunderstanding it would not enable people to avoid fights, if WM on and WM off were just 1 phase but WM maintained its other current restrictions (about when you can enable/disable), then joining another group who had WM off wouldn’t “protect you” because you’d still be in the same phase and still targetable in PVP.

That system still exists. Warmode is a separate phase because it adds some pvp objectives to the zone. It also makes it easier for blizzard to try and make balanced pvp shards. If you have a mix of people with pvp on and off in a shard, it just adds more variables when you try to balance horde pop vs alliance pop on that shard

The problem with the old flagging system (which is what you’re referring to) is that unflagged players could interfere with PvP (think people with mammoths sitting on nodes, hiding enemy players, etc) with no recourse for flagged players.

The old flagging system also allowed players to gather en masse safe and sound and only flag when they were ready to steamroll the opposition, which kinda breaks things.

[You are entering a group with players who have War Mode toggled off. Would you like to disable War Mode so you can interact with them?]
(Yes, disable Warmode) (No)

I don’t know why that pop up is a “me” idea and not a “Blizzard” idea… but that’s a problem.

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I am not misunderstanding, I am saying why the instances are hard segregated. I don’t disagree that WM on/off should be totally different, but you’re confusing a suggestion of how to fix it with considering why it be the way it do.

What I would like to see is something more Albion Online - like. In that game WM on and off people play in the same instances, and there is one main instance for everyone of every flag, and then it spins up overflow instances as necessary. You flag and deflag with a 30 second channel anywhere, and there is PVP objectives on every map to incentivize WM play. Is a much more elegant way to do things.

Sure, introduce another way for players to drop phase when you find yourself outnumbered.

The fact that it exists is irrelevant its effectively deprecated. Why does it make things more difficult? The objective is still the same: balance number of people on each faction with WM on. Just ignore others.

From what you posted, if seems that’s already a super easy to do thing.

It’s possible. I won’t discuss how here, because that’s too close to discussing an exploit for me to be cool with it.

Yeah there are already enough gutless horde who sit just outside sanctuary areas and attack single Alli players five on one but skip back into sanctuary as soon as numbers even up

I know it’s possible lol.

I played a guardian druid. Most of my WPVP ended with people “disapearing” into thin air.

That is essentially my suggestion except I see no need to remove 5 minute limit, idc about that as long as I’m not barred from participating in group activities (due to no-one wanting to wait 5 minutes for me).

War mode grants EXP and Rep buffs.
War mode has faction tagging.

The last thing WoW needs is overlapping systems.

Keep the two separate. Simple.

Clarifying again… This does not introduce any ways to avoid pvp combat, you would still stay in your regular phase and still be unable to immediately turn off pvp. The only valid point I’ve heard raised so far is people hiding behind Mammoths… But even that: couldn’t you just hide behind a regular rock?

Or, what if they made it so WM on and WM off people had separate group finders too? I think this is one of the really big points of contention, it is why OP got to see the flaws in the system. They could just mask the problems better, seems like that would be pretty easy. It’s essentially the reason I hate how WM works too, world bossing. I constantly have to toggle WM off for group finder reasons.

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