Time:  19:31:06 CET  10:31:06 PST  13:31:06 EST  03:31:06 Seoul  02:31:06 Beijing
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Blizzard talks RMP, resilience and more
A shower of blues hit the PvP forums today and Blizzard spoke about the problems facing that side of the game.
By Michael 'Zechs' Radford
Jun 16, 2009 14:51
A shower of blues hit the PvP forums today and Blizzard spoke about the problems facing that side of the game.Today's blue posts gave some interesting insight into the mentality behind WoW's developers. Worryingly for fans of competition, they believe that too much emphasis is placed on arenas although they did admit that the bracket sizes are also problematic, claiming that there is "too much emphasis on 2s and not enough on 3s and 5s."
Blizzard are also aware of class representation issues: "Warlock, hunter and shaman numbers in particular are too low, but they're not the only ones." Any plans to fix this were kept quiet, however. They also agreed with the consensus that arenas are over too fast but Ghostcrawler was quick to point out that it isn't purely because of burst damage:
The infamous blue poster also let Blizzard's feelings about RMP - a hot topic recently - be known. "We'd prefer to see other comps as dominant as RMPs in 3s," said Ghostcrawler, adding: "the problem is if we nerf RMP without making other changes, then double melee teams would likely just take their place."
But burst damage and resilience seem like unavoidable topics ever since the release of WoTLK and they arose again today. Blizzard's take is that some classes need burst damage because "not every class has the same amount of crowd control and very few have mana drains. We don’t want every class to have those abilities because then every class feels alike."
The resilience topic was a bit of a re-hash, though. Ghostcrawler explained that Blizzard started people off with too little resilience in the beginning: "we want resilience to be attractive because of the survivability it brings (and I think that part is working), but we started players too low."
Source: WoR
Blizzard are also aware of class representation issues: "Warlock, hunter and shaman numbers in particular are too low, but they're not the only ones." Any plans to fix this were kept quiet, however. They also agreed with the consensus that arenas are over too fast but Ghostcrawler was quick to point out that it isn't purely because of burst damage:
"Now there still are extreme cases of burst in some specs that need to be chilled out. However, if we just lower burst damage across the board we're concerned people just wouldn't ever die and only specs with multiple forms of crowd-control would be considered viable."
The infamous blue poster also let Blizzard's feelings about RMP - a hot topic recently - be known. "We'd prefer to see other comps as dominant as RMPs in 3s," said Ghostcrawler, adding: "the problem is if we nerf RMP without making other changes, then double melee teams would likely just take their place."
But burst damage and resilience seem like unavoidable topics ever since the release of WoTLK and they arose again today. Blizzard's take is that some classes need burst damage because "not every class has the same amount of crowd control and very few have mana drains. We don’t want every class to have those abilities because then every class feels alike."
The resilience topic was a bit of a re-hash, though. Ghostcrawler explained that Blizzard started people off with too little resilience in the beginning: "we want resilience to be attractive because of the survivability it brings (and I think that part is working), but we started players too low."
Source: WoR
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apart from that dk's are fine
problems is atm druid is just a lol i sit in tree and win
ret is i let my brother play me to 2300 by clicking 6 buttons because i got bored
tho if they make shamans,hunters,locks better i dont htink dk's would have as much impact onto the game as they do atm
u wont get facerolled as much
And to Zechs:
"My own concern here is that DK's get to have both. They obviously have high damage (hi@froststrike) but they also have pretty decent control (chains, deathgrip) and one of the highest levels of durability in the game. If they practiced what they preached and made classes either damage-based OR control-based OR survival-based, fine. But there are classes that have 2 or more of those traits, and that's where the problems lie."
If you take a look at warrior compared to dks, and you say a dk does so much dmg with the control it brings. A warrior can put out over 70% of the dks dmg in an arena game if not more, while bringing perma slows + MS effect. How can this be balanced and a dk isnt? You'r logic is way off because you only look at certain classes (or even specs).
Same goes for rogues, take a good look at the dmg rogues can do with the stunlocks they bring + wound poison, sure a ret paladin does more dmg, but doesnt bring those abilitys to the table. They don't balance around 1v1 or 2v2, the game is balanced around 3v3, and atm there isnt an overrepresentation of dk's in 3s, but there is one of RMP, which I hope will change. I hope the next tournament won't have 6/8 teams running RMP cus it's just too good not to run it.
the disc priest in 2v2 is almost impossbile to die, and if it is rogue/priest 50% healing reduced, is almost impossible to heal the partner.. ow and the mana burns are preatty nice too.
balance cannot be achieved for small scale pvp. rmp was always a top dog , back in Season 1 all the way to Season 6 it was great comp to play and a fun comp to play against.
any nerf to RMP will boost cleave setups and it would solve nothing -_-
wotlk made burst so high you can blow some1 up in a few gcd's.
Season 1 and 2 are still my most fun seasons ever. each season after those was worse and worse :((
dunno what the future of WoW holds , but with all the new mmo's comming out i think they are digging their own grave, just look at the 2v2 changes in patch 3.2 , no gear rewards anymore :P
waiting for aion atm and some other mmo's that offer PVP :+)