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Time:   19:31:06 CET   10:31:06 PST   13:31:06 EST   03:31:06 Seoul   02:31:06 Beijing

NEWS
Blizzard talks RMP, resilience and more

By Michael 'Zechs' Radford
Jun 16, 2009 14:51


ImageA 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:

"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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