After wrapping up the Test Arena Season on the MoP Classic Beta, we reviewed our experimentation with the different levels of Resilience that were tested (35/57/63/65%), how those values felt for all players of varying skill levels, and the complete set of data for reflection.
We also considered and discussed the original Mists of Pandaria and the intent of base Resilience. Beyond welcoming players into PvP at the ground level without a lot of PvP gear, it also was tailormade for a 3v3 Arena Experience. 2v2s and 5v5s did not grant Rank One titles in the original Mists of Pandaria, so it made sense that the focus in the original was purely on the 3v3 bracket.
Now that we have titles in the 2v2 and 5v5 brackets, we want to show those brackets the same attention and make the experience across the arenas feel good for players in any bracket. This unique challenge deserves a unique solution. We want these brackets to all be played, feel good, and be competitive. The challenge? One size does not fit all when it comes to base Resilience and team size.
In the Beta, we really liked how 63% felt for 2v2s, but for 3v3s, we’re more in favor of slightly higher Resilience. We’ve also been looking at how world PvP and Battlegrounds shaped up in the last week of Beta. Taking everything into consideration, we’ve made a final adjustment before the season starts.
In PvP Season 12
Battlegrounds will have 63% base Resilience (was 65%).
World PvP will have 63% base Resilience (was 65%).
2v2 Arena matches will have 63% base Resilience (was 65%).
– This is an increase of about 6% more damage taken.
3v3 Arena matches will have 64% base Resilience (was 65%).
– This is an increase of about 3% more damage taken.
5v5 Arena matches will have 65% base Resilience (unchanged).
The Bloodbath Orb will remain in every Arena starting area, allowing players the choice to influence when dampening will take effect during each match. We’re also turning on two enchants: Enchant Weapon - Bloody Dancing Steel and Enchant Weapon - Spirit of Conquest. These will be available after the first reset of Mogu’shan Vaults and will require 2200 Rating to purchase.
Thank you very much for all of your testing and feedback. We hope you really enjoy Season 12!
I hope this will make it better, but i don’t think this is enough. The pacing reminded me of BFA where healers were overpowered because the damage was way too low. (not a good time, i still hate it)
I hope you keep monitoring it. The reason people loved MoP pvp, was because of the pacing and being able to have an impact as dps if you’re skilled, being able to solo a healer if he made mistakes and not feel useless as a dps in RBGs.
Good change but its hardly enough. You are once again falling into the trap of balancing around dampening, which wouldn’t be necessary if damage was simply increased. Having overpowered healers is never fun. A skilled dps should be able to kill a healer within 30 sec (without cds) - 2 minutes if the healer gets outplayed and receives no support from his mates. Healers support their team, and so their team needs to take care of them so they dont die. Its supposed to be a symbiotic relationship, not a onesided one where a healer can keep himself alive while just turreting himself like a PvE bot.
im ALL for pvp in wow, i LOVE it. But MoP is the ONLY time ive stopped playing, it feels TRASH, literally zero impact as a solo dps. Its sad and i never thought id hit this point. I was so excited for MoP, and its dead for me…
can we now have pve changes not affect duel/world pvp pls? Tigereyebrew is litterly nerfed to ground in any outside pvp environment and destroys the spec completly
Im having a blast murdering alliance on Firemaw. Did you transfer away? If not, tranfer back in and fight the good fight. Being opposite faction on a monofaction server isnt nearly as bad as people make it out to be and its the most fun you’re gonna have, assuming you’re any good at pvp.
Damage is WAY too low, even with full PvP gear. It’s a joke honestly. You had weeks of testing and decided to go with the most stupid version of resilience. Nothing dies. Arena is going to be dead in a week cause it’s just insanely unfun to play.
Let arena have this trash then, if thats what everything is balanced around, but normal BGs dont need this. having 10-15 people chain CC you while also no1 deal any dmg makes CC just 1000x worse. I feel i play the BG 10% of the duration.