Blizz please give pvp stats

Ion has said many things, a lot of them right-out dumb.
An item b.weing overpowered is only part of the problem.
Coming from PvE is other part of the problem.
If they came from PvP all PvPers would have them, it would be more or less irrelevant for PvPers apart from pure gameplay point, if they are too powerful or not.
Now they are a conceptual problem, cause of the “best for pvp comes from pve”.
If only being op is so bad and they realize it, was it so hard to nerf their dmg in PvP by 50-60-70% or whatever is needed?
Ion is a tool, one shouldn’t put himself in a sad position to believe everything he says to be right.

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Mate - check my char - I stopped playing on the last day of BFA season two. I have 3 PvP items and I was <2100 so I had to get at least gladiator/elite to use as many PvP items as PvE ones.

But trinkets work also other way around. I had guildies asking me for PvP boost to get higher level PvP trinkets because they scaled well with their dps spec.

The fact that you spend 60%+ of your game time doing PvE you actually don’t enjoy is another design flop by devs.

I’ll parrot another thing Ion has said, which was one of Blizzard’s biggest failures of BfA being that the on-going game balance was slow and unresponsive. That being a consequence of too much time being allocated toward fixing all the Azerite Trait issues early in the expansion and pushing the Heart of Azeroth Essences later in the expansion, both effectively stealing all the Systems Designers’ time, which would otherwise be spent partly on on-going game balance.

And to me that’s a fair explanation for why the expansion developed as it did.

Not really.
99% of all PvE trinkets aren’t a problem in PvP.
So if there’s an issue with the remaining 1%, then it’s obviously not because it comes from PvE. It’s because it’s broken and overpowered.
Scalpel rather than axe solution.

You probably didn’t read what I wrote or didn’t read it right.
It’s a 2 part problem.

  1. OP.
  2. Coming from PvE.

If it’s not OP obviously ppl won’t use it and it won’t be a problem that much.
If it’s not coming from PvE but from PvP, all will use it which is more or less, as I said, the same as noone would use it.
So, no, coming from PvE and being OP, are 2 parts of one big problem. 1 or the other absent and they wouldn’t be a problem or at least not that significant.
Let me draw it for you, if they came from PvP, balancing them would be totally a matter if they would want to tone down dmg and pace of games in PvP (assume arena).
An example - Maledict was considered OP previous season, at the start only because of RNG and not everyone having it on first week, later everyone doing PvP had it and noone was saying anything about it, actually was liked. Just everyone used it and it actually helped speed a bit the pace of the game.

In fact Jito - most of the PvE trinkets are. It’s that people use 2-3 of them that are the most op but if these are nerfed people grab next ones.

Do you know why Blizzard fails in balancing? There is literally no testing and even if we send them feedback nobody does anything with it.

They basically wait for their stats from live servers to react because they fired 800 people and there were many Q&A workers among them.

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Imagine that in order to have good gear in pvp, you had to pvp.

Outrageous concept isn’t it?

If only raiders could do pet battles for gear and smash bosses, now that’d be peak of game design surely.

Are we asking too much? Is that really too hard to not be forced doing pve 24/7 to be able to pvp? :pleading_face:

Right. What it comes down to is proper item balance, which was Ion’s point as well. If you have that, then those overpowered PvE trinkets won’t emerge in the first place. And if they do emerge, they should just be adjusted quickly and effectively.

For Blizzard the solution is fairly straight-forward and I don’t think it’s a design puzzle for them. It’s just a matter of freeing the time to be able to prioritize the on-going game balance, which they weren’t able to do for BfA. Unfortunately.

Like I said, I think it’s a two-fold solution.
One part is to nip the bud off those overpowered PvE trinkets before or when they emerge.
And the other part is to have compelling PvP trinkets, which I think they’ve shown there’s potential for.

Jito, 100% agree that there are multiple things you can do but you need someone with brain instead styrofoam in his head.

For example you can add Raid and PvP set bonuses back with adnotation that PvP bonus works only against players and PvE bonus works only in vs MOBS. If it’s hard to code then PvP set works in duels, arenas, rbgs, warmode and PvE set bonus in dungs, raids and when warmode is off. This way PvP gear is better in PvP but useful in PvE because of stats and PvE gear is useful in PvP because of stats but worse than PvE gear. You can do the same with trinkets and weapon slots. For example if you have 2x PvP weapon or 1x PvP 2h you get bonus (for example few secs shorter CD on iterrupt - so to compensate you can make it longer overall and PvP weapon making it back to default legth) this way Weapon like https://www.wowhead.com/item=159644/getiikku-cut-of-death&bonus=4777:1512 wouldn’t be that prominent - still useful but you’d sacrifice something for this damage. This way you can go on raid as PvP player but without set bonus you wouldn’t go as good as dedicated PvE player and as raider you can play BGs and Arenas but you’d lose a bit so it would be recomended to farm these PvP set pieces. Offset pieces I don’t mind because we will get 1 weekly chest so sooner or later you’d get at least reasonable pieces with stats there.

Something must be done. Another expansion with similar gearing means another disaster.

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U really dont know or trollin ?

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Dude, yeah, I agree with you on that. But…weren’t legendaries not allowed in Legion in PvP instances of 2v2 and 3v3? (Excluding world PvP, I mean mostly arenas). So it’s entirely unrelated, what you’re saying, unless they do make legendaries a factor in PvP.

Let’s put this into a broader perspective. Let’s say that in order for you to compete in a raid at a heroic level / mythic level, you’re forced to get around 1800 rating in 2v2 or 3v3 arenas to unlock some item that is BiS for your class. (Maybe a trinket with on-use haste for DoT classes, idk). While that’s easy, most of the PvE-ers will get mad that they have to do content they don’t necessarily enjoy (PvP) and actually get good in order to be on par in PvE.

Yeah I kind of disagree that PvP is a ‘hilltop’, so to speak. It’s a separate game mode, with what should be separate rewards.

For example, I absolutely despise raiding. While I got my AoTC, I don’t want to raid Maut every week on HC or mythic to get my BiS trinket, or ra-den for the claw, or Drest for spine eruption. I shouldn’t be required to do some content that I am really bored and distasteful of in order to compete (and have an advantage, as if you don’t have the items they feel like such a pain / power loss) in a game mode that’s totally irrelevant to the one mentioned just now.

We don’t know if thorgast legendaries will matter in instanced PvP the same way other legendaries worked in the recent past (legion).

All in all, what I would personally like is WoD’s item level increase in PvP instanced combat. While I think that raiding gear should still have the most ilvl in the game in PvE instances, followed by M+ and only after that PvP, in PvP it should be a complete opposite: 30-50 bonus item level while engaging in PvP combat seems reasonable to me, on each PvP item. That’d make PvE items quite worthless (in my opinion) as the person wouldn’t feel them as badly in PvP combat. I think it’d be cool to have honor & conquest to get items each week again. That’d give meaning to playing BGs.

I do get your point though and what you’re trying to advocate for; giving Blizzard’s perspective and all. But I don’t think that’s your personal opinion, as you stated here.

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problem is now bliz have again made the game more stream line and casual friendly, this in simple terms is good for alts and gearing new players/re rolling etc but the issue is taking away pvp gear and a pvp stat like resiliance. If you pvp on 1 char like a dk but pve a mage you now have to run content like mythic plus or raids to gear for your pvp dk (even if you dont want too your being forced to) where years ago you won badges or bought some crafted pvp stuff you where able to kill a full pve geared player due to being resiliant to pve damage. this made it better for people wanting to pvp solidly. Now if you run your +15 and do a full clear or current raid and get some loot you then can go in and roflstomp people (again this isnt fair as if i dont wanna pvp on my pve char its forcing me to re run content on another char who i dont wanna pve on etc) bliz feked up by removing it and tryed to fix it with dampening but they feked it up again from ssomeone else saying new dinged 120 pvp with 90k hp vs a 600k player in mythic dps isnt fair so they need to adress the ilvl stuff …may be putting brackets in? so every 10 ilvls you go in another bracket? i dont know just an idea.

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