First off, I want to give massive props to Minpojke for this incredibly well-thought-out and passionate post. It’s rare to see someone with this level of expertise, experience, and community engagement take the time to lay everything out so clearly, and I genuinely believe that every single point made here is exactly what Classic PvP needs moving forward
You can trust Minpojke to hold amazing opinions regarding WoW PvP, he’s a veteran and knows the game in and out, he understand reward structures, class design, incentives, etc…his opinions are pretty much the same ones held by most of the real PvP community, and there’s atleast a few hundred thousand of us, if not more. He shares opinions with other intelligent experienced players regarding WoW PvP design aswell, like Snutz, Venruki, Cdew, Whaazz, Nahj, Xaryu and basically most of the influential PVP players. Most of us want the same thing from WoW PvP Blizzard: More skill-based rewards, healthy class design where skill is the absolute determining factor, where baseline abilities feel impactful, without too much mobility bloat, defensive cd bloat, micro-cc bloat, etc etc…which is what we’re seeing in retail right now, there’s way too much micro-cc, resto druids require x2 charges of swiftmend, x2 charges of NS, god-mode treeform on-top of Soul of The Forest, on top of way more + a ton of modifiers, just to be…the worst healer? What made MoP so amazing was the nice balance around cd’s, nice strong baseline abilities, with cc mattering a lot, and not too much modifiers.
In retail, simply adding more rewards will not fix the healer problem in solo shuffle. The reason healers aren’t queuing is because of the incredibly spiky constant dmg, the unbelievable amount of micro-cc, and just very stressful and triggering gameplay.
As someone who has been playing PvP since the early days—I’ve seen every era of WoW PvP, its highs and lows, and what works and what doesn’t. And I can confidently say that Mists of Pandaria was the absolute peak of WoW PvP in terms of class design, arena balance, gearing, and somewhat accessibility.
Why Blizzard Needs to Listen to This Post
Minpojke is 100% correct in his assessments of how to increase participation and make Arena better in Classic. PvP thrives when people have incentives to queue, a fair reward system, and a competitive yet accessible experience. His suggestions—bringing back 2v2 and 5v5 titles, adjusting dampening, making Rank One/Gladiator more achievable for dedicated players, and fixing MMR inflation—would all go a long way toward making Classic PvP feel truly rewarding again.
One of the biggest problems with Arena participation today is that there’s simply no reason for the average player to grind it. Minpojke hit the nail on the head: if rewards feel unattainable or like a waste of time, people won’t play. The proposed changes fix that. And I would like to add that wow in general has too few rewards in PvP, both in classic and in retail. There should be unique rewards at all different skill levels for casual, intermediate and hardcore players, because that’s simply what drives human engagement, everything revolves around reward structures, literally. So please think about adding more (cool) sets at higher ratings, more titles, more enchants, more unique skill-based rewards in general, including mounts, from the 2v2 and RBG bracket for example…adding an unique warlord mount to RBG would instantly increase participation by a lot.
MoP PvP Was The Best PvP
Mists of Pandaria delivered on every aspect of what makes PvP fun:
- Gearing: PvP Power and Resilience ensured PvP gear was BIS for PvP, eliminating the need to grind PvE just to be competitive.
- Class Design: Every spec felt viable, had depth, and rewarded skill expression.
- Arena Meta: The 3v3 meta was balanced, with clear win conditions for every comp, and every class had a place.(though, classic mop could use a few changes, ensuring even better balance)
- Solo Queue Potential: MoP PvP was accessible but still skill-based, making it great for both hardcore and casual players.
- I would personally prefer an updated strong LFG system over solo queue, because quality>quantity, if it’s easy to find people to play with, then spending slightly more time looking for a matching player, is better than getting a queue instantly, and being mad constantly because your randomized teammates make mistakes, and/or because you’re matched with lower exp players. But this is a complicated topic, and even though I would definitely prefer a strong LFG system over solo queue, I’m not entirely opposed to having solo, but it must not interfere with the LFG-based brackets much. You could potentially add a solo queue bracket without rewards for example, which would balance out the brackets, and still give strong incentive for the “real” brackets, aka 2v2, 3v3 etc!
The Case for a MoP Era PvP Server
Classic Hardcore and Season of Discovery have shown that there is a demand for fresh, alternative ways to experience WoW beyond the standard Classic progression. A MoP Classic Era server—focused purely on PvP, with a streamlined gearing system, no forced PvE grind, and Solo Queue/Arena incentives—would be a massive hit. It would be the perfect home for dedicated PvP players who still want to enjoy the best version of WoW PvP without waiting for a full Classic MoP release.
Final Thoughts
Blizzard, this is the kind of passionate, constructive feedback that deserves attention. The PvP community wants to play the game, but we need a system that rewards our time and effort. Everything Minpojke suggested is a step in the right direction, and I sincerely hope you take this feedback to heart.
MoP PvP was peak WoW PvP—please consider making a MoP PvP Era server so players can enjoy it indefinitely! MoP was the peak of PvP movies, the peak of social media influence with twitch and all the streamers and youtube content, the peak of class design for both PvP AND PvE, the peak of cosmetics with the PvP enchant, elite sets and Challenge Modes etc, Peak of world PvP with timeless isle. Mists of Pandaria was probably and will probably be the best time of my life, and not only because I was young, but because classes felt so exciting and skillful to play, and cosmetics were awesome. Seeing rogue’s with the huge 2.2/2.3 enchant(glorious tyranny/bloody dancing steel) dancing around the arena whilst outplaying 3 people at the same time was the coolest thing ever.