How can someone that still works at Blizzard ever understand what being competetitive is like?

Of course brolinka thinks rated solo queue is the same thing as a 30 min skirmish.

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Like it or not, but balance concerns impacting gameplay enjoyment for the masses is a concern that can’t be solved solely through rating placements. Which is what Blizzard is trying to solve with their trial run, which nobody asked for and it’s massively over-complicated and unnescessary.

MOBAs are a good comparison, since they’ve got “heroes” i.e. classes, although specs are determined in the match itself but that’s besides the point. They solved it with a lobby where you take turns to pick what to play. They improved it with pre-selected role(s) you’d prefer to play as you queue up.
Blizzard’s concern has always been that you’re essentially “locked” into only being able to queue from the character you’re logged into already, and having no real choice in adapting the choice of spec (not talents) to what you’ve been matched up with.

Ergo, a simple and clean solution to the problem, is to put in servers especially for PvP. Servers where you queue up from the character select screen. Where you can create new max-lvled characters. A simple area to load into when entering the “world”, allowing you to fix the talents and UI for each character and spec you want to play, and allowing you to get max-lvled items from a vendor (everyone having the same ilvl makes it easier to balance from a design perspective since you don’t need to be concerned about ilvl impacting power differences between classes/specs), but with your choice of stats combinations, along with enchants that fits the season and so on (not talking about the illusions). Of course, also to let you fix transmogs without a gold cost for those characters, from your account-wide selection of appearances you’ve unlocked for it on the “real” servers, or from current/past seasons on those PvP servers.

Then let you get spare items with other stats for other talent builds/specs and with other names on the items, so you can set up armor sets to easily swap between depending on the spec you end up choosing to play in the lobby when you’ve been matched up in the queue.

No reason for anything to cost gold on these “PvP servers” either, of course.

Every reward you get from PvP is account-wide already, so having “real” characters on the “real” servers still lets you show off PvP rewards on your “real” characters, it’s just that it’d be on different servers.

The positives is that it solves Blizzard’s concern with a rated solo queue, and in a much smoother way than their attempt now, as well as allowing for PvP-specific class designs and PvE-specific class designs that doesn’t affect each other, since they’d be in completely different “worlds” that would never interact with each other.
It also solves some of the most incessant problems with WoW PvP as a whole.

Throw in the option to queue as a group as well on such “PvP servers”, all together in one big mix of a queue so you can easily play with a 3rd if you’re 2 people for example, and there you go. No faction split is needed either.

It’d basically become more like every real esport game out there.

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I love you bro, get your horde rdruid ready.

This is such a weird take. In LFG too you can Q as Aff Lock - HPriest than get faced against a DH / MW - Rsham and get annihilated.

This is balanced through getting good match ups and such would be the case for a solo q system.

GW2 has it and good players climb the ladder all the time. The complain there is never about “match ups” but rather its about balance (of classes).

Another thing is; literally nobody asked for a 20 min long arena experience. Blizzard needs to stop thinking ahead of players and needs to understand that their assumptions are often wrong.

Rules like very fast dampening + round ending on 1st kill are awful too because at that point its not even ranked arena.

One more issue is that… Where is 2v2? Why would Blizzard bring this as just 3v3 is absolutely beyond me. They are already alienating a chunk of arena players…

Alright, since you’ve questioned it, I’ll explain it a bit. So they do a copypasta of solo queue systems as they normally tend to be throughout the industry, without the part with the lobby. You’re locked into only playing what you’re logged into.
Now you run across the same problem Holinka explained, where you’ll sometimes get queues as veery bad comps, vs. better ones.

But sure, losses are losses, and they’ll inevitably happen to anyone. However, balance comes into play there. As we also all know, some comps are more viable than others, and some classes/specs have more viable comps available to them than others. It’s not that rare throughout the history of WoW PvP for a spec to only have had 1 viable comp available to them, while the “top dog” have been able to play with anything.

So the people able to mesh well with anyone and take charge, basically the alpha dogs, when mixed with ability to play well, would naturally climb the ladder easier. Some of their characters would rise easier than others though, due to problems above. But they’d see a natural cap eventually, because that’s what rating is, and without full control of comp (which isn’t viable to populate a WoW solo queue from a design perspective) then you’d get natural differences in where characters end up, not due to only the ability to play in PvP, but also due to what they’re playing.

Basically, you’d get alpha dogs with ability coming out on top of their class potential, the good players but without the ability to communicate well to come out lower than that, and so on and so forth, getting a very toxic environment at the bottom and a very tryhard mentality at the top, but with the chaotic element of not being able to control the comp they queue into.

Now, in an environment where anyone can kill anything in a heavy burst environment, this is actually more ok. But we also know the game isn’t always like that. Imagine an environment like that in BFA which I’ve heard so much about with its dampening games, but didn’t really PvP in that expansion.

Basically, you’d be setting up the game to fail like that. Which is what Blizzard is trying to deal with, using that convoluted concept idea of theirs, which nobody asked for.

Hence, the solution suggested above, which I really suggest you take a look at. Also, isn’t GW2 less reliant on teamwork to win in PvP? That’s a very big factor.

Your entire post means nothing because the same issue literally exists in LFG too. Warr / Ret / DH cleaves or RMP climb the ladder way easier.

Good vs bad match up happens too.

This is not solved by a weird brawl implementation. It is solved through class balancing.

Another weird is one of the main arguments for a Solo Q system was TIME. You would not lose time but now you are asking people to spend 20 mins for a single game? Like come on…

Also, does Blizzard even realize this system insanely favors burst specs? Everyone is going to make some gimmicky 1 shot build.

Its simply not gonna be a proper ranked arena but a place for duelist / glad people to farm honor.

GW2 is all about teamwork. You need ccs, heals, cd alignment etc. its not really that different from WoW.

I suspected you’d see it like that. That’s wrong, though. You’ve still got control over your comp, thus the natural ability to play what’s best for you. There’d be no such choice in your way of doing things.

Viable isn’t decided by the ability to win against everything. It’s just decided by the ability to win against most opponents. Which is where the the problem would exist in your idea.

The point of their brawl is to spread out the skill quantification process for the purpose of rating distribution (which is what a rating system is all about), which they hope eliminates the impact of comp luck in a solo queue environment. It is, as mentioned already, a very bad idea of theirs though.

From a design perspective, you’ve always gotta ask yourself if you want a class to carry the “heaviest spear” or the “heaviest shield”. Basically offensive vs. defensive capabilities. When spears beats shields, you get deaths in less than a GCD where people die through defensives like now, while when shields beats spears, you get dampening as a decisive factor.

Right now those design decisions are heavily affected by PvE designs and PvE design changes. In the suggestion above, which I STILL suggest you read through, that problem goes away and true “class balancing” would be more of a possibility.

Link a video where you think it looks like WoW.

Why would it “look” like WoW? Its a different game?

Arena is simply similiar to how WoW arena works. You either need CC on the healer or on the DPS (so he cant use defensives) and insane burst (Like RMP does). As simple as that. If you don’t know the game you are naturally not going to understand the CC / burst happening.

You’re the one claiming it’s similar. It’s also what you’re using as a basis for your argument that they should copy GW2’s solo queue.

As long as they’ve got animations to follow what’s happening, like for example animations to show who’s CCed or who’s healed by others, then it isn’t that hard to spot differences and similarities.

Shouldn’t be that hard for you to find a video that shows what you mean. Unless… it doesn’t exist?

And here’s what you are failing to understand. If that was really what i wanted, i wouldnt ask for a Solo Q system. I would continue playing LFG so I could play in the best comp I could be.

People asked for Solo Q for different reasons.

And again, this game already has solid balance issues through classes. Blizzard’s brawl idea can not be a normal WoW ranked arena without weird gimmicks. Otherwise everyone will start playing Sub Rogues or FMs there.

And again; i will continue stating this. GW2 has it, it works. We dont need Blizzard iteration.

I’m done with you, it’s like you’re only able to read a few lines of text each time. Read everything, then I’ll maybe bother looking at what you’ve got to say from now on. Everything you’re saying has already been addressed.

Is this a joke?

Just write high elo GW2 arena on youtube and watch the videos. Why do you need me linking you something???

Also i said arena fights work in the same way. CC, burst, heal, control etc.

You are saying they look the same. I didnt claim that. Learn to read.

Because you’re the one claiming they’re similar, thus I’m asking you to show what you mean. That’s it though, have fun in your world of illiteracy.

I dont need more reading. You are simply defending an idea that will not even be a ranked arena at the point where alot of different mechanics / rules are present.

Ans at that point I will just play what I love; normal ranked arena.

There. I doubt you are gonna be able to understand anything.

And i said similiar in terms of mechanics. Why would i mean the looks of it while its an entirely different game.

I guess your brain just works different. Or learn english idk.

Oh look, NOW you finally produced something. Well, it does look like it on the surface, I’ll give you that one. However, the pace of healing is very different. How much of the healing would you say stems from other players, and how much are they healing themselves, and if they’re all capable of healing? This matters a lot.

That’s rich, coming from someone who doesn’t know how to read and thinks there’s a meaningful difference between similar and looks like.

You don’t even know what I’ve said. And for the record, I’ve never defended their brawl. You would know that if you knew how to read. Now scroll up and read the first reply to the thread. Or else it’ll truly be meaningless to talk to you, since you’re arguing with figments of your imagination.

I wrote that to the other guy. (Defending).

Like every class in WoW; GW 2 classes have self-healing too. Some are as strong as Ret’s WoGs, some are really weak and limited like a i dont know; a Lock’s HS with 3 min. cooldown.

I will simply say this; without a healer (which is called support in GW2), you could never survive in a 3v3 arena and eventually win. Cuz the healing from supports are way too strong.

Also, supports work differently in GW2. Some provide strong heals, some provides a combination of shields and heals (a busted version of Disc basically). Some are heavy cc, less heals, some are focused on a weird cc/heal/buff combination (like wizzard tempest support).

There are a few specs that can survive on their own for quite a long time if they are not cc.ed. But its like 2 specs. Think of them like Ferals with pre-nerf necro shield. So in that case healer will make a more DPS oriented build (amount of builds a class can choose is insane in GW2).

Visuals wise its awfully telegraphed, even worse than WoW so its really difficult to understand what is happening.

… What other guy? Nobody has defended the brawl here. At all.

So a class in GW2 with self-healing similar to a lock’s HS, how are they doing in the solo queue ladder usually? It’s the weakest and why they’re the weakest that matters most to the topic at hand.