Make STV blood moon event great again

The event needs to have some incentives to play that tie into the current phase content.

For example in this phase:

  1. Bloodmoon Coins could be used to exchange for remnants for example
    2)vendor could provide two sanctified items (i.e. 50 silver each)
    3)blood moon coins could be exchanged for undermine coin

Making this event relevant again, will take away pvpers from the MC/bwl area too.

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IMO the event is bad, or at least its implementation is bad, even after all the fixes. Grinding 4g for the mounts in phase 2 and then again in phase 6 was probably the worst experience of SoD for me.

So I would rather they let it die

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It’s about time we started to assume that Blizzard cares nothing about PvP.

You only have to look at the note of the PTRs to realize that 100% of the dataminig is PVE stuff.

What’s more, I’m sure that he’s indirectly inviting us PVP lovers to abandon the game, because they don’t intend to dedicate the slightest effort to improving it, and I’m not saying it, the facts say it.

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Thing is pvp would not a difficult thing to balance

Currently 3 classes can one shot everyone.

Either tweak classes so they all have that option…

Or a better suggestion:

A significant resilience(i.e. 80%) on any damage done that does more than 25% of your total health.

So pvp would still be quite bursty requiring 3-4 shots, but not 1-2 shots.

I would imagine this works much like the retail talent/ability for monks “dampen harm” or something

what you mean? its a very difficult thing to balance. What do you wanna balance it around? world pvp? bg?

This is still to much.

This or pvp-power ( from mop) would be awesome. Let pvp gear be good in pvp, and pve gear best in pve.

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It’s a difficult thing to balance if you want to maintain class diversity/character.

Ultimately firstly you need to start with “time to kill”, should be roughly equal for all characters.

Then you add in things like variables like cc, slowing, debuffs, los, range all which reduce the “ttk”, each character should have a roughly similar opportunity to inflict the above on other players. Problem with boomies, hunters - they out range and have hugh ttk and insta cast. Pala get insta cast, cc and a bubble.

A crude but effective way would be to add on a significant dampening effect on any damage exceeding 20% of player health. This would see a massive improvement in pvp, and also open up a variety of viable specs.

This should be prio. Nobody wants a “homogenization”, where all the classes/speccs do the same.

So affli locks and shadow priests should be able to kill just as fast as a hunter? Imagine the INSANE aoe pressure they can have in bg then.

Resilience on pvp gear would solve this.

ill admit the resilience on pvp gear would help massively, but the other suggestions im not so sure about.

Which again would mean MORE speccs for blizz to balance.

This wont really work, there are to many different playstyles and variables for this to work.

30 different speccs, with different playstyles, with multiple different sets and combinations, different pets, different races, different professions. Trying to balance ALL of them to have equal TTK, its not plausible.

I was referring to single target ttk, aoe ttkis a separate thing.

You see what i mean? its not easy balancing pvp in this game. Alot of factors come into play.

Not true, they already exist, it’s just they are so unviable that no one even considers using them. Meta emerges out of viability. There will be a bit more variety - stuff like the haemmorage/maces for rogue build we saw in classic.

It’s not that difficult, it really isn’t , it’s just not a priority. There’s decades of data/feedback too, they have just never bothered.

Whacking on some resiliance and dampening mechanics - would nerf the burst side of things, while a class based game will never be perfectly balanced, and I don’t expect it be, it will become tolerable/acceptable. It’s absolutely intolerable atm.

Yeah the game should be crudely balanced around 1v1, too many variables otherwise.

You cant just balance the game around single target damage, when people have ways of spreading dmg, and some have heals and others dont. Are druids/shamans/priests gonna deal the same dmg while they can heal? Or are you gonna give heals to rogue/hunter/warriors instead?

Are you gonna balance pvp around 1v1, bg, or wpvp? Any 1 of those factors changes stuff for the other 2. (we dont have arena, so we cant “balance” things around 3v3)

Okay, so we will get more speccs(variety) than what we have today? That was sort of my point.

This is where the problem lies. I think the majority want class diversity. I quit retail because everyone pretty much became the same, class identity got lost.

Ofc the game would be easy to balance if everyone got equal spells.

That i 100% agree on.

Thats sort of the point, atm there are some who have to high burst while others dont have the same capabilities. Atleast if the burst goes down, people to fight longer and it becomes more skillful who wins, not just who gets the biggest crit.

I can agree on that, i dont expect perfection, but anyone can see that what we have today is NOT okay.

im not sure i agree, there are some classes atm who are weak in duels but strong in bgs.
I think every class should have strength and weaknesses. No class should be perfect in every setting.

Get this active again, or let the rewards be buyable with seals…

they just need to remake the bloodmoon to make it permanent (not the every 3hour bs) and only SOLO so it become a giant permanent FFA.

would be so funny and way less boring than getting a group

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Solo is good idea