Hello War Mode people! What did I miss? ohh, I see, few heated threads, some interesting discussions and a whole lot of stupid. I’m glad I missed the later one. Anyway, on topic.
Current bonus system and quest are working - week to week switching is a clear sign of that. Does it work as intended - yes. Does is do a good job for actual WPvP - no, imo. Do I like it - hell no. But overall - system is successful for what it does - “fluctuating” population.
I never really cared about faction balance, it was fine for me in what’s now called “Hordemode era”, it’s fine now. What I care about is my time and what I get from it. Yes, Fun is the most important part of playing a game, but it is a mmoRPG, so character progression is a big part of Fun and Enjoyment, and biggest part of character progression in WoW is gear.
With that said, War Mode by definition is a game-mode that enables PvP in the open world. PvP. So it must be oriented for players who at least don’t mind PvP interactions.
Current system tries to incentivise everyone to enable War Mode by giving % bonus for rewards that everybody needs (to some extent).
And that is the main flaw (imo) of this system - it is quite stupid to expect players who don’t like PvP to participate in it just because you put some PvE/general % bonus. Hardcore grinders and greedy players will just get the bonus and/or go whine on forums, and that’s it.
Gear on the other side - completely different story. Doesn’t matter if player likes PvE or PvP - they’ll jump for every easy gear they can, if not for base ilvl, then for another chance at Titanforged/Socket. Current system tries to use it to balance WM population, but what it doesn’t do is - it doesn’t account for what type of players or players with what intent are using it.
From talking to different PvE players over the course of the last month, the result of current system is:
- Reset day, they enable WM to join a group and do Call to Arms and AOO if available. Turn it off as soon as finished.
- Over the week, turn WM on for Assault, rush through quests, finish it, turn it off.
- Try to be fast and also loot Supply chest for additional conquest.
- If Assault is camped by Horde, they just go for M+ and the back to Assault, or shard-jump.
- Do a weekly with conquest reward.
- When 500 conquest reached, stop caring about War Mode and wait for chest next week.
So it’s just a PvE farm.
They don’t PvP, because if they want to PvP they go for BGs that have a chance of item drop for scrapper/mats or TF upgrade chance, plus some gold/marks/mats from boxes. It’s more convenient to queue than to deal with the hustle of War Mode.
That’s how all PvE and a few Rated PvP players I talked to are playing the game right now, and tbh, I understand where are they coming from.
What is the most laughable about this farm, is that PvE players are more efficient in getting rewards from it than players who actually do WPvP.
So system forces out Horde PvE players from War Mode, brings Alliance PvE players in War Mode and promotes the same “PvE-rush-rush-rush” farm. Yeah, I don’t like it.
One player told me that his guild, on weeks without AOO, never turn War Mode on and does all conquest farm with BGs/Weekly. Whole guild. And he knows that other guilds are doing the same. So players are just abusing the system to the fullest. This is ridiculous.
Much better solution ( IMO ) would be:
- Add PvP vendors (yes! we are able to find them!) and make Conquest into a currency.
- Remove current bonus and AOO.
- Add bonus for outnumbered faction only for Conquest points amount, and only from WPvP activities, with similar to current % scaling.
- Vendors sell all PvP gear (not just Azerite) for all ilvl ranges with higher ilvl = higher price.
- Rated players get discounts on gear and can get higher ilvl gear cheaper, depends on rating.
- Transform current conquest bar from weekly cap into just a meter to qualify for a PvP chest and additional PvP quest for the next week (with item and conquest as a reward). Quest can be 25 kills or additional Call to Arms for another zone…
- Make all PvP activities ( including all sources - old and future new ) that reward Conquest give full amount on a first completion of the day, and small amount on each repeat ( similar to current random BGs ). So there is an incentive to keep hunting bounties/air drops, etc.
- Give incentive for bounties to stay, like each KB as a bounty gives you an “ear” and you can turn these “ears” for additional conquest points.
I think this approach will be oriented more on players who actually play in War Mode, and less on players who just turn it on/off when convenient for rewards.
And it’ll make whole PvP-gearing on par with PvE-gearing - the more time you put into activity the more you can get from it, just like with M+. But it’ll still be balanced, since you can’t do M+ and PvP at the same time. Players who put more time and effort in PvP (both instanced and WPvP) can progress with their respective gear and eventually further, just like PvE players can do with M+.
Regional / Normal / RP faction balance.
I think in itself it’s not a problem - current bonus system, as described above, is what makes it into a problem.
But fact is still a fact - if you are a player of a faction with bigger numbers in War Mode you can get Faster and more reinforcements with LFG. It’s a basic math.
War Mode and everything in it doesn’t care about overall Regional / Normal / RP population. System accounts only for players / population with War Mode ON. And it would be … common sense.
About sharding.
Current system always tries to balance each shard into perfect 50% vs 50%. Let’s assume we are on that perfect shard. And we even don’t care which side got more PvP players and which more PvE players in it.
I get ganked on a FP by a party/raid, so I want to take revenge and create LFG, transform it into raid, got a lot of players. Other players from my faction are doing the same, or just WQ with some boss. So shard got a huge influx of players from one faction. What system should do in this case?
Remove my raid or enemy raid from the shard to another one, and deny me/other any possibility to get my revenge?
Remove other players somewhere on this shard who might be playing with their friends, or on their way to our fight, etc… ?
Add players to another side even if shard is already at it’s capacity, and create more lag for everybody?
Somehow detect and move players from both faction raids into their own shard? So it basically has to constantly run this detection-moving algorithm for every player in every shard in addition to current match-making… It would require insane amount of resources = insane amount of lag.
Somehow detect PvErs and PvPers and move them on separate shards? Yeah, I would want to see that magic, ohh wai - WM off is already there.
Or better move all solo players to their own shard, all in party to a shard for parties, all in raids to a shard with raids… It would definitely be very natural flow of open world freedom…
What else?
You see, there is not really any good solutions for this problem. I think that how system currently works is probably the best it could be, in terms of what it does, and not how good or efficiently it does it. Plus, I wouldn’t want any more conditions for current match-making system to check, because it lags bad enough as it is.
I always see the meme “I was playing on my shaman the other day …” every time I read this in few of your posts, haha