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Venruki PvP Interview with Holinka on June 4th, 2021 - Liveblog and Highlights
04/06/2021 alle 15:59
Venruki is interviewing Game Designer Holinka on his Twitch stream on June 4th, 2021 and answering questions about Shadowlands PvP! We'll be liveblogging the interview and summarizing important answers in this post.
Highlights and Summary
PvP is a completely different game than PvE. There's a lot of design space that is important in PvP compared to PvE, such as Area Denial.
On an expansion launch, things feel very fresh due to all the system changes.
PvP Talents were made to change things up, new toys and a new meta puzzle to figure out.
They wanted to address talents that were doing too well, felt mandatory and address PvP talents in general.
More Healing Reductions
Largely to make the game more offensive and less defensive.
They want a world where you're in a 3v3 and they are playing goal tender, but over time they wear down. That's what a lot of these were built for.
Rough target for 3s is 3 to 5 minutes.
There's a bit of balance between offhealing feeling cool and those that have healing as part of their defensive kit.
It's a problem when the healer is locked down and the offhealer starts bombing heals.
It's something that they're looking at, and probably in the next few weeks.
People have to die in PvP, they'd rather make the game more lethal than less lethal.
They can always make PvP reductions to these abilities like
Rivestimento Antiattrito di Melm
They're going to do a pass on them.
They're happy with the PvP vendor.
Addressing the PvP disparity in gear will not be addressed for 9.1 launch, but possibly later in a 9.1.5 patch.
They understand the problem of item level differences between ratings, but if the disparity between gear levels isn't 6 levels but instead like 3 it won't feel as bad.
This is really only a mid-to-late season problem.
They still have an advantage and this is part of the RPG that we've playing.
They don't think it's smart to completely undercut the power progression of alts.
Conquest catch-up in weekends is a good idea, and that kind of things will more likely be seen in 9.1.5 because that's when the problem becomes larger.
Finding ways to have Conquest catch-up more naturally, but avoid turning the best way to gear being RBG on RBG weekends.
They've investigated this PvP Season.
In 2s, this Season has been skewed towards the 1,500 rating.
This is likely caused by the number of games and the rewards.
Next Season, they're renormalizing the curve so things should look a little better.
The one that really concerns us most, there are two rogues and they both queue up. One gets RMP and one gets rogue/rogue/guardian druid and this was the matchmaker screwing up.
We're thinking about it. Being rather non-committal, there are some ideas and they can try it in a Brawl fashion.
They understand that sometimes you just want to play arenas.
Improving the LFG tool is another way to solve this problem.
They note it's a problem, and they are genuinely looking at solutions.
They know why people want cross-faction queues. They have to find a balance between the alliance/horde and playing with your friends.
3s and Rewards
2s are the most popular bracket by far.
They don't think they can give 2s the named gladiator title, but maybe something else, but it just hasn't been a priority.
For RBGs, there's some problems with population, and even rating.
RBGs are a very efficient way to get Conquest and Honor
They've done some experiments with 6v6 RBGs. If they ever do 6v6 RBGs, it would need it's own game mode and Holinka would rather just replace the 10v10 with 6v6.
Season 1 of PvP
The biggest solution to the PvP population problem is that the season won't go on this long.
They expect the population to pick up again closer to the end of the Season.
They can also be more aggressive with their inflation numbers.
They don't like the idea of rating decay, if people take a vacation or have to take care of a family member.
The problem with 2 PvP Seasons per raid tier was the first Season had gear that was worse than raid and the second Season had gear that was better than raid.
The solution seems to be removing the number of cooldown-like buttons.
They should look for more opportunity to buff filler spells, with nerfing related other spells for parity.
Don't expect anything new, but expect tuning passes based on the data from playtests.
Mind Control Bug
They've put a lot of time into fixing it.
They know it's a problem, they're not happy with it.
It has been proven very difficult to fix and reproduce.
They pay attention to @warcraftdevs on twitter and the Forums. It's really a mix of everywhere
PvP Trinket Balance: Defensive Option shouldn't be best.
PvP Patch Notes: PvP Mults are probably dataminable now, but they can do better
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