There are more really big changes coming to the way that PVP gear works coming in patch 5.3. As you know if you read our previous blog on the subject, we approached patch 5.2 with the goal in mind of narrowing the PvP gear gap, as well as working to make PvP more accessible to all players, to broaden interest and provide a robust pool of competitors that enriches the PvP experience for everyone.
PvE vs. PvP
We face some significant challenges, so we’re prepared to take some unprecedented steps to meet them. Historically, we have always had a hard time balancing PvP gear against PvE gear, as these two areas of the game have very different gear design goals. In PvP, we want gear to matter, but we don’t want gear to become the overwhelming reason someone wins a match. For PvE, the difference in power between tiers has to be significant enough that players really feel rewarded and more powerful when they upgrade. This problem has been compounded as we now have Raid Finder, normal and heroic raid tiers, as well as item level gating to enter the Raid Finder.
Transitions: From Season 12 to Season 13
Patch 5.2’s gear changes represented our first attempt to balance PvP gear with PvE gear, and offer better ways to narrow the gear gap. We introduced the Elite tier of gear that would be available to all players after earning 27,000 Conquest Points throughout the season. This allowed us to balance Honor gear against Raid Finder gear, Conquest gear against normal mode raiding gear and Elite gear against Heroic mode raid gear. But, keeping pace with PvE gear also means that there is significant difference between this season’s Honor gear and the Elite gear. Not to mention that there is a tremendous difference between a fresh 90 and a veteran, Elite geared player. While it’s important to have that difference, the competitive nature of PvP means that highly geared players can serve as a deterrent to players who are looking into trying PvP for the first time. Trying to keep pace with the escalating ilevel of PvE gear has proven quite difficult for PvP.
Furthermore, as Season 13 has illustrated, having more than two levels of PvP gear can generate some significant issues during season transitions. Players expect that each season will start on a fairly level playing field. The presence of upgrades in 5.1 meant that some players now have a gear advantage over players with this season’s Honor gear. The presence of higher ilevel Elite gear has the potential to create an even bigger issue in Season 14.
Still, we think we’ve taken some great steps forward with PvP gear in Mists of Pandaria. PvP Power has given us an extremely useful ‘knob’ to turn so we can adjust PvP gear to make sure that it’s better than its PvE equivalent. Meanwhile Resilience, while well-intentioned, has actually made the gear gap worse over time. We think that most players would be okay with going into PvP with lower damage if they were a bit more durable. We believe that a broader population of PvPers will offer a better experience for everyone, and also provide a better pool of players as we introduce refinements to how Battleground queuing works in the future. One of the best ways for us to increase the number of players that participate in PvP is to reduce the barrier to entry for those who play World of Warcraft regularly but don’t participate in PvP. Specifically, we’re referring to PvE players that spend a lot of time gearing up in PvE but feel that PvE gear is a severe liability in PvP (because, well, it is ).
Incoming 5.3 Gear Changes
With all of this in mind, we’re making some pretty dramatic changes to PvP gear and the PvP environment in 5.3:
In addition, some of the changes that we’ve discussed previously will also be implemented:
We’re taking these steps because we want to improve PvP for those players who love to PvP by providing a richer pool of potential competitors (which can result in faster queues, and open doors to queuing refinements later on), and make an incredibly fun element of World of Warcraft more accessible to a larger audience.
What to Expect
We expect these changes to have a few important effects. First, we feel that they will still preserve our most important design goal: the best gear for competitive PvP will come from PvP. Since all other gear will be scaled down to the Conquest’s item level of 496 as a maximum, the Conquest gear will always be better by a significant margin because it will have PvP Power on it (which doesn’t count toward the item’s item level budget). Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and heroic raid gear. For example, a Heroic Thunderforged weapon and a Conquest weapon will be the same item level in PvP, with the same amount of primary stats, secondary stats and stamina. While the PvE weapon will do very good damage, it will still do less damage than the Conquest weapon due to the presence of PvP power on the PvP weapon.
We also believe that the changes will make it easier for those who aren’t PvPing now to give it a try or possibly motivate those that play only rarely to play more often. While they will do less damage than a player with PvP gear, they will have the same survivability, stamina and resilience. The damage differences shouldn’t be so great that they will be ‘insta-gibbed’ by the average opponent in PvP gear either. We expect the improvements will make PvP more fun for both hardcore players that want a more even playing field, as well as competitors that just want to dive in and have some fun without assembling a specialized gear set.
We Want Your Feedback!
This is a pretty massive change for World of Warcraft and while it would probably be more appropriate at the start of a new season, or even an expansion, we strongly feel that the current gear situation should be resolved quickly. We think this solution will help us meet our design goals and help create a more active, competitive, and fun PvP environment.
We know that concerns and questions are inevitable, and we look forward to hearing your thoughts on the subject. We invite you to try these changes on the PTR for yourself, and we’ll be watching for your feedback on the PTR Discussion forum and elsewhere.
I'm still trying to figure out how, in low level pvp, anyone is going to kill a healer with 65% damage reduction. Might just be me, but seems doing 35% damage on an already god-tier spec for low level pvp is going to be garbage. And what's that? A prot warrior in the distance? Sure now they won't hit you as hard in low level pvp (as they have been for the last 2.5-3 years; why everyone has just noticed now is beyond me), but how will you kill them? Just some thoughts.
Just reread it more closely and made a note at the top--it's for 85+ players.
After reading this, I'm left wondering. Are we still going to have honor gear that is lower ilvl than conquest, or are they getting scaled up for battlegrounds. There would probably still be a lack of pvp power on the honor gear vs. conquest gear, obviously.
They'll probably push up the average ilevel cap every season, with the conquest gear having a stat bonus over the honour gear, and more vanity and prestige awards to rating players. As for anyone wondering about unkillable healers;battle fatigue goes up (a special debuff normally hidden that decreases healing done against player targets, this is compensated for with pvp power, which healers have to choose between resillience (survival) and straight up pvp healing power.As for lower level pvp, who knows. Maybe everyone being a bit more resillient and providing feedback other than 'OMFGOSH THIS ABILITY IS RETARDED WTF IS THIS' would be useful. Why is the ability overpowered? Explain your points, provide example screenshots, demonstrate why a shield slam shouldn't kill someone with defensives up, etc etc. Lower level pvp (and pvp in general) will remain unbalanced as long as we get a bunch of one class / one spec wonders going onto the forums with nothing but unconstructive whine but providing little insight as to what actual problems are.I'm still a bit puzzled they're not updating the PvP Free Action trinkets - the Insignias - for this patch yet. It's been a few years since they were upgraded to 2 minute cooldowns and cleared all debuffs that affected your control on your character; plus there are already 1 minute wpvp trinkets from Shieldwall. It would be an idea to ask for this so we get less issues with people sitting in control chains for half of a match, which is boring, frustrating and defeats the purpose of skill based pvp.
I still say this is all an April Fools joke
This has to be the most pointless change yet. First, you impliment PvP power to keep PvP-ers out of PvE instances, but now you're going to let the PvE-ers in to the PvP? If they are complaining about getting one-hit, they should grind out PvP gear like the rest of us. Or, let pvp power have some affect in raids. This just seems like an unnecessary change. Like, why is it fair that PvE gear will now stand a chance in PvP if PvP gear doesn't stand a chance in PvE?I like that PvP became skill based with this expac, but after so many changes to separate PvP and PvE, you're going and allowing PvE in again..If this goes live, definitely cancelling and subbing ESO.Also, trying to make PvP "richer" for people who love PvP is not going to work if you introduce bad people who have no idea how to pvp. The que times are nothing to complain about, I really don't know how anyone could complain about a 2min queue."the best gear for competitive PvP will come from PvP."...so we're gonna nerf the item level and make the best gear pointless. GG.
What in the world?
Well i believe that's a great change, dunno about you but pvp should be about skill more than gear.When you get into a BG and you meet a group with elite gear atm you might aswell just afk, or when you join and you got 3 newly dinged 90 players with no resi and just greens (or some stupid head who think season2 gear is good enough to start as it's all he had when he left the game and came back level 90).This will nerf pve gear in pvp, base resilience at 65% will help survive all and be fairer so we can grind honor/conquest more pleasurable than having to sustain your team insults for not having top end pvp gear.Now we just have to wait for them to finish changes to queue for balanced teams (and not meet 6 healers in a 10 man wsg)
First I took theas changes as good thing but then I started to think...Base reci to 65% and remove it from PvP gear? Now lets think... This will make healers even harder to kill. They can take Raid gear + Season Weapon and boom! Now you have unkillable healer! This will be pure hell for DPS. Not so positive anymore... If Blizzard want old fealing they fail big time...Did I read that Elite is just cosmetic gear? Que? What? Vad? Mitä? Now this doesn't make sense...Gear scaling in Arenas and RBG? Not sure if good or bad change... I guess bad. Why? I don't want to have same gear the others. There won't be anything unique in your char expect maybe Mogging. Gear scaling wasn't the biggest problem... The amount of CC is the problem... So next patch looks like... Epic Fail!
So, just to approach the matter from another point of view than pure pvp issues:I'm just wondering..... Did you think about the crafters who make some/most money from resi gear? I'm a JC, i've spent quite some time collecting 600+ designs, some of them being some good money maker (rings & gems mostly, for twinks or low level players). I knew some toons who spent hours farming mats & recipies for resi gear cause it's always been a stable money maker. This will seriously hamper the gold making.I'm all up for additions to the game, modifications, updates, whatever to make the game more enjoyable. But removing resilience from gear? I think it will make more damage than good.
This announcement has made my day!I like to PvP when I'm not raiding and it's fun to run some BGs with your guildies, as the comunication makes it more easy to win the battle. But I also like to swap character, like going stealthy or helping out my allies with my healers. I don't like to focus all my efforts into one character, as you all know the time you need to farm a whole PvP set it's quite a bit, and even with the base 35% resilience, anyone in a Battleground is gonna focus the 'non pvp-geared guy'. It's crazy to queue if you are below 65%.That's why IMO this change it's gonna make PvP what it really is, a prove of your skill. As gear in PvP it's just been a requirement, not a goal. You're complaining about this? Then you might not be the good PvPer you think you are.
I hate it because really, It just feels like a slow push towards the old days of burst=win.
In low level PvP, this elimination of resilience is going to make it really tough to withstand a well-equipped player...I have a 29 mage twink that gets 1k frostbolt crits in PvE when he only has a bit over 2k health; without resilience, if I crit a frostbolt and then Fingers of Frost an ice lance, GG opponent. It just seems like low-lvl PvP will become CoD -> whoever shoots first wins.
I really feel like this is making PvP gear pointless. So many people have complained over and over about having two sets of gear they are finally making it where the PvE people have a chance with resilience. I honestly believe Blizz is trying to make the majority happy here, as in, the majority of players that want to play both PvE and PvP but don't want to work for their gear.
In my honest and more thoughtful opinion than many people here just crying, I believe this change had the best intentions for the lazy PvE players who want to jump in to PvP, not the PvP players.
Let PvPers raid in their conquest gear.Or don't let Pvers use their newblet gear in pvp.
I really hope this is an April fools joke.