War Mode Call to Arms increases world PvP bonus to 30%
28.11.2018 um 21:11
recent interview with Forbes
, Game Director Ion Hazzikostas announced that a new bonus was coming to War Mode in patch 8.1, a Call to Arms buff similar to the one for underrepresented roles in dungeon and raid queues, which is now live on the PTR. Instead of awarding a goody bag, this will increase the War Mode
buff from 10% on live to 30% in 8.1 for players of the underrepresented faction, increasing Experience gained while leveling, along with War Resources, Artifact Power, and Gold from World Quests.
The increased rewards from War Mode are meant to offset the inefficiency of world PvP - spending time in combat with (or hiding from!) the other faction will cause you to complete quests slower, and take longer to earn the same rewards, which the bonus increases in order to compensate for that extra time. Unfortunately, participation in world PvP is rarely that well balanced; typically any given zone in War Mode is overrun by one faction or another, allowing them to easily gang up on and overpower opposing players with no real impact on the ability to complete their own quests, functionally giving them the rewards of War Mode with very little if any drawback. Currently, it's not at all uncommon for some players (often Horde) to turn on War Mode with the relative certainty that they'll never have to fight anyway, simply gaining more rewards for doing the same content, while others (usually Alliance) will hardly touch the feature without a dedicated group lest they be ganged up on and hounded the entire time.
So what does this mean for world PvP?
The new Call to Arms bonus is meant to encourage players of the underrepresented faction to go back into War Mode, fight in those hostile areas, and ideally help even out the numbers on either side. Whether this will really fix the core problems with faction imbalance in world PvP is still up for debate however, as it doesn't actually do anything to stop the factions from becoming imbalanced in the first place, it only encourages more players to jump into the fire. Worst of all, if you're so outnumbered in an area that you're unable to complete your quests anyway, the Call to Arms bonus wouldn't do anything for you whatsoever!
The requirement to be in Stormwind/Orgrimmar to activate or deactivate War Mode is important to keep players from easily bouncing in and out of War Mode based on whether they're outnumbered in a given area, but also means you're not looking for a Call to Arms bonus the way you are in dungeons or raid queues; you need to make the decision to activate War Mode before you set out to do your quests, with no idea if that bonus is being offered because there are two or two hundred extra enemy players where you're going... although you it does mean you have a near certainty of walking into a disadvantage. Even if the bonus does attract enough players to even out the imbalances, there's also the question of what those players do once the bonus goes away. Call to Arms may incentivize players who would otherwise avoid world PvP to participate, but if the added rewards are cut off once numbers even out, many of those player are likely to simply turn War Mode off again. Finally, it does little to address the issue of players making impromptu raid groups and locking down flight masters, graveyards, and other common spawn points.
Source: Me. I helped kill these people. I'm a monster.
Faction imbalances in both PvE and PvP has been on Blizzard's radar long enough to make it clear that there is no easy fix. While this bonus is a nice step in that direction, and will encourage some players who opted out of PvP early in Battle for Azeroth, it's also unlikely to fix the problem entirely. The idea hinges on the hope that it encourages enough players to participate in War Mode that the factions better balance themselves, but on an individual level, at some point you're still likely to experience the extreme distress of running to a dungeon or quest mob only to find a dozen of the opposing faction standing on pile of skeletons. Short of placing some sort of artificial limitation to how many players of each faction can be sharded together at one time though, what else can Blizzard do to help address the problem? Leave your ideas and opinions in the comments below.
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