I see a lot of people are crying about "bursts", "boosts", "PvE gear", etc. PvP has always been like this and will always be. The imbalance is what makes PvP fun for elitists and meta slaves; Imbalance is where money is injected into E-Sports. Also, the grinding and exhaustive contents are where the money comes into casual content. Therefore, If you can't cope with that, you're supposed to quit the content or might as well join the meta wave, reach the top, and "enjoy" the game and make your voice be heard and somehow affect the contents.
That top 1% is who Blizz always listens too whether it be world 1st raiders or the elite pvpers. They seldom listen to or go after the casual players
Arenas have been beyond frustrating this season, and I say all of this as someone who pushed to 2k in BFA (thanks haste corruption on Destro lock!) and struggles to get beyond 1700 now. We have a hand full of classes that are so obnoxiously overpowered, with no balancing to their burst in site. Ret, Sub, Fire, Arms, Balance, and whatever fotm spec DKs are doing. Their covenant abilities alone make them all too dangerous compared to a few other specs, and some feel like they can't *really* be countered, you just have to pray you survive their burst. (Looking at you, venthyr Sub rogues, who've somehow managed to escape the eye of the nerf stick even though they can solo kill you in their stun window) I don't want to play those classes to feel strong in pvp, let alone most of those specs, but I feel like if I'm going to compete at a higher level, it quickly turns into "if you can't beat them, join them". And sure, the argument can absolutely be made that any class/spec can beat another, but I'm not that good haha. But in arena especially, it just feels so imbalanced right now.So, okay my main spec/class isn't working out. Let's swap to something else! - enter weeks of catch up in the form of covenant quest line/conduits/legendary/renown, and way too much time spent honor farming as a moving target dummy (#1 reason as to why you used to see SO many bots in BGs), which idk about y'all but it's not fun for me to BG when I'm just keeping the spirit healer company and aren't able to help my team. Okay so let's try to get conquest gear. At it's current rate, the daily BG wins will not get you a piece of conq gear per week. "Okay so go arena" - Ah, yes, let me go on my baby toon who magically has 1800 MMR (even though it's never stepped into an arena), with 170ish ilvl just to lose constantly and get no reward for the time spent. And THEN, we get to deal with the boosters who love to hover between 1000-1800 CR. ? Like?And honestly in BGs we just need the presets back. I'm tired of everyone bringing their freshly boosted level 60 to BGs and being completely out-geared by the other team. I'm fine being outplayed and losing, but man it feels irritating when you look at your team with 6 people under 23k HP vs the other team with a majority of geared toons. If you stay, you barely get rewarded, if you leave, you get deserter. Feels bad man.Anyway, not here to argue, this is just one super-casual pvper complaining who is very aware that they just aren't that great and need way more practice.
The forums are full of other, different, complaints about Arenas, all affecting many more players than this issue - and this is the one that got focus? If there weren't other Arena announcements along with this one, or at least a simple "more on the way", this is really tone deaf....
Well, PvE boosts for gold is forbidden, I wonder when the PvP will get the same procedure...
just implement soloque for 2v2 arenas already. let ppl get rating and exp that way and keep rewards locked behind 3v3 arenas. i just don't understand how literally every game besides wow has a ranked soloque game mode. but sure, keep changing stuff for the top 0.1% of the player base.
This was not the kind of ratings fix I was looking for (I wanted to see something done about the lower brackets).
Great, cater to the 1% of the player base again.
Talk about a band-aid solution. The question they must ask is what classes and comps are able to reach the cap and why are they winning so much to the point they are even able to do that. Is it really an inflation problem, or rather, a balance problem and how strong some abilities from different classes synergize compared to others?
Y'all need to realize that part of the reason some of the people are boosting in low ratings is due to this issue Blizz is addressing. Be happy about this. It's one step towards what we all want.
How does the changes detailed in the blue post precisely affect what you are describing?
OK, so... 1) I am no PVP veteran/pro. I am a mid-tier, reasonably competent rogue with decent gear and decent skills. Nothing amazing, nothing terrible.2) There are some frustrations I've found around the basic balance of abilities, but I figure those are normal and change from expansion to expansion... so it goes. It's essentially impossible to truly balance a game with the "ply depth" that WoW currently has.3) The MMR system has some serious problems, however... the fact that 3k ranked players have trouble getting points from a win is just about the least of those problems... 4) The major issues that have been bugging me about the MMR system are as follows:- not being able to see or know one's personal or team MMR prior to starting a match. I feel like one should be able to get a sense of where one is at, personally, and where ones group is at beforehand.- the manipulation of the MMR system by boosting groups is obnoxious and frustrating. Get a good group going, win a couple of games, and Blammo... run into a group of a bunch of 3k boosters that tanked their CR and are carrying a 0-rated paying player (paying in gold only, of course... lol... derp)... and the gear-check factor becomes basically insurmountable... never mind the fact that those players that have gotten to those crazy high ratings are usually insanely skilled to begin with. My "simple fix" to the above would be as follows: a) CR is part of the initial MMR calc, as is prior wins/losses (which is how it works now, I am pretty sure)...b) The average of the total team is part of the initial MMR calc, just like now...c) Include the range of CR and personal MMR in the matchmaking algorithm!This way, a team of "honest pugs" or a guild group that is PVP-curious can get games with like-minded and like-skilled/ranked players without running into the pro booster teams.The pro booster teams would be far, far more likely to run into each other (based on the range contribution to the calc)... so the pros can duke it out, competing to see who is better at carrying noobs to higher rank... and the normal folks can compete with each other without running into the incredibly frustrating "wow... they just 7-v-10 beat us while carrying those players that we instakilled... and then everyone leaves group, ragequits, and goes back to repeating the same damned worldquests over and over and over again.Fix the MMR system for real, please.
^ "Fewer" ^This is win.