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Spiral farm bureau. Spiral farmacie. Spiral farm csa. Warning: Long post! Lets not kid ourselves: PvP in WoW is in pretty awful shape right now. The inactivity has reached a record level and the discontent of the player base was never greater. This downward spiral must be stopped. For this purpose, I have thought of some constructive and concrete measures on how to do this without any all too major development effort. I want to start with the Gearing Process. During Legion, it hardly made any difference what you wore. All players of a class were assigned stat-templates, which increased only minimally with a higher item level. This had the advantage that you could do well without good equipment. It was very casual player- reroll- and alt friendly. There were many complaints about the fact that there was no character progression at all, as there should be in a roleplaying game where ought to become stronger and stronger. There was also no customization of secondary stats to better suit your playstyle. These complaints were justified. The devs finally gave in and made Gear relevant again. PvPers could receive random equipment from different sources. Each of these sources is ultimately flawed. In short: Youre bombarded with low-quality junk and you dont have a single reliable source for good equipment. So to stay competitive, you simply MUST play PvE, because its much easier to get comparable equipment there. Also, certain weapons and trinkets from PvE are an absolute necessity at the moment if you want to be successful circumstances may be acceptable if you play both PvP and PvE anyway, but a pure PvPer just thinks to himself “To hell with it! ” and stops playing entirely. Without Stat templates but with gear still being randomized, the whole system of PvP-gearing ceased to work! The solution? Reintroduce PvP-Vendors. With PvP Vendors, you can reliably farm specific items! No RNG, no-nonsense. You know what you need and what you have to do for it and you go to the vendor and you buy it. It used to be THAT easy. Everybody loves PvP vendors. More controversial is the question of whether Resilience is a good idea. This eventually removed secondary stat used to reduce the damage taken by other players at the expense of other secondary stats that were missing, so players with a lot of resilience were good at fighting other players, but not so good in PvE situations. Id rather not go back to resilience because it separates the PvE and PvP sections too strictly. Instead, I prefer a system similar to Warlords of Draenors PvP-gear, where PvP-gear is scaled up in PvP instances. At the same time, the quality of the available equipment is supposed to increase with the rating (as it is currently increasing. Ill try to illustrate it with numbers. As a reference point, I use the Ilvl ratings of the current season. I would design the vendors to offer a simple armor for casuals (Aspirant) and a Gladiator armor for rated players. Quality Name: Shadowlands Aspirants Equipment 425 Equip: This item gains 20 additional Itemlevels in Arenas and Battlegrounds Name: Shadowlands Gladiators Equipment 440 (Basic unranked) 0-1399 445 (Combatant. This is unlocked automatically once the player hits 1400 in any rated PvP-Bracket and as long as he or she stays on this rating in at least one bracket, all items will now be available in this Quality. 450 (Challenger. from 1600 455 (Rival. from 1800 460 (Duelist. from 2100 465 (Elite. 2400 and higher Equip: This item gains 20 additional Itemlevels in Arenas and Battlegrounds. In practice. Random BG players would be as powerful as a normal mode raider in PvP and stronger if they have some unranked Gladiator items. In PvE, they would be slightly weaker than an LFR / m0 player. A mythic raider would be about as strong as a Rival in PvP- Elite Players would be by far the strongest in PvP and slightly weaker than a mythic raider / high-end PvE player in general. Players could easily switch from PvP to PvE and vice versa without much of a penalty, yet PvP-gear is the best in PvE-gear is the best in PvE. Only high-end PvP gear is better than low tier PvE and vice versa. If you want to play exclusively PvE or PvP, you can do so without a disadvantage. Pricing The Aspirants armor is designed for the random-bg-players and should be easy to get. The currency would be honor points. These are identical in acquisition to the honor bar you fill for cosmetic rewards but should be freely spendable. 500 is a good price for a normal equipment item like cape or bracers. Some slots bring more stats, such as a chest plate or helmet, shoulders, and pants. These items would cost 750. For two-handed weapons 1000. One-handed weapons 500 each. These prices are for items with random enchantments, i. e. with random stats. For double the price you could then buy items with specific stat combinations like Haste+Mastery etc. The gearing process would then be divided into two parts. First, you try to fill all slots with the highest possible item level. This shouldnt take all that long. Once you have done that, you can optimize your secondary stats by buying more expensive items. That way you would be relatively competitive quickly, but you still have improvements to work towards and spend your points on. The gladiator armor is purchased for conquest points. Conquest points can be earned without a cap. For 500 every week you get bonus anima power (Azerite equivalent. Reasonable prices for armor would be 300 for a normal piece, 500 for a big slot. 1000 for weapons (500 for each one-handed) would be about 8-25 arena wins for a piece of equipment with random stats and double for specific stats. I would completely ban PvE trinkets and weapon procs in PvP instances. This would make balancing trinkets much easier and they could design PvE trinkets exclusively for PvE without having to worry about PvP. Special Weapon Effects: I would design the weapons so that each weapon type has a certain advantage over other weapons that makes it unique. Blunt melee weapons are great for smashing heavy armor. You could give all mace-type weapons 25% armor penetration. Spears and halberds are very long. How about 5yds increased melee range for polearm type weapons? Now, if Im playing a warrior against a comp in full plate, Id prefer the battle hammer. If Im going to be frozen and kited by mobile range DPS and healers all the time, Id prefer the polearm. So it would also make sense to own more than one weapon and to exchange them situationally. You can also think of something for casting weapons. A book in offhand with which you can heal - even classes that normally can not heal such as the mage could heal with these, which could be interesting. A voodoo doll to weaken the defenses of the opponent in a channeled cast, or a gnomish shrink ray as alliance equivalent. There are many ways to creatively design weapons and make it so that it makes sense to change them depending on the situation. But in PvE, these weapons would then be just plain weapons. Curses Another Idea is the Introduction of what I call “cursed gear” that is based on the concept of "power at a price" we have with corrupted items, but without having to rely on random drops. In addition to the vendors, there would be a shady dealer or a witch in a dark and remote part of the city where the PvP-Vendor is located. They would sell scrolls for honor or conquest that put special effects on Equipment. Similar to what we have with corrupted gear, but with less rng in the sense that you can control what you get and deliberately buy it. You choose the curse you want. A curse would provide a positive effect like a damage proc, but is equally likely to backfire. Example: “Hex-agonal Bullets” for a Marksman Hunters rifle:Effects: Every shot and damaging special ability has a chance to fire a magical Hex-Agonal bullet at the enemy, dealing 25k damage (with possible critical strikes. The chance would be 5% with every action Negative effect: When a Hex-Agonal bullet is prepared to be fired, it has a 50% chance to not be fired and Jam the Rifle of the Hunter for 1, 5 seconds instead (one GCD. Silencing him and making him unable to shoot. Either effect could not occur more than once within 20 seconds. –> This could either make you win the game or screw you over with an equal likelihood. They would be optional and about as powerful as a regular weapon but add an element of Luck. This is about giving players the option to decide between a safe playstyle and a risky, but possibly higher rewarding one to spice things up. Much like Outlaw rogues can gamble with roll the bones or go safe with slice and dice. Curses are inactive for PvE and can be removed. The steady option would be default on regular pieces. Upgrade Tokens With Season 3, “Quartermasters Prize” was introduced. When youve collected 40, you get a trophy with which you can upgrade an item to the Ilvl of your highest rating bracket +10. I would keep it that way because it keeps world PvP relevant (you earn it for world PVP quests and 500 conquest weekly. But I would halve the number to 20 so that you can get upgrades faster. Solo Queue Many players are deterred from ever playing rated since it is hard to find decent mates if you can't show you are experienced. Or they are simply shy. With solo queue, these players could climb the ladder on their own and get better both is skill and gear. Add Transparency The current and Maximum rating, as well as his win/loss record of a player for this season, should be visible in-game in the group search tool, for it is relevant Information. No more manual inefficient and clunky checking with browser tools such as Check-PvP! More Mounts! Simple recolors like the Vicious Goblin Trike in green will do. This would lure collectors into PvP and give People who have already earned a lot of saddles and honor points a way to spend them on cool cosmetics. All in all, implementing these changes would: Reduce reliance on RNG and eliminate players being forced to do PvE Provide a reliable source for getting gear Allow for Character progression and stat customization Add more options and depth to the gameplay by introducing weapon types with different advantages and cursed equipment for daredevils. Add a lot of options to spend your hard-earned currency instead of letting it go to waste PvPers could hop into PvE and vice versa in their current gear without a significant penalty Provide incentives to play rated PVP and world PVP Increase transparency Many players who quit would give the game another shot, simply because PVP-vendors came back. Minor Effort on the Part of the Developers. The current lackluster way of obtaining PVP-gear would be replaced by the new PVP vendor system described in the thread. What do you think of the Ideas described above? Do you have any ideas of your own? Let's provide Blizzard with constructive feedback and suggestions instead of just complaining and make PvP great again.

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