PvP
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Ranking System Adjustment
- Ranking Point (RP) and RP Decay System Overhaul
- No decay under R6, massively reduced under R10, capped at max of 10% rank decay from r11+.
- Standing 1 = higher ranking point calculation relative to classic ranking points.
- Lower decay = higher RP rewards for higher standing relative to classic, however overall RP gain calculations are reduced to compensate.
- Leads to more consistent ranking than OG Vanilla [but can be done quickly with high standing]
- R13 -> R14 still needs high standing to actually progress past 10-20%/week.
- Standings pool sizes increased to offset population numbers
- Epic PvP sets balanced to T1 levels [Buffs will come with later phases to keep them relevant.]
- Blue/Epic set bonuses reworked and adjusted in various ways. (See Atlasloot V+ in Addons)
- Greatly increased honor bonus for killing players ranked higher than you.
- If players of opposing faction have the same IP, they will not receive credit for kills towards standing/rating calc. [Multibox abuse prevention]
- Can turn honor gain off using ".honorgain", useful for high rated players who want to be cooperative with standings/pool placement and/or pvping for fun without griefing rankers [See Server Chat Commands]
Battleground Changes
- Alterac Valley temporarily disabled
- [NEW] Azshara Crater - 'MOBA Style' Battleground
- Reputation gains greatly increased (approx 5x faster)
- Reputation Rewards rebalanced, made more useful for various specs. New items added (See Atlasloot V+ in Addons)
- Objects in environment such as rocks/trees/bones now act as collision and can dodge/LoS spells.
- BG Mark awarded every 20-30 minutes in queue in addition to bonus honor.
- BG Marks can be used to purchase raid flasks for 10x of each mark per flask. (30 marks total)
- Can also turn in for gold via honor quests at faction warbringers.
- Deserter pops if you miss too many queues (to prevent cheesing mark queue system), exponentially scales to 48 hr+ if you routinely troll.
- Close games reward extra marks to loser.
- Various anti-grief mechanics added
- Use ".report" command added to votekick AFK/griefing players. [See Server Chat Commands]
Warsong Gulch
- Capped at 40min game length
- If both flags are held for a set amount of time, BOTH flags will be forcibly dropped and returned to their bases in an effort to prevent turtle strategies and drawn out games.
- Many collision points/'invisible walls' added to prevent cheese jumps
- Added LoS objects in middle of map and flag rooms to provide greater tactical options.
Arathi Basin
- Water to BS is now shallow, allows mounts to run across instead of log jumping.
- Various GM/LM pathway adjustments and LoS objects added to allow better defense.
- Additional comeback mechanics added
- Dynamic Cap Timer Base Rates (Final time is based on both nodes controlled and point differential between the teams)
- Controlling 0 nodes: Instant cap
- Controlling 1 node : 3s
- Controlling 2 nodes: 5s
- Controlling 3 nodes: 15s
- Controlling 4 nodes: 20s
- If there is a significant point differential, the losing team will gain points faster and their flag captures will be sped up relative to the base rate as listed above. [Need further testing]
- Dynamic Cap Timer Base Rates (Final time is based on both nodes controlled and point differential between the teams)
Azshara Crater
- Combination of Arathi Basin and Alterac Valley with miscellaneous MOBA elements added such as constantly respawning NPC waves and temporary [Deleted when leaving battleground] AC only items that have massive effects when used properly. (See image)
- Each team has two win conditions.
- [WIN] by depleting the other team's points to 0
- Destroying a tower will reduce the enemy team's score by 100 points and give your team a momentary buff to increase HP of all players.
- Controlling Crystal Depths will increase your team's points slowly.
- Controlling Moonwells + Temple will increase your team's points and reduce the enemy team's points
- [WIN] by killing the other team's general
- Controlling Moonwells & Temple will also grant your team access to the Forward Graveyard, which makes it easier to control and fight around Crystal Depths.
- [WIN] by depleting the other team's points to 0
World PvP Changes
- Faction Leader Kill System
- Killing city leaders rewards MASSIVE honor gains, be warned some are very difficult relative to raid bosses.
- Faction Leader Auras - Members of the same faction near their faction leaders will receive massively increased honor rewards for HKs (to encourage defense of leaders being worthwhile honor reward)
- Silithus Sands massively buffed honor gain
- Eastern Plaguelands Towers
- Each tower has varying types of guardian NPCs (very difficult to solo without cheese if not impossible for most classes)
- Buffs now affect WPL and different towers have different affects in addition to their base benefits
- South - Creates area where opposing faction cannot mount or move over 100% speed
- North - Creates clickable object that can dispell you can give shadow res and stam % buff.
- East?
Misc PvP Balance Changes
- PvP Trinket/Insignia for all classes lowered from 5 to 3 minute cooldowns.
- Druid PvP Movespeed Set Bonus nerfed