PvP in Mists of Pandaria: Shooting the Gap?

ominous.jpg

Burst.

From the very first prepatch for Cataclysm, players struggled with the serious rise of burst damage in all of the XP-off brackets. We either die fast, or die very fast. Questions about the strongest classes and the best gear in a bracket often concern burst. In most brackets, the burst is too high.

A lot of hope and concern rides on the prepatch to Mists of Pandaria, when talents get a tremendous overhaul and resilience (now "PvP resilience") graduates to a baseline stat. An argument between two twinkers, Takea and Kre, got me thinking about why so many of us simultaneously look forward to and dread the prepatch, and the two of them deserve much of the credit for elaborating and clarifying the conflict of ideas in this article.

Simply put, the MoP prepatch is ominous, because it must solve two problems at the same time: excessive damage and excessive CCs. But you can't reduce one problem without affecting the other, which makes this mess particularly bad. Let's look at how WoW got into this mess, and what it will take to get out.

Ideally, we want to balance damage with health and healing such that burst is a threat, but gives players an opportunity to counter. Coordinated burst (i.e. focus fire) rewards team play by tilting the field in favor of damage. As a battle dynamically shifts around objectives, players enjoy the oscillating tilt of damage and healing with every strategic and tactical decision. The oscillation makes games more fun.

If damage reaches too high or healing drops too low, then damage roles make a superior contribution to a battleground. Battles simplify into "quickdraw" skirmishes that increase the role of chance and reduce the impact of skill and field awareness. Likewise, if damage dips too low or healing goes too high, then healing roles carry a greater impact in a battleground. Battles stall, depending on near-perfect coordination to take down healers in succession.

Crowd Control acts as a catalyst for damage and healing. By temporarily eliminating an opponent's ability to heal or do damage, we gain a short-term advantage. In a nutshell, CC effectively reduces the size of health, which in turn increases burst by adding time to do more damage or healing. Therefore, the longer CC lasts and the more targets it affects, the more "bursty" damage and healing get.

This complexity drives interest in WoW PvP. Ideally, the balance of damage and healing settles evenly on the buffer of health. Health stays high enough to keep damage from getting too random in its success and to allow heals to counteract damage. Health also stays low enough to maintain the intensity of quality tactics and focus fire, within the context of the objectives and terrain of a battleground or arena. Meanwhile, crowd control creates spikes of opportunity for damage and healing by effectively reducing or increasing health's buffer between damage and healing. Crowd control stays strong enough to compete with burst damage and healing, but weak enough to keep damage from becoming too powerful.

What a neat balance! We can tilt any battle by altering the rate of damage and healing in multiple ways. Winning the tug-of-war between damage and healing requires the best optimization and timing of individual performance, and the best team coordination. So what went wrong?

Quite simply, logarithmic stat growth between expansions. Ghostcrawler discussed the growth of stats in his blog entry concerning item squish. Stats scale a little more steeply in TBC than in Vanilla. And even more steeply in Wrath than in TBC. And so on. To help deal with this scaling problem when TBC came out, Blizzard introduced a new secondary stat in WoW: resilience.

Resilience originally did a small amount of overall damage reduction, and a larger amount of critical damage reduction, to help reduce burst damage in PvP. Later, resilience changed to a straight damage reduction stat. Resilience works like one-sided health -- it reduces the impact of damage without reducing the impact of healing. Resilience was a temporary fix for a problem that could only get worse.

With resilience, raising health makes healing comparatively more powerful, and mana lasts much longer. But lowering health to keep damage important makes healing get more "spammy" -- the smaller window of opportunity to heal encourages healers to overanticipate when a teammate needs a heal.

Now remember, crowd control temporarily affects the ability of health to buffer damage and healing, effectively adding burst. Therefore, resilience indirectly increases the impact of CCs. At first glance, that makes no sense -- doesn't reduced damage reduce the impact of CCs? Only if damage remains low enough. But Blizzard increased damage to prevent healers from getting too strong and to keep games interesting. Resilience forces damage to stay high enough to keep damage relevant, which in turn gives CCs greater impact.

Resilience fixed some damage problems in TBC in the short run, but led to larger problems in the long run thanks to higher burst and less mana consumption by healers. Today, World of Warcraft PvP is in a tough spot. Raise health, and resilience makes healing too strong. Reduce health, and damage makes PvP effectiveness too random. Increase CCs and WoW PvP becomes a game of who lands a CC first. Decrease CCs and some classes lose too much control and survivability. Raising or lowering resilience will require serious rebalancing of health, damage, and healing.

Why not just simply reduce the impact of healing? Recall that Blizzard did exactly that in 3.3.2, with an across-the-board 10% nerf to all PvP healing. But only endgame saw a significant number of players using resilience, so nerfing healing too much would (more greatly) unbalance non-endgame PvP.

How does Blizzard fix this situation? The first (but not the easiest) way is to engineer an item squish, removing the logarithmic stat growth. While ideal, redoing the stats of three (soon to be four) expansions' worth of items is no small task.

The second way is to reduce overall stats without an item squish, by removing items from the game or reducing the number of equipment slots. However, this can quickly oversimplify gearing choices. Even though Blizzard will eliminate the relic/wand/bow/gun slot, Blizzard made it clear they will increase the stats on these items to match current main hand and two hand weapons, and make the displaced weapons usable in the main weapon slots. Expect no significant impact to overall stats.

The third way is to take resilience to an even greater extreme, and offer a countervailing stat to keep healers from getting too strong. Not by accident, Blizzard announced they will give everyone 30% baseline resilience, and will introduce "PvP power" as a replacement for the soon-to-be obsolete spell penetration stat. While PvP power will increase both damage and healing, damage dealers will benefit more from PvP power since healers won't want to stack too much PvP power and risk losing efficiency by overhealing.

To help mitigate the impact of CCs, Kre suggested combining more CC diminishing returns, or exponentially increasing the cooldown of CCs. Myriad possibilities abound, and Eldacar eloquently describes both the impact of CCs in the game as they stand now, and the need for solutions.

The changes coming in Mists of Pandaria bring two possibilities for PvP in World of Warcraft. If balanced well, PvP in WoW could grant enough survivability to give newer players breathing room to grow, while providing veteran players some great playstyle choices and demanding team tactics. If Blizzard's choices do not pan out, WoW PvP could descend into a cesspit of unkillable healers, ridiculously strong glass cannons, and a "quick draw" environment where the first player to land a hit or a CC usually wins. If the second possibility comes to pass, expect a mass exodus from WoW PvP.

The MoP prepatch means much for WoW. Certainly adjustments will continue clear into the launch of Mists, but the prepatch will set the tone for the expansion, and Blizzard needs to get this right to keep PvP fun. Merged battlegrounds, the random BG finder, and "queue from anywhere" did much to increase access and reduce wait times, but we need a game worth playing, and the prepatch to Mists of Pandaria will show us what we can expect from WoW in the new expansion.
 
In terms of damage and health, most players will see an increase in both. However, damage reduction will also exist, 30% baseline. Most classes may only see a 10% damage loss, which may not be enough to be considered good.

However, the real issue here is dispels vs CC. Most classes don't get their stuns until later in the game (mid 30s approx) with some getting them even later. The real issue is how a player gets CC like Poiy or Fear @ lvl 14, but no one can dispel it until level 26+. If pvp is going to be a valuable play format, players need to have the tools they need to counter each other. Skilled play comes from using those tools effectively, but it's not possible if you simply don't have the tools you need.
 
I liked the idea in combining the CC diminishing returns.

I'm very active in the 70 bracket, and if you spend a solid 10 minutes just scanning the forums, you will find everybody whining and complaining about double dps teams (namely rogue/mage) in the arena. While yes, there damage is higher than most, it's the CC that makes them better than most comps.

Beginning of an arena match: Focus Target of CC
Sap > Polymorph > Blind > Deep Freeze > Polymorph > Potentially Another Sap > Polymorph

By that time, you have a solid 20+ seconds of CC on top of ridiculous damage from both players.

I believe (not 100% sure) that polymorph and blind share a DM, but that doesn't solve the problem too much, does it? Crowd Control is what makes arena interesting, as opposed to DERP LETS RUN OUT AND KILL KILL KILL. Taking it away would be a mistake, and allowing too much of it annoys even veteran players.

I originally thought the CC cooldown idea was good, but after much thought, I have to disagree with it. Fear is spammable, but when you think about it, isn't that what makes the warlock class? I can't imagine how bad they would be without it. Besides, what about multiple targets?

I agree with Willix, the abilities people get at certain levels needs to be adjusted. Not getting a dispell at low levels takes away from the game, and allows dominance for one class (ie. priests, frost mages). Other things, such as mind spike, need to be added earlier. Mind Spike, to me, is a spell that a makes the spriest class. The only time mind blast will hit for anything worthy will be on a critical strike (in a non-glass cannon build, around 30% resilliance at level 70, you're looking at 3k damage as opposed to 8-9k damage). Also, there is a cooldown, so you can't draw comparisons to frost bolt. A few off the top of my head also include:

Hex for Shaman you don't get until level 80
Druids don't get a dispell until (I don't know when, never played it)
Warlocks have no demonic teleportation
DKs have no necrotic strike
Pallies don't get wings until 72 (much rage from the 70 community)

I'm sure I forgot some, but you get the picture.

That's it for me, feel free to prove me wrong with counter arguments (I don't say that sarcastically, I'm usually wrong).
 
At level 70, CC is completely irrelevant, especially for mages and rogues. Spam ice lance until dead, spam hemo until dead. Wear SWP gear for extra lulz.
 
One idea I had was to move some of the more devastating CCs (low CD stuns, namely) off the GCD, but also decreasing the duration by 1-2sec. What does this mean? Attackers have more flexibility to time CC and are able to the same amount of damage, roughly, during the stun. Defenders have to endure a significantly shorter lockout, but take similar damage during it.

Example: Deep Freeze stuns for 3.5-4 sec, but is no longer on the GCD. Deep is not as good for CC chaining, which it wasn't meant to be.
 

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