Warlords of Draenor Changes for F2P

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This is about the f2p bracket dude. Maybe you should read. Because honestly I have no clue what teirs and raiding have to do with low lvl brackets. Try to avoid caps too. Yes it displays your anger, but i simply take you for a 12 yo when looking at it

lol. I put two individual words and one subjective clause in caps. For emphasis. Scrubs have access to BIS gear RIGHT NOW. <-- caps for emphasis. Personally, I would actually like it better if the Jajas knew what they had to do to get all the BIS gear. They actually play objectively most of the time, unlike some of the pros around here who just rage at everyone in the BGs, at how they all suck, and then /afk so they don't get a loss rather than actually trying to win. Fking bitches. They're almost as bad as the 24s. /ragequit if you can't win? Are you three? At least the Jajas are just undergeared.

And p2ps with 'chants in the bracket will keep on being the tiny-dicked bitches that they are. The xp-on brackets are lot of fun. Everyone has enchanted gear. The 24s don't want a level playing field. Because they suck at the game. and at life.

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Get ready nonpanda players your mods are getting updated no more looking like the 1980s :D

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lol im gonna forget about this xpac at least 200 more times by the time it goes live
 
Those female human looks smexy imo..

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Yeah they are great looking, lots of detail, I realized they havent showed off more than one "face" for each model preview so thats something to keep in mind. Plus, supposably new "skins" are coming down the pipe, so you can have a dark iron dwarf, or a blackrock orc. I hope they add another layer of features on top of that. Scars and tattoos seem easy enough to do.
 
Lower Level Battleground Balance

I had originally written here how World of Warcraft is a really big game, and while we know there are a lot of different types of activities outside of max-level content that people enjoy, we're not always going to be able to focus on each of them all of time. But it wasn't written particularly well and I feel like my points were probably fairly obvious to everyone.

Anyway, in short: we will be address some low-level PvP balance in Warlords.

First off it's worth noting the item squish. While individual brackets might not see a huge change, certainly the power curve between levels will be a smoother one. It'll have a bigger impact on world PvP as it'll be more like it was in vanilla, and relative power between characters won't see these dramatic swings. Back in the day even if you were 10, 20 or even 30 levels lower than someone else, you still had some shot at getting away, if not actually killing them. Of course as people start gearing up again that disparity will grow in the outdoor world, but it should be fun to get back to a smoother character power curve, and it'll at least always hold true for sub level-100 gank attempts.

We recognize that low-level PvP balance just hasn't gotten the attention it needs, and that's largely due to us having to focus our attention on content that the majority of players focus their attention (e.g. max level). In Warlords we're going to be doing a bit of ability shuffling (read: deleting) which is going to result in the need to smooth out the ability-acquisition pacing (when you get a new ability and at what level), and we'll also be taking a pass on low-level balance at the same time. It's difficult because of the spread of people across all levels and ensuring every ability of every spec at any one particular level vs. another character/level/spec of another level have parity. Low level brackets just inherently bring a measure of un-balance with them due to the possible level difference, which is necessary to ensure they can fill up with enough players. Our goal is primarily to smooth out the outlying abilities - and this is hand-in-hand with the item squish - to ensure the base damage of all the abilities before scaling is appropriate. There are just some obvious tuning problems right now that we'll take care of, and then as much finer tuning as we can manage. We'll be looking for feedback during beta.

I thought base damage was being abolished entirely, in favor of pure scaling. At least this was what I have heard elsewhere many times before this.
There has to be something to scale from.

Source: Low level BG Imbalance swept under the rug - Forums - World of Warcraft
 
Lower Level Battleground Balance

I had originally written here how World of Warcraft is a really big game, and while we know there are a lot of different types of activities outside of max-level content that people enjoy, we're not always going to be able to focus on each of them all of time. But it wasn't written particularly well and I feel like my points were probably fairly obvious to everyone.

Anyway, in short: we will be address some low-level PvP balance in Warlords.

First off it's worth noting the item squish. While individual brackets might not see a huge change, certainly the power curve between levels will be a smoother one. It'll have a bigger impact on world PvP as it'll be more like it was in vanilla, and relative power between characters won't see these dramatic swings. Back in the day even if you were 10, 20 or even 30 levels lower than someone else, you still had some shot at getting away, if not actually killing them. Of course as people start gearing up again that disparity will grow in the outdoor world, but it should be fun to get back to a smoother character power curve, and it'll at least always hold true for sub level-100 gank attempts.

We recognize that low-level PvP balance just hasn't gotten the attention it needs, and that's largely due to us having to focus our attention on content that the majority of players focus their attention (e.g. max level). In Warlords we're going to be doing a bit of ability shuffling (read: deleting) which is going to result in the need to smooth out the ability-acquisition pacing (when you get a new ability and at what level), and we'll also be taking a pass on low-level balance at the same time. It's difficult because of the spread of people across all levels and ensuring every ability of every spec at any one particular level vs. another character/level/spec of another level have parity. Low level brackets just inherently bring a measure of un-balance with them due to the possible level difference, which is necessary to ensure they can fill up with enough players. Our goal is primarily to smooth out the outlying abilities - and this is hand-in-hand with the item squish - to ensure the base damage of all the abilities before scaling is appropriate. There are just some obvious tuning problems right now that we'll take care of, and then as much finer tuning as we can manage. We'll be looking for feedback during beta.

I thought base damage was being abolished entirely, in favor of pure scaling. At least this was what I have heard elsewhere many times before this.
There has to be something to scale from.

Source: Low level BG Imbalance swept under the rug - Forums - World of Warcraft

Basically, they're gonna reduce the power curve with item squish and shuffle about our abilities.

Fingers crossed that warriors get some needed CC or mobility. Anything along with that derpy charge would be awesome. :eek:
 
Lower Level Battleground Balance In Warlords we're going to be doing a bit of ability shuffling (read: deleting) which is going to result in the need to smooth out the ability-acquisition pacing (when you get a new ability and at what level)

ability shuffling (read: deleting)


ability deleting

I fully expect rogues to lose Ambush (moved to 21), mages to lose Frost Nova (moved to 24) and hunters to lose Mend Pet.
 

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