Showing posts with label pvp. Show all posts
Showing posts with label pvp. Show all posts

Tuesday, 10 May 2016

Uphill battle(grounds)

Another three weeks of mostly battlegrounds. A quick update on my status: up to 40+ wins in each of the 5 battlegrounds, with the following win ratio:

Full games Part games Overall
Win 122 8 130
Loss 85 29 114

40% of the way in, and I am losing enthusiasm. I'm still really enjoying doing battlegrounds when queueing with other people, but not so much when solo queueing, so my progress has definitely slowed down. I even did a raid on my alt just to break the monotony. But I am happy with the win/loss ratio even if - as per my last post - it is definitely influenced by winning/losing streak bias.

I'm considering trying enhancement again to see if that reinvigorates the motivation. I calculated that I'd need 10250 conquest to swap my weapons and intellect pieces for agility gear, and I've got just over that much banked. But I'm not confident it will change anything.

As elemental, I constantly need to remind myself that the people I'm beating soundly are most likely ungeared. In many situations, ele can be useful - for example, if you are lucky to get instant empowered earthquakes around large flag fights, they can turn the battle - but geared, skilled players of other classes can make you look silly at current damage levels. I think the most frustrating comparison is lack of escapes, even temporary ones. If you get set upon by a number of people, your defenses are inadequate, compared to the effectiveness of immunities or stealths that other classes can utilise to escape death, receive heals and reset the fight. The primary defensive you have is kiting, which just doesn't work with the abundance of slows, or when trying to defend a flag out in the open.

From what I've read elemental continues to be fragile in Legion, but may get some more damage potential, numbers pass pending. If it is bottom of the heap again, I'd be really disappointed, but would definitely prioritise changing spec over changing class, as I did in WoD.

Between queues I have been camping the Timeless Isle, hoping to collect the remaining pets and finish off the bigger bag achievement. I'm happy to say I've finally got the Gu'chi Swarmling, Ashleaf Spriteling, and Death Adder Hatchling, and I am down to one item left for the achievement: the Rain Stone from Zesqua. Hopefully I will get that very shortly, because I'm tired of camping that too.

With those pet gets, I'm sitting at 676 unique pets, 25th on the server on Warcraft Pets. I still have a few to obtain or level, but even with those I won't be able to get much higher on the ranking without dropping a lot of money, which I am not willing to do, unlike some as Dark Legacy illustrated well this week.

Sunday, 17 April 2016

Battleground progress

I started keeping track of wins and losses after my last post to see how I was faring. It has been two weeks. I'm now up to ~23 wins in all 5 battlegrounds. Doesn't sound like a lot but I've added about 50 wins, or an average of at least 3 wins a day - which is probably more than what I can sustain if that takes 6 battlegrounds to achieve.

I've been separately recording win/loss for full games, and for games that I enter part way through - and I have only been recording games where I queue by myself. This will highlight the benefit of queueing with at least one person, because you effectively always get fresh games.

Full games Part games Overall
Win 37 3 40
Loss 31 17 48

So it looks like 1 in 5 games I might get put into an in progress loss. That's not too bad - it was worse early on, with an overall win rate of roughly 25%, but it's balanced up since. There is definitely a trend where Horde and Alliance do better at different times. It isn't clear what drives that, but for example I won 7 from 9 before shutdown on Tuesday, couldn't win anything the same time the next night, but won most the night after. Generally though, if I play during the day (Oceanic time) it is pretty bad for Horde. Fortunately my usual play time is nights, due to work.

The stats might be biased by these trends, in that if I lose 4 or 5 in a row I might say to myself 'today is not a good day' and quit, whereas if I win 4 or 5 games I'll keep going if possible.

Monday, 4 April 2016

Battleground binge

I only played WoW for a short time at the start of Cataclysm, and returned half way through the last patch of Mists of Pandaria, so I had a big hole in my progression, almost the size of two expansions. Catching up PvE content like dungeons, quests and raids is pretty easy, because they don't scale. I've done most of that, short of some difficult achievements like Getting Hot in Here and Show Me Your Moves! Catching up archaeology, fishing, and pet battles was a massive grind, but I have done 95% on those fronts as well. The area where I am still largely lacking progress, is in battlegrounds, but specifically those from Cata/MoP as I had completed Battlemaster back in Wrath.

I don't know why, perhaps just boredom, but over the past couple of weeks, my desire to do battlegrounds has come back with a vengeance.

I've previously gone back and finished off Tol Barad, but for the 5 battlegrounds since Cata (Battle for Gilneas, Twin Peaks, Silvershard Mines, Temple of Kotmogu, and Deepwind Gorge) my tally of wins was effectively zero. I've got up to a dozen wins for each on my hunter, as I've been PvPing on it this expansion, but I'm now back on my shaman, committed to earning achievements on my main.

I first did Ashran and the Gladiator Sanctum nemesis quests on my hunter, which I still believe was the right decision at the time, but I've since gone and done them again on my shaman, so perhaps it was not the best decision. I feel these battleground achievements are an even bigger task so it's not one I'd want to repeat later - 550 battleground wins = 1100 battlegrounds at 50% win rate. Doing 3 battlegrounds a day, it would take a year to complete.

I quickly realised that queueing for random battlegrounds just wasn't going to cut it. When you don't need half of them, but can only blacklist two - inevitably AV and IoC - then any benefit of faster queues or bonus rewards goes out the window. Queueing specific battlegrounds is better, but sometimes the queues for particular bgs just won't pop, and it is harder to convince people to come with you if you are cutting the rewards. Not that there's anyone in my guild at the moment with a tenth of the fervour I currently have for battlegrounds. My GM can't say no, but I'm not at the top of a long queue of people she can't say no to. And it is hard for me to find other like-minded people, so I'm just solo queueing it. The problem with that is, every 2nd queue pop is putting you into an in-progress game, replacing someone who quit because it's going to be a loss. After a few of those, my patience starts dissipating.

I was expecting a pretty bad time, from personal experiences to community perception, of Alliance dominance and shaman (elemental in particular) weakness. I toyed with switching to enhancement for PvP, as that is the generally better rounded dps spec, but decided against it for various reasons. The reality is... it all seems true, but it's somewhat muted.

Faction wise, Alliance do still seem stronger, but it ebbs and flows. If I ignore the games I enter that are already losses, my WL record improves significantly. There absolutely are times when you will be lucky to win one at all, but tonight for example, I entered 6-7 fresh battlegrounds in a row, and won most of them, before things started to turn sour.

Same goes for playing elemental, there absolutely are players who make the spec feel completely broken. Feral druids are the worst; but they aren't the only class I've seen competent players negate or passively heal my damage, and/or out-damage my healing surge spam. On the other hand, the strength of the team, and present numbers, matters more, and sometimes I get to be quite tanky, and sometimes I put out lots of damage. I recognise this is likely down to gear, but the point is, I usually only do terribly when the team does, and that is fine. I don't feel like a hindrance, which is more than I can say for elemental at the start of WoD, and why I can get enjoyment out of it.


So after a couple of weeks, my progress is 12-13 wins in each of the 5 battlegrounds. My shaman has caught up to where my hunter is, and I think I will be able to keep up this kinda pace until the Legion pre-patch hits - from there who knows. But if you are Oceanic/US and happen to see this and want a reliable evening bg partner, hit me up in the comments.


Sunday, 6 December 2015

Ashran tides

A while back I commented on Ashran and the changes made after 6.2 that included the removal of entering as a raid group. I thought that the problems largely came down to PvP population imbalance, and hoped that further changes in 6.2.2, including mercenary mode, would help this.

In the weeks following that patch, I didn't notice any real changes, but as stated at the time I enjoyed it whenever it wasn't being dominated by one side, and hoped it had reached a point where people might start looking past its bad reputation. So I visited the Ashran forums to see if there had been any change in mood, but unfortunately it was persistently flooded with complaints about premades, specifically by a group called Hydra. As far as I've seen, they don't seem to have a presence or be a problem on Oceanic realms. So I didn't get anything useful out of that, and after getting full conquest gear, I stopped doing Ashran regularly. I'm back in it now, so time for another look.

The biggest trend I've noticed is that winning seems to come in waves that turn around every couple of hours. If you get in at the right time, you can win everything for quite a while, which is great, but eventually there will be a moment where the tide will turn, and then you'll start losing everything. On the face of it, as long as both sides have an opportunity to succeed, this is not a bad thing. But it is not enticing gameplay, it is purely rewards driven. Something we need to do, rather than want to do.

Tide goes in, tide goes out. You can't explain that. Image source: wowhead


The invisible buff to the event losing side obviously contributes to this swing, but it's more than that. It is still possible for a team to continue winning even when the other side has a significant buff. This is due to the losing side also having a numbers deficiency, as player numbers constantly bleed and many choose not to participate as a group. When things aren't going so well, you frequently see new joiners ask 'are we winning?' and then leave immediately, unless you lie to them. This is compounded by the delay upon leaving the group - if you run or even hearth out of Ashran, your spot is retained for 30 seconds.

People on the winning side are more likely to hang around while succeeding, and then leave en masse. This is often due to the weekly quest reward system, which requires 4 events and 1 faction leader kill. Usually, with a constant flow of players, different people will finish the weekly and leave at different times. But let's say one side has had 7-8 event wins without a faction leader kill. Everyone in the group will be calling for it, and when the kill happens, a large number of people leave at once, the threshold is passed, and the pendulum swings the other way. I'm not sure what the right reward structure is to prevent this, perhaps one where points are earned individually for completing objectives on a diminishing basis.

When your side is down, and there is high player turnover, the reinforcements come in dribs and drabs. Players entering to outnumbered battles get discouraged and leave, reinforcing the cycle. To help minimise this, players could be entered in waves. This could be as simple as spawning new players as ghosts in the graveyard, so that they are released together with the dead as a larger group, or as a new group spawning mechanism of some sort, that release a wave of reinforcements every couple of minutes. The goal being to resemble the start of battlegrounds.

Another part of the problem is putting in large numbers of players and then encouraging them all to be in the same spot at the same time. Tol Barad at least had 3 control points to capture, and 3 towers to attack/defend. Battlegrounds like Arathi Basin and Eye of the Storm work well because players need to split effectively between different objectives. Both have 30 players, but you'd seldom see them all at the one objective. In Ashran, the only real group decision is to whether to pursue the next event, or pursue the faction leader. Much of the time this results in no contest, the rest of the time a clearly defined loser (no reward).

They can't hold multiple concurrent events with equal rewards, as that too would discourage PvP. Instead, 'events' could be boosts to ongoing objectives. For example, the fires at Brute's Rise could be always active capture points, providing an ongoing reward, but the Brute's Rise special event could reset this and provide a greater reward to the winner. Teams could commit everyone to the active objective, but they would potentially lose the other objectives in the process. The ongoing reward could be somewhat less than the event reward, balanced over time to how often events occur.

Finally, there should be a comeback/catch-up mechanism that doesn't reward losing. Buffing losing sides may inevitably be necessary, but it should be an active objective, rather than just waiting for the other team to win more. This could be in the form of faction specific objectives that increment the invisible buff, but only whilst 'losing' (or are more frequent whilst losing). For example, the faction leader could demand blood (20 PvP kills) or a rarespawn kill, or running an artifact back to base (like the carts in Deepwind - no flying or town portals). This would give players incentive to pursue minor objectives when they don't have the large, coordinated group to contest the main objectives.

TL:DR:
  • Spawn players in waves.
  • Instantly remove deserters.
  • Change reward structure to no longer encourage mass desertion.
  • Implement concurrent, secondary objectives to spread the combat.
  • Don't reward losing; provide incentive catchup mechanisms to losing side.

Tuesday, 17 November 2015

6.2.3

The last patch of Warlords is upon us.

The availability of the moose mount item will get me back in for at least one more raid. Mythic going cross realm has opened it up to us, but I'm just not interested, unfortunately. Maybe this is because I'd already come to peace with it being out of reach for our guild, maybe it's because we are forced to run with another guild to make numbers, or that combined we won't take it seriously enough, just to pass the time. But probably just because running the 3 prior difficulties for 5 months expended my interest.

The mythic dungeon gear changes, reintroduction of valor upgrades, and the fact all balance changes were buffs, are all a clear leg up for Hellfire Citadel completion and sound great for those still working on it. But without new content, I don't need them. Maybe my mind will change if I see some activity come back into the guild and people earning achievements without me. :P

The arena season has also wrapped up. My rating won't be worth anything, but fortunately I finished my goal of 100 arena wins for the saddle about a week ago. When I found out the mount is not account/server wide, I sent the saddle to my shaman and bought the Vicious War Kodo. Unfortunately the horde flag sticking out of its back wobbles back and forth rapidly with every step. It's distracting and looks silly, at least on a tauren, so I won't be using it. I'm definitely considering that next saddle, so the patch keeps arena relevant to me.

I appreciate more timewalking dungeons to keep that fresh, but on the flipside there's also more things to collect. I have to say at this point, I like that it is an event held every few weeks, rather than weekly or ongoing. It definitely gives motivation to do them regularly without overloading on them.

So that's that, until the Broken Shore then. The busy work to keep occupied has already started, I'll follow this post up with another to talk about that in more detail.

Wednesday, 30 September 2015

Tol Barad mastered

When I came back in Mists, Tol Barad was one of the things I had to play catch up on. With the help of a couple of my guildies I got almost all of the Master of Tol Barad meta completed. Fortunately, unlike Wintergrasp, the meta only requires 25 wins and not 100 (my GM is still trying to get WG completed). However the Tol Barad Saboteur achievement appeared bugged, as I couldn't get credit for killing siege engines no matter how I did it, and comments on Wowhead confirmed the problem, so I abandoned it for the time.

I've recently headed back to TB by myself to finish it off, and there is basically no-one there now. I've seen the odd horde player but only once encountered any alliance resistance. So to get that last achievement I had to get creative, using my alliance rogue.

Firstly, horde had to be defending. To pilot a siege engine, you need an honorable kill, so I had to get my rogue to kill my shaman. There were a couple of hurdles of course:
  1. They are both on the same account so I had to work around timeouts to get the hk.
  2. My rogue was fresh and not well geared so couldn't kill my shaman before it timed out.
  3. Whenever you enter/relog, you get ported to either the entrance or the centre tower depending on whether you are attacking or defending. And you lose the buff gained to pilot siege engines when you switch over.
So the process went like this:
  1. On shaman, run to entrance and take off all gear.
  2. Alt F4 and log onto rogue quickly.
  3. Kill shaman, pilot and position siege
  4. Alt F4 and log onto shaman.
  5. Resurrect, put gear back on, run to tower, pop cooldowns and kill siege.
  6. Repeat.
The first time I did this I only managed 2 siege kills before TB completed. However on subsequent tries I positioned 2 sieges each time, and allowed a tower to be killed to get an extra 5 minutes. This allowed me to get at least 5 siege kills per TB, and I was done in no time.

I was not done with the dailies however. There are a lot of goodies to buy using the Tol Barad Commendation currency: 2 mounts, 2 pets, a toy, a battle standard and a tabard. 745 commendations if you wanted everything today.

Unfortunately before my guild died in Cata, I'm pretty sure I bought a Stump of Time for 125, which in hindsight was not well spent. But, the battle standard is no longer useful, the tabard isn't really useful given TB's proximity to Orgrimmar via portal, and my good friend gave me a Fox Kit, which eased the burden a lot.

The Fox Kit was originally not available on the vendor, only on an extremely low drop chance from killing foxes around the island. You can still get them as drops, as I got into the habit of killing any foxes I saw and was lucky enough to get a second one recently.

I'm glad to say I've finally finished, getting the last item I needed on Tuesday. It was a bit of a chore, but it's mainly because it is irrelevant and empty - there are things to like about the place when looking at some of the issues Ashran is having, and seeing good old content sit dormant is disappointing. These are topics for another day though.

Thursday, 10 September 2015

PvP pet battle levelling

I had been planning to level my warlock and mage, so that I could max out Herbalism and Tailoring, to complete Grand Master of All. I had put this off until we could fly in Draenor.

A guildy had been grinding out 2000 pet battles for the Draenor Pet Brawler achievement/garrison monument, and noted that progress was account wide. As pet battles give experience, he was able to level a character while doing this grind. He battled the pets outside the garrison in Frostfire. It wasn't an efficient way to level, but it killed two birds with one stone.

I thought it was worth investigating, which lead to the discovery that PvP pet battles also count. Imagine that, being able to level a character, progress on the garrison monument, AND make progress on:
So I dipped into it to see if it were feasible. I quickly found that not many people queue at this stage. There were times when it seemed no-one was queuing, and others where I'd just encounter the same opponent or two. This leads to the next problem, strength of teams. Those who are queuing seem to be mostly experienced battlers, using some powerful teams that unless you have an equally strong team and know what you are doing, or get lucky with a hard counter, you will not defeat.

An example team I encountered was Fragment of Anger, Graves and Zomstrok. I tried a few combinations of aquatic type and critter attack pets that I had, but he'd do massive damage to my back line pets. After 6 or so losses, I figured he needed to die quickly, and without evasive type manoeuvres, I could use Iron Starlette to nuke him, with aquatic back line pets to minimise damage taken. I scored 2 wins - but this was a hard counter that would fail against other teams. I stopped queuing at this point, somewhat satisfied that I managed to get a couple of wins, but dismayed with how.

I've done enough PvE battles to have a decent stable (105 level 25 pets), but am still overwhelmed at the number of pets/moves and possible teams/counters. I couldn't tell you what the strong teams are, or what the current metagame is. I try to maintain my own notes on what works but I'm just not invested enough to learn it all the hard way. That leaves two realistic options - look up strong teams and FOTM counters, and/or copy other strong teams I encounter along the way.

This will first require work on my collection, as a lot of the pets I might need either aren't levelled, or I don't have. For example, the Fiendish Imp looks like a good candidate (I ran Karazhan and killed Illhoof so many times trying to get that pet that I got sick of it and just bought it off the AH, but it remains at level 1). I'll have to make do without pets like Murkalot, as I don't do Blizzcon tickets or collector's editions.

Initial impressions are that it probably isn't feasible. My primary interest is not getting the PvP battle achievements, so between the queue times, and the investment required to make it work, I'd imagine I'll either give up, or make sufficient progress on the monument just working on my collection, such that I won't end up doing many PvP battles. A realistic goal would be completing the 250 wins for Brutal Pet Brawler to get a Stunted Direhorn.

Wednesday, 2 September 2015

Ashran mercenary

Ashran has received a lot of hate, and I have to admit some of it is warranted. I spent a lot of time in there in 6.1 and it was premade dominated. Getting in one was great, I often acted as leader, and given control of the Ancient Artifact, you didn't lose. But if I entered solo, I'd just encounter instances where alliance were controlling, presumably with a premade group, creating a feedback loop where both sides needed to join one to have any lasting success. Due to the reward structure the dominant side would usually farm events leaving the other to kill the general or farm mobs - two balanced teams rarely clashed.

It's obvious a change was needed. After the 6.2 changes, when both sides are relatively balanced, and teams are coordinating, it actually works really well - events are often competed, with the losing side able to pull out and progress the main road while the winner completes the event, often culminating in a big clash at the base defence. No aspect of Ashran seemed underutilized, and there seemed less downtime as well.

However, more often than not (at least during the week), the sides aren't balanced and therefore it doesn't work well. This seems to be a result of the PvP population imbalance. Looking over the fact that, as a whole, alliance may now have more geared, skilled players, more importantly they also have large queues. This has the tendency to weed out the less dedicated, and once they get in, they stick at it. Horde players on the other hand, enter Ashran, see we are not winning, and leave immediately.

As a result, the typical horde Ashran has high turnover, creating a numbers deficiency, and many just stand around not contributing, rather than trying and inevitably dying. Eventually, a leader may be able to entice players to group up, and the invisible balance buff turns the tides - but mostly it is an uncoordinated mess.

All of these problems seem to come down to population imbalance. That's why I'm looking forward to seeing if mercenary mode has a positive effect. Whilst I don't expect we will be able to use it, as we are on the underpopulated side, I'm not a roleplayer, so I don't have any qualms about playing with undercover alliance players. It depends a lot on at what threshold it becomes available, and whether it only impacts queue times, or whether it has a flow on effect to balance aspects as well. If it turns out that alliance queuing mercenary just enter a losing instance, they won't be likely to do it.

But I think players from both sides would be willing to trade-off queue times for balance and hopefully a better PvP experience all round.

Friday, 28 August 2015

PvP spec choice


Well, there it is. You know, the start of WoD was the first time I'd properly considered main switching from my shaman. Elemental was in a particularly sorry state, and resto wasn't really an option for me as the guild had a wealth of healers. I really didn't want to change, but up until the last moment it seemed like the logical decision to switch to my hunter. Fortunately, we received numerous bandaids along the way to keep us above water in PvE, so I didn't have to.

But the situation in PvP never improved, so for that I did make the main switch. I find shaman PvP frustrating at the best of times, but having elemental lose everything that made them workable in the past, I just couldn't do it, and committed to playing my hunter instead. This tweet, suggesting nothing will change until Legion at the earliest, completely vindicates that decision.

In 6.1, I grinded out all the nemesis quests in Ashran, earning Warlord of Draenor, something I would never have stuck at on my shaman. So I've got mixed feelings - I know I made the right decision, but I'm still unhappy that I couldn't PvP on my main without hating it. And I'm a little angry with Blizzard's continuing apathy.

As for a spec change? Playing enhance doesn't entice me, particularly when their effectiveness seems to be limited to 1 or 2 compositions in arena, which I do not enjoy. Resto is bearable if you've got friends to peel off you - hard to come by. Now that I've 'finished' Ashran on my hunter, I can be effective in there by free casting heals in the middle of a pack of 30 players, but it is not very engaging or rewarding. However, resto is totally unsuitable for farming Bloody Coins - up to 1350 out of 2000 on my hunter. Getting that many killing blows as a healer, while transformed, would take me a decade.