WoW PvP: crowd control gone wild
I’ve been spending a good bit of my game time playing World of Warcraft and I’ve been enjoying the expansion so far. Yes, it is more of the same, but my favorite class (hunter) has been reworked and feels like he did in early BC when I learned to love him. It’s been good to see Blizzard speed up some of the more tedious aspects of the game, and it’s nice having populated worlds again.
My main focus in the game now is PvP. I did the raiding thing for a while, but I just don’t have those big chunks of time to put toward a single dungeon any more. I want to jump in some BGs, go work on my Archaeology, go bleed some gold from the auction house, and work on my professions in a play session. PvP is a lot more conducive to that. PvP in WoW has always disappointed me a bit. There are just too many different skills to worry about from the different classes, and without thorough study, it can be tough to know what happened to you in a fight. I often find myself looking at the combat log (a feature League of Legends desperately needs) and then googling the various effects to see what the hell they are.
The biggest problem, though, is CC. Crowd Control in WoW is one of the worst active game systems on the market today. It is entirely plausible that you will be unable to control your character for stretches as long as 30 seconds, during which you will most definitely die. Blizzard woefully tries to address this with diminishing returns, but those returns are player specific, so you can get chain-disabled by a group of 2-3 players without them incurring much penalty.
There are a lot of good ideas out there for fixing this, but I thought I’d share my own variation, from a post on the Battleground forums:
The CC in WoW always brings me back to a simple game design principle: is the anti-fun generated by the mechanic greater than the fun generated by the mechanic. The answer is overwhelmingly yes.
Someone in the thread mentioned that the goal of WoW PvP is to deny your opponent the ability to fight instead of outfighting them. It’s unfortunately true, and again, really not fun for either side. Do I get a sense of accomplishment when I kill a target that doesn’t move and I just shred away for 15 seconds? No. And the guy getting killed is obviously having very little fun. Loss of character control will always be a crap mechanic for the receiving player. The fact that it can last as long as 20-30 seconds (with disables from a couple toons) is just absurd.
To all the people saying the equivalent to “get cleansed bro,” players don’t always have a cleanse nearby, and suggesting they should get one doesn’t at all address the problem. Nerf the CCs, and nerf cleanse with them so it doesn’t get to the point that you can’t lock that warrior down.
A [global diminishing returns system] would be awesome, but I’d also love to see some system where CC breaks when you take some percentage of your health in damage – let’s say 10 percent for the sake of argument. You get stunned, as soon as your health is reduced by 10 percent of it’s max, the CC breaks and you become immune for X amount of time. I say reduced because heals could prolong it – this would hopefully remind people to kill the damn healer. Fights would have so much more back and forth and be infinitely more interesting. It would also rightly encourage people to use CCs against their off-target for spell interrupts. Put that kind of system with a GDR and PvP is instantly more interesting. You’d probably have to move the damage/healing slider a bit, but any change would require some across the board tweaking.
Even though WoW is the rampaging juggernaut of the video game world, it could learn a lot from burgeoning fields, like the MOBA world. I’ll let you know how it feels when I have a couple hundred games under my belt, but for now I feel like I’m either getting disabled to death or doing the disabling. It’s not very often that I’m hitting someone who’s hitting me back.
lol that game stole a year of my life, so glad I’m not tempted to head back; played back when ret pal was sooooo op, and had a good time, the pvp was the best part. played a lock later on, being permastunned by rogue wasn’t fun, and being permastunned by new mechanics isn’t fun either. what’s new about it lately? and what do you think of the new expansion in general?
I’ve been happy with the expansion on the whole. There are still some things I don’t like – the focus on huge timesinks being one of them, but that’s another topic really – but I’ve always enjoyed WoW more as a here and there kind of game than I did when I was trying to raid all the damn time.
Despite the crazy CC, I’ve been enjoying PvP, and I’m looking forward to a little arena time. Druids definitely got a feral buff for PvP, so that’s been good. Really, though, I think LoL has helped me not be such a zerging fool. When I see I’m outnumbered, I leave and leave fast. I’m also much more cautious about my positioning than I have been in the past, and I tend to look for the support/healer that I can’t see to preempt their effects on a fight.
The expansion isn’t earthshattering (hehe, get it?) but it has helped the classes I play most to feel a bit better performing their roles, which is enough to keep me playing for the time being.
I agree, it’s best as a “here and there” game, more often than not anything else becomes a lifestyle choice complicated by unemployment.
I went with ret pally in part because of that “freedom” spell and cleanse (and also because there were so many deathknights when I was playing that casting Greater BoM meant nearly EVERYONE in the general area had a massive damage boost), the CC was never fun to be on the receiving end – whether it’s a rogue stunning a lock, or a lock chain fearing someone else..
if I had another year to just do whatever, I might play… right now, the 1/2 a game for LoL is fine, but the current meta, while it does some great things.. really liking the changes… it does seem like a lot all at once…