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by Kenshonelol, Level 19
Last updated at January 14, 2009, 11:17 am

"There are consequences for whoring yourself out, Blizzard."



IS THIS ARENA FUN?
DOESN'T MATTER.

The minority of people who genuinely have fun in arena fall into one of two categories:
1) They are attracted only to the novelty of the mosh pit.
2) They enjoy tic tac toe.

And there's nothing wrong with that. 3rd graders everywhere have fun playing Tic Tac Toe. Millions of grown adults have visited Yahoo! Games. Millions more have played web ad games for free mortgages. The real question is, does Blizzard want to become known as a peddler of Tic Tac Toe? This is how the image of Blizzard is being shaped in many of their formerly loyal customers' minds. There are consequences for whoring yourself out, Blizzard.

"Fun" is not the issue here. Blizzard's reputation as a gaming company is at stake.

The two most successful competitive games of all time are Starcraft and Counterstrike. Neither of these games is afraid to let matches go on for hours if needed. Imagine if in Starcraft, a player was PoM'ed and CS'ed during the opening cheap shot, and lost the game 3 seconds later. It would be as though the scouting peons just so happened to have the ability to launch several Nuclear Warheads in quick succession. Starcraft would have been a laughingstock of a competitive game and "e-sport." Starcraft is admired and its professionals exalted precisely because it is the exact opposite of what arena is striving to be.

No one in WoW arena has come close to the stature of an X'ds~Grrr... or a [SlayerS]Boxer. And with the direction the dev team is taking arena, no one in WoW ever will. But some people are having fun, and that's all that matters, right?

The real issue is not fun. The real issue is whether this is a well-crafted competition.

"Imagine Tic Tac Toe, except you have you tell your opponent what your next 3 moves are going to be."




IS ARENA SMART? NOT EVEN CLOSE.

When you remove strategic options from a game, you make the game exponentially simpler (See Appendix for a non-rigorous example of this). Because the damage increases have been so overwhelming, the game becomes more and more 2 dimensional. Healers have to spam heal more, and have less time to use the other 90% of their spellbook. Players now know that the range of strategies that the enemy can employ is very limited. Imagine Tic Tac Toe, except you have you tell your opponent what your next 3 moves are going to be.

The argument is similar for DPSers and I won't belabor it. Basically, every incremental increase in damage that Blizzard decided to approve made the game exponentially stupider. Congrats.

But wait, like a slimey infomercial, there's more. Mana efficiency has been nerfed considerably. So players now have a smaller mana pool to work with. This constrains players' choices, because instead of spending their mana doing that minor incremental thing that separated the great players from the good, they instead are increasingly forced to make the same decision as every other mana user, because that minor incremental bit of skill costs too much mana and will wind up losing you the game. For each increment you shrink that mana pool, the game gets exponentially stupider and more predictable.

This is as non-academic and non-abstract as I can make it. Dramatically increasing DPS relative to survivability, and reducing effective mana pools, has made this game far stupider than the sum of its parts. Get it?

"Is this...completely pathetic devolution of arena, intentional, or an unforeseen accident?"




BOTTOM LINE, BLIZZARD. ARENA IS DUMBER, INTENTIONALLY OR NO?

Let's cut to the chase Blizzard. There are lots of long-winded blue posts with specific examples. Enough rhetoric, enough fuzz.

The game has been made dumber. The vast majority of players can see that, so don't beat around the bush like we're a bunch of 1st graders:

-Exponentially less strategy
-Exponentially less anticipation of opponent actions
-Exponentially less brains required.

Is this state, this completely pathetic devolution of arena, intentional, or an unforeseen accident? These are the only two possible answers, and neither is pretty, but how about having some balls and owning up.






APPENDIX

Player 1's Choices:

Strategy A
Strategy B
Strategy C
Strategy D
Strategy E
.
.
.
Strategy Z

Player 2's Responses:

Response to Strategy A:
Strategy 1
Strategy 2
Strategy 3
Strategy 4

Response to Strategy B:
Strategy 5
Strategy 6
Strategy 7
Strategy 8

Response to Strategy C:
Strategy 9
Strategy 10
Strategy 11
Strategy 12

.
.
.
.

Response to Strategy Z:
etc.
etc.
etc.

As you can see, the initial strategic choices each have a range of possible responses. Each of THESE responses have a range of responses of their own. Every time Blizzard removes one of these initial strategic choices, they exponentially shrink the potential "he knows that I know that he knows" type of situation, which is what well-made games are all about.

You and I both understand that the strategies aren't so discrete as they are a gradient, a ratio between how much, say, you're mashing your healing buttons, to how much you're doing with the other 90% of your spellbook. But the point and proof is clear enough.
     
28 comments
Levidian
Levidian Jan 14, 2009 at 11:51 am
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Two healer 5s teams are extremely popular and effective even this early in the season. Post 3.0.8 and as people continue to finish off the deadly sets 4dps teams utilizing DPS ram classes are going to be picked apart.

Levidian
Levidian Jan 14, 2009 at 12:10 pm
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Also healers in general are more capable to deal with lock out and the need to move due to the addition of many instant cast abilities for all of the healers.

There has also been the addition of focus stop abilities to classes that didn't previously have them such as warrior SW and hunter deterrence. Changes to abilities like paladin sacrifice and hunter tenacity RoS are also new and in the case of paladin sacrifice are much more powerful than their previous incarnations in regards to slowing rams.

It's going to be a difficult world for 4dps teams in the later part of the season.
Veyl
Veyl Jan 14, 2009 at 2:23 pm
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you seem to have completely missed the point of the article. he is not saying that damage is so insane that it cannot possibly be heald through, he is saying that damage is so high, healers must spend all of their time healing and not utilizing other abilities in their arsenal that were part of what differentiated top players from others
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 12:20 pm
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Arena has gone through past seasons that were huge jokes too so i don't really get why this period is so much worse for Arena.  Its the eve of a new expansion with a whole new 10 lvls of abilities.  DPS being broken and too much is much better than the alternative of Healing being broken and too much.  QQ as much as you want Healers but no PvP is more broken than if/when matches don't end, take longer than 20 minutes, and nobody can kill the healer.  It not only breaks Arena but almost all PvP encounters when/if healers ended up raid bosses.

I'm not saying the current state is perfect, more than the alternative is WAY worse.  Some healers were just way too overboard during S2-4.  It might've worked with Arena with the way there were always 2-3 equally geared DPS to the healer but it sure as hell doesn't work for all of the PvP that goes on in WoW.

But most of you have blinders on for the tic tac toe joke that is competitive WoW.  Its all a lot of people here see as the only thing that matters, and that in itself will always make this place extremely bias in perspective.
syeren
syeren Jan 14, 2009 at 1:04 pm
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Druids.

Every other healer was fine, they couldn't last forever, and actually was in danger of dying when they exposed themselves.

But hey, if idiots actually paid attention to every other healer going on about how retarded Druids were, they may have been fixed; but nah, they'd rather ramble on about 20 minute plus games which always involved Druids.
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 1:31 pm
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No they weren't.  Priests and some Resto Shaman were pretty ridiculous also.  What most of you don't realize or just don't seem to care about is Arena balancing doesn't carry over well to the balance in the rest of the game.  When you balance these healers at the top end vs 3 top end DPS to take down they are literally raid bosses for the rest of the players in the game. 

Resto Druids definitely weren't the only issue with healers, but the most broken because they could outrun 3/4's of the DPS trying to nuke or chase them.  Other healers were still ridiculous to take down, and i'd even include Pally's if they weren't so susceptible to being locked out on their casts. 

I also remember when every Arena player pretended like Druids drinking in Arena was the only issue with them, but it just goes to show how out of touch some of you are with PvP as a whole, instead of just the microcosm of Arena.
syeren
syeren Jan 14, 2009 at 1:35 pm
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Priests couldn't last long if they were against a competent team, and considering I had the best gear available in the game for Resto, I can tell you that I couldn't last forever either, so I guess there goes that statement.

Paladins had better mana management than either of those classes, and yet you didn't pick them out of the three available. So I guess that shows how clueless you actually are, thanks, I didn't even have to put out much effort into that.

As for Druids, yeah, I'm sure Drinking was the only problem. Oh wait, Dispel resist on roots, best survivability, best CC, best form of healing in arena, best peels; pretty sure any competent healer could have told you this from the season 2 onwards, but you've already proven you most likely hang with scrubs, so peace.
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 1:47 pm
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Lasting forever and the term 'competent' are extremely relative to what you're talking about.  I mean if lasting forever is 30 minutes then not being able to do that isn't really anything to even point out.  If 'competent' means 3 rogues/mages trying to DPS you down with top gear then thats not like you're proving anything but the balance back then was retarded.  You didn't even address the trickle down effect.  Don't even tell me when you stepped outside of Arena in any and all PvP situations that aren't pre setup you weren't Godly back then in relation to 98% of the playerbase, and singlehandedly decided the outcome of most PvP encounters because nobody but a zerg of 5 undergeared(in relation to you) players could kill you.  That you didn't break 2v2 Arena because there simply aren't enough DPS in that bracket to take down healers during that hhealer favorable balanced era. 

Unlike you and a lot of people here i do all forms of PvP.  Arena, BG's, world, etc. and its something a lot of you seem to be very ignorant about.  You just don't account for the trickle down effect and how overbalancing Healers if anything breaks way more PvP play than helps it.  Nobody wants to go back to the hour long WSG's where nobody can kill the flag carrier even with double damage vulnerability :P  The 2v2's that dragged out, or even the dumbass mana drain teams and games nobody even enjoyed playing, not even the victors :P

You really are stupid by pointing out Pally's especially if you are a Priest considering how easily they were locked out because all of their casts had cast times, and everything was based off that one school.  Priests were WAY more viable than Pally's unless we're talking about S1.  But S2-4 Pally's were almost non existant and the few trying rightfully QQ'd 24/7 of how easily they were made ineffective.

Have some perspective for christs sakes.  Balancing completely around you, and the top 2% of players where you can't or even don't account for a trickle down overbalanced effect is just extremely self centered and short sighted.
syeren
syeren Jan 14, 2009 at 2:05 pm
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In 2s, nothing could outlast a Druid, nothing could come close to a Druids longevity other than a SW: P Geared Paladin, however due to his class being that, he /she most like would lose the game due to the overwhelming factors a Resto Druid had in it's arsenal. Now if you take a Resto Shaman or Disc Priest (I had both fully equipped, although my Shaman had PVE gear for certain slots too), I knew there was no way I could be able to keep up with a Resto Druids Mana, even if my DPS players gear was Sunwell level (which it never was), simply because of how the Druid could bind them game into his hold, and the fact Shamans had no mana return other than MP5 realistically, while Priests didn't even have spirit freely available back to them at that point.

I don't care about how viable a class was to the masses, the masses don't bother me, they simply **** up the game when it comes to Blizzard making efforts to appease to them. The point here is that the only healer capable of keeping a game going for 20 minutes were Druids, I couldn't do it and I had the best gear available, Hydra couldn't do it and he's Hydra.

Once again, I'm not arguing about how viable classes were, I'm simply stating the only healer capable of making a game last that long in Season 2-4 was Resto Druids, so instead of going "LOL THE GAME WAS TERRIBLE, 20 MINUTE GAMES, ALL ABOUT HEALERS", you should realise that Druids are what caused that bull****, and while every other healer were telling the masses and the Devs that this was caused solely by Druids, you chose to ignore, leave the class broken, and now ***** about it like it was all healers doing it, when it wasn't.

If you was to make the game more healer centric now (which it should be, considering it's leaning heavily in DPS' favour), everything would be fine, simply because Blizzard don't want PVP Healers to have any mana anymore, so it would be impossible for a game to last over 10 minutes I imagine in most cases (unless of course you're a dribbler Paladin, but that **** needs addressing).
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 2:27 pm
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So you want to go back to outlasting healer mana wars?  Thats just as bad as any scenario with resto druids when healers are the end all be all of dictating PvP encounters.  Again i'm not defending current balance, i'm not even saying you or shaman were NEARLY as bad as resto druids because you weren't, but i am saying healers back then were overpowered, and its the worst case scenario of balancing PvP.  And yeah i'd take the current ****-hole of DPS gibbing than that long, drawn out era of PvP warfare where healers were the end all be all of every fight.

Either way a lot of you HAVE to look at the other aspects of the game if you want to be realistic about what PvP balance should be.  Pretending like the whole games PvP revolves around only 1 venue because of Esports that 99% of the players could care less about and take as a joke, and all that matters is the top 2% of the player base everyone else be damned, is just being purposely ignorant.  Just try and at least have a little bit of perspective here.
Cooldown
Cooldown Jan 14, 2009 at 2:09 pm
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no one gives a **** about world pvp or bgs. starcraft isnt balanced around custom games, its balanced around the top players, just like every other real esport.
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 2:20 pm
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Yeah too bad WoW is barely even a esport, and a lot of esporter's clown it as one.  Too bad only 2% of the playerbase actually takes it that serioiusly and pretends the whole game revolves around them.  I guess you'll forever QQ with that mentality thinking the whole game is about you, and only you, and this joke that an MMORPG is an esport :P
Levidian
Levidian Jan 14, 2009 at 2:08 pm
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Priests were GODS in s4. In 5v5 they would usually try to bait your team to attack them because of how powerful they were.

Priests were easily the most balanced healer in the game in s4.
aimlessgun
aimlessgun Jan 14, 2009 at 5:52 pm
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Resto Druids definitely weren't the only issue with healers, but the most broken because they could outrun 3/4's of the DPS trying to nuke or chase them.

Lol? I keep seeing you post this so I had to say something. You ever watch WLD matches? The druid is a vulnerable and viable target. Tons of WLD mirrors were won with good druid swaps because the druid was out of position, and killing the druid was one of the few viable approaches PRM could take against WLD after undispellable fel armor (it just didn't work vs. Orz because they were too good). Even before undispellable fel armor PRM swaps to druid could win if executed properly.

So please, enough with the 'druids were unkillable' garbage. Thanks.
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 6:08 pm
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aimlessgun said
Resto Druids definitely weren't the only issue with healers, but the most broken because they could outrun 3/4's of the DPS trying to nuke or chase them.

Lol? I keep seeing you post this so I had to say something. You ever watch WLD matches? The druid is a vulnerable and viable target. Tons of WLD mirrors were won with good druid swaps because the druid was out of position, and killing the druid was one of the few viable approaches PRM could take against WLD after undispellable fel armor (it just didn't work vs. Orz because they were too good). Even before undispellable fel armor PRM swaps to druid could win if executed properly.

So please, enough with the 'druids were unkillable' garbage. Thanks.
yeah but pointing to one extreme fotm matrix vs another to specifically point out how Druids can and have died is a bit silly.  By and large they were more or less unkillable in the context of most PvP in WoW, and not just in ARena.
Doomslice
Doomslice Jan 14, 2009 at 12:20 pm
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Given your "proof" -- 26 possible strategies and 4 responses to each strategy, you need to memorize 104 strategy-response pairs.  And you're saying this is limited?  Can you even name all 50 states without looking them up? 
affix
affix Jan 14, 2009 at 1:14 pm
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WoW isn't broken, arenas aren't broken.  A few key classes and specs have huge issues that are being addressed for the most part.  People try to make it seem like the whole game has gone to crap... it hasn't.

Front loaded burst from arcane mages, BM hunters, and rogues need to be addressed.  Holy paladins need to be addressed.  DK survivability needs to be addressed.  RNG mechanics need to be addressed (mirror image poly, D&D fear, starfall stun).  Incentive to wear resilience needs to be addressed (or will be addressed by front loaded burst being fixed).

Other than that, everything seems pretty much okay.
Levidian
Levidian Jan 14, 2009 at 1:33 pm
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Yea I agree. 3.0.8 + people starting to push 800+ resil levels will make a massive difference. I can already tell quite a difference in survivability of my team mates and opponents we're attacking since week 1.

There are obviously still some problems but it isn't even close to as bad as people are trying to make it out to be.
whyisthisrequired
whyisthisrequired Jan 14, 2009 at 5:10 pm
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People already have that much resil, if not more.
Estelsuxcox
Estelsuxcox Jan 14, 2009 at 1:35 pm
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I agree the majority of classes and specs are in line with each other but i don't see Blizzard taking the initiative to bring down the problematic classes, more than assuming resilience will fix them, which most are doubting.

Sure they've made some very minor nerfs but they've also made some buffs, and pretty much doing what they did to resto druids by slappiing them on their wrists and pretending they nerfed them.  Readiness wasn't the only problem with BM Hunters, it was their burst if anything which is more or less the problem with most of these OP'd classes but DK's really.
Innate
Innate Jan 14, 2009 at 2:14 pm
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affix said
WoW isn't broken, arenas aren't broken.  A few key classes and specs have huge issues that are being addressed for the most part.  People try to make it seem like the whole game has gone to crap... it hasn't.

Front loaded burst from arcane mages, BM hunters, and rogues need to be addressed.  Holy paladins need to be addressed.  DK survivability needs to be addressed.  RNG mechanics need to be addressed (mirror image poly, D&D fear, starfall stun).  Incentive to wear resilience needs to be addressed (or will be addressed by front loaded burst being fixed).

Other than that, everything seems pretty much okay.
+1 affix
aimlessgun
aimlessgun Jan 14, 2009 at 6:07 pm
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Finally started doing arena a couple weeks ago and things definitely aren't quite as bad as the QQ made me expect.

One of the issues about incentive to wear resil is that the stat is ludicrously expensive. Let's compare to other stats.

1% Resil: You get -1% to be crit, -2% dmg on crits, less effects from dots and drains.
82 rating

1% crit: 45.9 rating

Seriously? The secondary effects do not make up for the fact that 1% resil costs nearly double 1% crit.

The problem of course is that resil has to soft cap, and if it soft caps too easily you end up with too many DPS stats on the gear, and introducing a whole new stat to soak up item budget sounds like a terrible idea. So resil probably has to stay at it's current cost, and just do something else in addition.
Kenshonelol
Kenshonelol Jan 14, 2009 at 9:00 pm
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I think it depends a lot on the comp you run. If you're running a comp with lots of shield walls and immunities, you will get the illusion that games actually last long enough for some skill to actually take hold.

Most of us don't walk around with endless shield walls and/or immunities, and it's when you cross that line that the game fails big.
nreflox
nreflox Jan 15, 2009 at 7:08 am
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Sleek
Sleek Jan 14, 2009 at 1:55 pm
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"he knows that I know that he knows" type of situation, which is what well-made games are all about.

Yep, that's completely gone right now.  I'm sick of waiting for the game to be playable.  ****.

There are too many immunities in the game right now... I think that's what ruins it for me.  The burst really exacerbates the problem immunities cause, but they will still be a problem after the dmg is toned down. 
Mortale
Mortale Jan 14, 2009 at 6:44 pm
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The real issue is not fun. The real issue is whether this is a well-crafted competition.


LOL
wisdomcube
wisdomcube Jan 15, 2009 at 12:50 am
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Same title as your last blog....stupid.
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