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Class WoW PvP Game Design: How to get it RIGHT!

Pallytime215

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Class WoW PvP Game Design: How to get it RIGHT!

1 000 просмотров · 1 день назад
Pallytime215
6,74 тыс. подписчиков
1 000 просмотров · 1 день назад
I have spent YEARS of my life trying to figure out how, where, and WHY Classic WoW PvP is so good... and more importantly why it hasn't been replicated in WoW or other games sense. This video is me FINALLY answering that question, and the answer is that it was NOT a happy accident that PvP is so good in classic... but in fact it is a VERY tight design space for PvP that had been identified and carefully maintain / curated into from BLW to Naxx. TLDR = 1. Spell Power and Healing ratio's, mana efficiencies, and base numbers are HARD CODED to be the way they are because if not you PvP falls into SUCK either in favor of the Caster or Healer... as those ratios stand = Caster has a 30% chance to kill healer before OOM... and Healer will be 30% Mana when Caster OOMs. The bad places avoided here are... Caster can never Kill a target while its being healed... Caster can ALWAYS kill Target While its being healed... Healer will OOM before Caster and target will die because of this. 2. Classic WoW can expect PvPers to ware some mix of GEAR sets do to how powerful set gear is. This lets the Devs ACCURATELY PREDICT within plus or minus 10%... a players standing effective HP pool. In classic this is 5,000 for most classes on average, a bit more for Melee. The Burst Damage of classes has then been VERY Carefully currated to be within 90% of that expected 5k hp figure. Resulting in most bursts having 25-30% chance to kill or 50% with a +10% damage brust trinket (all the burst trinkets = +10% damage in a burst... no joke). This makes it so that killing people 100 to 0 in a burst happens often enough to both TRY to burst... and to force out defensive CD's if target is allowed to take actions... but not Common enough to make it consistantly lethal. Meaning multiple Burst attempts will be needed... driving game play deeper and what the community calls "the Chess Game of Classic WoW PvP". At "Average Burst = 100% Player Expected HP" = 50% Chance to kill At 110% = 70% chance to kill At 80% = 10% chance to kill Meaning... a bit to much BURST compared to HP = PvP is too BURSTY and no deep chess game can form. A bit to much HP to Burst Damage = Chip Burst Damage Meta... like TBC... which is just "Ok" for 1v1's, not great or ideal. Classic WoW PvP exists in this TINNY window of 85 to 95% Burst Damage compared to expected average Player HP. Other notes are... +% Critical Strike move the Needle up on down on burst leathality LESS then +Reliable Damage... (Hard to explain... look at end of video for this one... has to do with OVERKILL I think and binary nature of crits rather then reliability of +Damage in a burst specifically) Chip Burst Meta = REALLY GOOD for group PvP... like 2's, 3's, 5's arena... and possibly BG's. Compared to whatever Classic is... Classic WoW Burst Meta = Ideal for 1v1 encounters. This is probably why it changed from Classic to TBC because Arean was the new PvP thing at the time... and the tightness of the design space is probably why its been FAILED to be replicated sense then. If you don't know its there and what it NEEDS to manifest... it can easily be missed for too Bursty or Chip-Burst Meta.