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Oh god what is he suggesting (Pt. 2)

June 4, 2010

So yesterday I talked about “my” PvE Arena idea and stopped myself before I rambled on too much. I try to keep to specifics and not “overflow” my writings, but.. I’m not a writer. So, deal with it! Just kidding, I’d like to keep whatever readers I can get, so I will try to make my writing more sensible. It’s not something that’s going to come over night though ; ) On to the good stuff!..

We’ve already gone over the basic outline on the PvE Arena. Let’s dive into some specifics and analyze. First off, and I’m sure what most would be concerned about is how would this effect the game as a whole? The answer.. very little. Even less than PvP Arenas have. There would be no gear rewards, nothing that you could use in normal PvE combat, and nothing that would give you any sort of advantage over the current PvE content. Everything attained by the “PvE Arena Currency” is merely for show or use inside of the Arena.

“But you said this would add another form of progression to the game?!”

Yes, I did. By having different modes and difficulties you inherently create progression content. The key is giving the players motivation to progress, and since every players motivation is different, it makes it rather challenging. So, what are the carrots?

– Titles, achievements, pets, mounts, tabards. These are good carrots for some people, and we all know how much Blizzard loves to add new pets and mounts to the game. It’s not enough for some though, what else?

– Rankings! Just like PvP Arena. Of course here it’s nothing more than an epeen booster. But.. some people love any way they can inflate their epeen.

– New/Different abilities. For use in PvE arena only. I could type out 3 paragraphs explaining what I mean by this, or I could just say two words. Limit break. How neat would it be if your had (for example) an ability on a 3 min CD AND minimum damage taken cooldown (ooooh something new??) More on this towards the end.

– The last carrot I can think of at the moment (aside from crazy fun!) is possibly once you attain the higher(est?) ranks of Gladitory combat your promoter will offer you an Epic questline (oooh?) This epic questline has nothing to do with Raiding, though it does go outside of the PvE arena. Mostly a Solo-5 Man quest, but not easy. Very long and will take a while to complete. Rewards a special title and possibly a Legendary, yes, even for use outside of the PvE Arena. (Can’t make it TOO special though or the Hardcore raiders would have a mental breakdown)

Ok.. enough carrots. Next.

Spectator mode! Yeah, that’s something new new (I think). If you’re heading into the PvE Arenas to show off your skills, you can invite your pals to come sit in the bleachers and watch. Or maybe you’re trying to give the new recruit in the guild tips, instead of just telling him. Let him watch! Or, take them in as a Duo and teach! This spectator-ship would be by invite only, and have a limit of 10 players (lets not try to kill Blizzards instance servers) Spectators would be able to talk, so they can cheer you on, give you tips.. or just be general asses hehe.

“Okay.. and what about all the classes? Rogues can’t tank a boss for long, and what would a Healer do if he went in solo? You did say this was supposed to be for everyone”

This is where things get a bit harder. Without changing all the class mechanics completely for PvE Arena (which Blizzard already stated they wouldn’t do for PvE/PvP, so they wouldn’t do it for this either)

With the randomness of the encounters there is no way to ensure that class a doesn’t have any advantage over class b. Some classes rely on gear to do their jobs more than others. While some simply just don’t have the ability to solo as well as others. We don’t want to give an advantage to the Rogues over the Priests.. as prestige and prizes are the carrots. If all the Rogues were able to do it faster and better than the Priests.. watch out Blizzard forums!

There are two ways I can think of that could work around this. A) Have the solo “bracket” divided up amongst the 3 archetypes. Basically.. an Arena for tanks, one for Healers, and one for DPS. Remove some encounters from the “random” list that a particular archetype just wont be able to defeat. There are two problems with this option though. It’s alot of work for Blizzard to do that, and.. as we can imagine the DPS “bracket” would probably be the most interesting.

The second idea B) design the “limit breaks” around the classes weaknesses. Let’s get an example for each archetype.

– Tanks : You could have limit breaks on shorter CDs, but with higher “Incoming damage” requirements. Something like this… 1 min CD, requires 20k Damage taken before able to be used. Once used, completely heals the  tank and give him a 20 second “Super-heroism” like buff. +haste, +damage, +defensive skills. At the end of the 20 seconds of “Super-heroism” the tank leaps high into the air and crashes down into the dirt of the Arena creating a shockwave damaging all enemies in the arena, stunning them for 2 seconds and dazing them for 10 seconds. Okay.. that sounds like one that would be fitting for Warrior tanks. A super flashy-cool version of Thunderstomp.

-Healers : This is a harder one to deal with because the damage output is lower than even the tanks, for most healers. But, even still, with some creativeness you can come up with a way for this to work. One thing about Healers is they can stay up for quite a while. So let’s play to that strength. For this “Limit break” we’ll go with 30s cooldown, requires 10k damage healed and 30k damage taken. When activated the Priest levitates off of the ground, and gains a “super shield” around them (make it look cool). 10 second duration, all damage the Priest absorbs while levitating is stored and released after the super bubble duration is complete. Also, upon explosion of holy-sauce has a 50% chance to make a random mob of the encounter a combat pet for the duration of the encounter or until it dies. Only 1 “pet” can be controlled at a time. If there is only 1 mob you will not get a pet, but the mob will get a 200% attack speed debuff for 15 seconds. If there is 2 mobs, they will gain debuff “Holy Confusion”, and square off against each other for 10 seconds.

– DPS : Since DPS classes obviously have the damage and killing speed advantage, the abilities given to them must be weighed properly as well. For this, lets use a Mage as an example. 3 min CD, requires 20k damage done, a minimum of 1k damage taken and maximum of 10k damage taken (meaning once you take more than 10k damage the ability is rendered not-useable) Upon use of this ability the Mage gains “Mana form”, Damage taken decreased by 70%,  movement speed slowed by 30%, and allows the Mage to take flight. This lasts for 5 seconds. During this time the Mage can “queue” up to 12 spells. Maximum – 4 Fire spells, 4 Frost spells, and 4 Arcane spells. Can queue spells while on the move. No GCD. When the 5 seconds is up the Mage releases all 12 spells at once, mana and cast time free. After the Mage uses this ‘limit break’ he is in a weakened state for 10 seconds. Suffers a 10% damage debuff, but gains a 80% Dodge rating.

Whew.. looks like this is gonna be a three-parter. Remember, these are just rough examples I came up with off the top of my head.. I’m sure REAL game designers could come up with much better things.

So for tomorrow’s post I will give you a rundown on how a standard PvE Arena run would work.

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