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WWI ‘08 Panel: PvP part II, New Arena Maps


Any discussion about WoW nowadays inevitably involves Arenas. With the onset of Season and its new rules and requirements, play is getting more intense than ever. Of course, as the competition heats up, the cries of an imbalanced contest grow louder than ever. seems to be aware of the issues and have taken some steps in the development of the Wrath of the Lich King to address class and spec viability.

During the panel on “ Game Systems”, however, designers Tom Chilton and Corey Stockton devoted most of their discussion to the new rather than the hairy, and probably inconclusive, issue of class balance and representation. The new follow ’s philosophy of keeping things simple yet have room for ; having dynamic points of interest; having conceptually different starting areas; and leave allowance to make adjustments during development.

philosophy
The principles that used in designing the new Arenas have been tempered with experience gained from the current and how they affect the dynamics of matches. Keeping the simple is important to keeping matches short. Large, sprawling mazes would have extended matches unnecessarily, so the idea behind the current and new is to have players find their opponents quickly, get into battle, and finish .

The curious thing about the other principle — “dynamic points of interest” — seems counter to the idea of keeping things simple. In previous , admitted that gimmicks such as a random Cyclone that used to spawn in Nagrand about 1 minute into the match, detracted from the itself, removing the feature in Patch .1. On the other hand, the proposed in the two new of Dalaran and Orgrimmar seem to me very much like gimmicks. Moving objects add more randomness to fights, and even the idea of damaging environments seem counter-intuitive to a balanced eSport .

Throwing up the starting areas could either be a stroke of genius or a boneheaded move on the part of . With only meters separating players the beginning of a match, a Frost Nova rush seems like an obvious strategy to start the encounter. This immediate proximity might the scales in favor of players with AoE snares. Or could result in an untimely due to overextension. On the other hand, the mechanic of forcing players — or spitting them out — into the was met by cheers from the audience. Anyone who has played Arenas know the annoying of turtling in the starting area, particularly in the of Lordaeron. The concepts were all pretty rough when they showed them, so there’re bound to be changes to the and how they work before the expansion actually goes live.


Dalaran
When Dalaran flew off to Northrend, took a chunk of the ground with . Dalaran is set in the sewer system of Dalaran, with a fairly simple equilateral lay-out and a sewage pipe jutting from the ceiling in the middle. The twist is that the sewage pipe expels a stream of line-of-sight-breaking sludge into grates on the floor (random?) periodic intervals. There’s a raised platform in the center of the room and small, permanent crates where people can stand and hide to abuse LOS. Opposing teams start on opposite sides of the nested in sewage pipes and getting spewed onto the floor by a stream of… sewage, presumably.

The size of the looks to be small, judging from the presentation, which creates some apprehension for kite-dependent such as Hunters and Mages. The dynamic line of sight is an interesting, if questionable, mechanic. adds more randomness to , allowing for strategy, yes, but also introduces a luck factor that might not be welcome in competitive play. The is fairly small, with specific entry points that enable access to the central platform. Although I haven’t examined the in detail, seems to me like a Line of Sight nightmare, with two separate levels and a random pillar of LOS-breaking sludge in the middle.


Orgrimmar
There’s a curious area in the Valley of Honor called the Ring of Valor, which is an empty that players cannot enter — there’s an invisible wall that prevents jumping in. The new Orgrimmar is theoretically this , but ’s description of elevators and rising pillars and spikes is a novel concept. Similar to the Dalaran , the Stockton explains that the starting areas will provide a new dynamic to each match by having both teams start very near one another, atop elevators rising from beneath the ground.

The rising pillars will work off a specific timer, signified by moving gears prior to its descent or ascent. A wall of spikes may or may not be tied in to the pillar rotation, and players will be able to get across the obstacle but will take some damage. Chilton explained how this could to some interesting choices in strategy, like getting a HoT before moving across the spikes. The rising pillar can create interesting strategies for players who would like to get out of melee range, positioning themselves atop the pillar just as rises, enabling presumably unmitigated sniping. is also interesting to note that Orgrimmar is proposed to have NPC spectators who are reactive to the players, cheering bloodthirstily, for example, if a player’s becomes dangerously low.

The verdict
The new are a long ways off. There’s no way to tell how much of what was presented will actually make to the release. However, a quick glance the for me indicate too many random factors to make for a reliable match area. An ideal would be one where the better team will win each time. A with structures or, worse, environmental damage, can create situations of luck. In a balanced , you try to eliminate randomness as much as you can. On the other hand, has admitted to liking a bit of randomness in PvE encounters (e.g. Prince Malchezaar) and perhaps to a similar philosophy to .

From what we’ve seen so far, the new employ the very gimmicks that felt didn’t contribute to the match. ’s just as random as a cyclone in the middle of the . Worse than having a killing blow dodged or resisted is having a pillar up to break LOS just as you’re about to deliver the . With like this, almost feels like is taking the away from the players and giving the a hand in dictating the match. In my mind, an should be simple (they said that) and allow the most straightforward encounters while still allowing for creative — and not random — movement in kiting and counter-kiting.

While the size of the Dalaran causes concern for some ranged first glance, what struck me was ’s audacity to actually create such a close quarters . To me, this indicates a possible mindset — that understands the difficulty that some , Hunters in particular, have in small format . Instead of fixing the , however, they will be making changes to the class to allow to be viable within strict confines. We may yet see happen, given their close attention and responsiveness to making underrepresented specs more -viable (Dire Cat Form, perhaps?).

The are clearly a work in progress, and ’s far too soon to make any worthwhile . My fears about the randomness of remain, however. LOS issues plague the current , but dynamic LOS might not be the right answer. On the other hand, pillars moving up and down and damaging spikes make me a bit nostalgic. To heck with balance. Let’s have some !

[Ed. note: Check out Zach’s of Lake Wintergrasp, the Wrath outdoor zone, as well!]

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