السلام عليكم
شلونكم شباب ؟
ياجماعه انا قرأت عن الباتش القادم والي فهمته انه في تغييراات في الأرينا وresil
ياريت واحد يفهمنا شسالفه ؟ لأنه بصراحه مو فاهم التغيراات الي بتحصل بسبب ضعفي في لغه الانجليزيه
Q. If damage and healing is too much per health ratio, then why don't you have battlegrounds/arenas give a -30% damage/healing debuff?
A. We have been talking about solutions like that. It might feel a bit awkward, but it might also solve the problem and maybe it's okay in the last season before an expansion to experiment a little bit.
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Q. How can I get the Gladiator title?
A. You need to be in top 0.5% of the total amount of active teams in either the 3v3 or 5v5 brackets at the end of an arena season.
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Q. When does the season end?
A. Official announcements are made to provide at least a two week warning when the end of a season is approaching. These announcements for North American realms are posted in the PvP forum here: http://forums.worldofwarcraft.com/bo...Id=11117&sid=1
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Q. What rewards are given out when an arena season ends?
A. The end of season rewards include the titles Challenger for the top 10% to 35% of active teams in the battlegroup, Rival for the top 3% to 10% of active teams in the battlegroup, Duelist for the top 0.5% to 3% of active teams in the battlegroup, and Gladiator for the top 0.5% of active teams in the battlegroup. Players that earn the Gladiator title also receive a special permanent mount to signify their accomplishments in the arena.
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Q. What Personal Rating (PR) must I have to qualify for the end of season rewards?
A. There is no specific personal rating amount required, but you need to be within 100 personal rating of the team rating.
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Q. What percentage of games must I play on my team to qualify for the end of season rewards?
A. You need to have played in at least 20% of the games that your team has competed in.
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Q. How many games do I need to play to qualify for the end of season rewards?
A. You need to have played in at least 20 games on your team.
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Q. What is an "inactive" team?
A. A team is "inactive" if the team has not played at least 20 games, there is no one in the team with 20%+ games played, or no one within 100 Personal Rating. Inactivity status has nothing to do with how often you play. Any inactive team is disqualified from the end of the season rewards.
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Q. Do I need to play in the last week to be able to get Gladiator?
A. No, you don't have to play in the last week.
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Q. If I transfer to another realm after the season ends but before I get my title and drake will they still get to me?
A. No. You must wait for titles/drakes to be distributed and then transfer afterward.
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Q. How do players get the Relentless Gladiator title?
A. At the end of each season, the number 1 ranked teams from the 3v3/5v5 brackets in each battlegroup get the title of that arena season. For season 7 it is Relentless Gladiator and season 8 it will be Wrathful Gladiator. If multiple teams are tied for the top spot, they will all get this title.
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Q. Do I get to keep my title forever?
A. The Challenger, Rival, Duelist and Gladiator titles are redistributed at the end of each season based on your team’s performance. So for example, if you get a Gladiator title at the end of season 7, when season 8 ends you will get a new title based on your performance specifically for season 8. The only title that is permanent is the one awarded for the #1 ranked teams each season.
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Burst damage in PvP
We think everything is a little too intense right now, almost like playing the game on fast forward. Yes, damage can come in too quickly, but that is partially because healing is also so huge that without some amount of burst, it would seem as though nobody would ever die. It's as if players are either at 100% health or 0% health, and very infrequently effective in between. If we just drastically toned down PvP damage across the board -- say, by inflating resilience or health pools -- then healers would dominate, much as was the case in The Burning Crusade. In return, the only way to win a match would be to chain crowd control or possibly mana drain the healer. We certainly want to make sure these abilities have their place in PvP, but the game can also be frustrating when excessive healing gives players the feeling that fights are just being reset consistently until healers are completely out of mana (which in most cases can take a very long time).
On the flip side, we could tone down damage and healing, but that has huge PvE ramifications and we're not ready to re-balance the entire game -- though this is the intent for Cataclysm. What we'll likely do for the next expansion is ramp damage up a little as players advance, but have health pools increase greatly and healing increase by marginal amounts. The same change would have benefits for PvE too because mana then becomes a consideration for healers -- they must make a more determined choice between an efficient strategy and a spamming strategy -- and tanks won't constantly face dying by two unfortunate strikes. In PvP, you'll ideally see more players in a wounded state, and they can eventually be worn down rather than blown up in a couple of global cooldowns.
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Resilience in next season
We are discussing the idea of increasing the benefits of resilience for the next Arena season. We will have to see what effect this has on healing and whether or not weapon inflation from the newest items can adequately offset any of those effects. (