Un joueur s'adresse aux joueurs.
Mais il n'a pas le droit !
Oui et ?
http://forums.curse-gaming.com/showthread.php?t=12667
Citer:
Alpha PvP Impressions
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I've been playing the Alpha of The Burning Crusade for a while now, and I wanted to share with the community my impressions so far. I've written up a lot of info about the PvP aspects of the game and the changes they have made so far.
There’s really not a word other than insignificant that can describe the feeling when you walk through the Dark Portal for the first time. As you step through the mists, you find yourself as small as a bug in the Outlands. The Dark Portal you knew and helped opened is suddenly 3 times the size of what is was back on Azeroth.
Once the awe and wonder wears off, your ears are greeted with the all too familiar sounds of battle. You ready your weapons and charge down the oversized stairs that house the portal, and you throw everything you once knew out the window. Demons, Pit Lords, Infernals, and demonic beings you have never yet set eyes on are all charging the portal and fighting a most peculiar sight: the armies of both the Horde and Alliance.
Back on Azeroth you were a king; you braved the halls of Naxxramus, ran flags for the Warsong Outriders, and squashed numerous bugs in the Temple of Ahn’Qiraj. You gathered epic gear that made your friends/enemies both fear and respect you. Everything you have accomplished so far means next to nothing in the Outlands.
After first patching The Burning Crusade, there is a glaring difference in the filename. The patches are no longer numbered starting with WoW 1.13; they now start with WoW 2.0. This is fitting naming convention for the expansion, for it feels like a new game. A lot of the changes are apparent with the newly announced talent trees for every class. The developers seem to be putting more of a focus on Player vs. Player combat than ever before.
Player vs Player
The first noticeable PvP difference is the new talents for each class. Every class is receiving talents focused on reducing the damage they take, which will help increase the length of PvP encounters. Additional talents such as Blessed Resilience and Pain Supression for Priests create numerous useful PvP spec for support classes, and DPS classes are finding new talents that broaden their use in group PvP. Affliction Warlocks right now control the flow of the fight with their new 41 point talent, Unstable Affliction. This one since spell can lock down a group's ability to remove crowd control and damage over time spells off of their members.
Outdoor PvP:
For those of you who have tried out the lackluster world PvP objectives that were added to Silithus and Eastern Plaguelands, worry not! Three of the zones so far in the Alpha test have PvP objectives that have rewards that actually have an impact on the development of your character.
Hellfire Peninsula: This is the first zone that you encounter when traveling to Outlands. There are three controllable locations in the center of the zone, right behind the entrance to the instances (Hellfire Ramparts, The Blood Furnace, The Shattered Halls, Magtheridon’s Lair), so these are a focus of the zone. The three locations form a triangle and are rather close to each other, mounted with an epic mount it would take you around 15 seconds to get to the adjacent point. As long as you are flagged for PvP combat (or are on a PvP Server), these capture with the same mechanic as the Eastern Plaguelands towers. A small ui element will appear when you are inside the areas, showing a bar with an indicator of who controls the area. This bar’s slider will change based on which side has the most alive people inside the controllable point. When all three locations are held by one side, everyone in the zone and inside the respective instances gain a buff that increases the reputation you gain while killing mobs.
Zangamar Marsh: The marsh is the second zone that most players will progress to at around level 62. The PvP elements in this zone are again located in the center of the zone. These two towers are captured the same way as Hellfire’s, whoever has the larger force in the immediate area will start to take control. The difference between the marsh’s objectives is whichever side controls both towers not only gain a 5% damage buff, but also take control of the graveyard located between the two towers.
Nagrand: If anyone has ever said WoW has no outdoor PvP, this zone will prove them wrong. The designer of this zone put careful thought and programming into this world PvP element. For everyone who complained on the forums before about a controllable city, this is your chance to shine. Halaa is a city located on an island in the center of the zone, with four rope bridges at each corner connecting it to the mainland. Players will want to fight over this for a few reasons. First, players in the zone on the faction that control the city gain a buff that increases damage done by 5%. Second, there is a pair of NPCs that you can exchange tokens gained by killing people, and dust you gain by slaying mobs in the zone.
Assaulting this city has been so well designed that even if you don’t like Player vs. Player combat, this is something that people will be flocking to. At the mainland end of each rope bridge, there are wyvern posts that you can construct if the other faction controls the city. These wyvern posts when activated place 10 fire bombs in your inventory and mount you on a wyvern that is automatically flown above and around the city like a flight path. These fire bombs can be used and targeting like grenades. They each do 1000 points of fire damage, and place a DoT on the target that burns for 1% of their hit points per second. Now, this may not seem that useful against players, because 1% of even a 10,000 hit point tank is only 100 hp per second. The guards on this island have over 200,000 hit points, so well placed bombs and coordinated strikes can take down this city quickly. After every guard is dead, it is a rush to the center of the town where a flag is located. If every guard is killed they do not respawn so the assaulting team will not have to worry about fighting npcs at this point. The flag is controlled like the PvP objectives in the other zones, standing near it with more people than the other faction will start to shift control to your side. After filling the bar on the ui element for your faction, guards and npcs will respawn and your faction takes control of the city.
The reason for PvP?
Buffs and graveyards aside, why would someone want to participate in the world PvP? Other than fighting for the honor of the Horde/Alliance, you always have the G’s: gear, gems, and well, gear. If your character kills another character near the world PvP locations, you receive a mark based on which zone you are in. For Hellfire, these can be turned in at Thrallmar for Horde, and Honor Hold for Alliance. Currently the rewards are: A half-hour increase of 5% additional experience and 15% additional reputation for Thrallmar/Honor Hold, rare gems used for placing into socketed items, and a rare caster and melee ring. In Zangamar Marsh, marks can be turned in for caster and melee trinkets that have a chance to restore mana or health when attacking/casting, weapons, and idol/totem/librams. Nagrand’s marks can be turned in while you control Halaa, and you can purchase a belt, pants, and a gem. The stats on these items are heavily PvP focused, and all contain the new resilience rating stat. The gem that you can purchase requires you to amass 400 marks and increases the resilience rating of the item you socket it into.
All this talk about resilience rating brings us to the next new feature of the expansion, ratings. Every item that previously had any stat that increased your abilities by a percent are now ratings. The reason for this is so they can properly scale the strength of your character while looking towards the future. Dodge, block, melee crit, spell crit, melee hit, spell hit are all among the abilities that were previous percentage abilities, and now are rating.
The easiest way to think about why they would do a change like this is by looking at two well known trinkets, Eye of the Beast and Blackhand’s Breadth. These previously increased your melee and spell critical strike by 2%. Now these increase your melee critical rating and spell critical rating by 28 respectively. This means at level 60 you need 14 critical rating to equal 1% crit. The rating you need to equal 1% crit increases per level.
Resilience is a new mechanic that was recently introduced into the game. Resilience rating at level 70 reduces your chance to be crit by all sources by 1% for every 40 rating you have, and reduces the damage from critical sources by 1% for every 20 rating. As seen in the leaked arena gear, resilience is a common stat on PvP focused items.
The Arena
The Arena is one of the biggest changes that have been announced thus far. Grab a handful of your friends and queue up for a skirmish (practice), or sign up a 2, 3 or 5man team for a 3 month season/ladder. Each roster can hold double the amount of people required for the arena, 5v5 teams can hold 10 people. Everyone who plays at least 30% of rated games for the team split the weekly arena points that the team earns.
So far only two arenas are open, Blades Edge Arena and Nagrand Arena. Nagrand is a simple layout with 4 pillars at each corner of the open terrain. The developers realized how bland a simple area like this would be, so they added tornadoes that circle the edge of the arena, throwing and damaging whoever comes in contact with it. The Blade’s Edge Arena on the other hand is a lot more complex, containing a bridge and pillars you can jump on top from the center of the bridge. Movement in this arena is key, for there are lots of areas which break line of sight and require melee to jump to reach casters.
That’s all I have so far, keep checking back later this week when I talk about the state of PvE in alpha so