I am of the opinion that PvE and PvP should be kept as separate from each other as possible. To the point where each can be treated as a completely different game from the other.
Imagine how much faster PvE content could be developed and balanced if the developers could tune players and abilities with absolutely no regard to the PvP ramifications.
Imagine how easy it would be to bring frost mages in line with the other specs if they didn’t have to worry about overpowering them in PvP. Or Arms warriors.
Say Ret Paladins are dealing way too much damage in PvP, but are just fine from a PvE standpoint. How do you go about repairing that issue without nerfing PvE damage?
Imagine how easy it would be to solve that issue if nerfing PvP damage didn’t have any effect on raiding paladins.
Imagine all the time and effort currently spent carefully balancing PvE concerns versus PvP concerns. Imagine if, instead of spending hours carefully making sure class X isn’t overpowered in PvP when they receive a slight buff in PvE, they simply buff class X for PvE.
And said buff doesn’t change anything from a PvP standpoint.
There are already strong disconnects between PvP and PvE content.
There are talents that provide nothing for a raiding character and talents that provide nothing for an arena character. An arcane mage specced for PvP will still be able to provide DPS in a raid, just nowhere near the same level a PvE specced arcane mage could.
There are PvE abilities that generally do nothing in PvP. There are PvP abilities that generally do nothing in PvE.
Even the gear for raiding content and PvP content is completely different. While raiding gear can be used for PvP (and vice-versa), neither is nearly as effective at the other as it is within the element it was designed for.
Yes, you can PvP in raiding gear. You’ll deal plenty of damage before your extremely swift and painful demise.
Yes, you can raid in PvP gear. Just be prepared to watch all of that stamina and resilience laugh at your itemization.
I have always been a proponent that PvP and PvE should be kept as far away from each other as possible.
Ghostcrawler says: “Then you’d have to have a lot of talents affect things differently. Grants a 10% bonus in PvP or a 25% bonus in PvE.” …As if doing something like that was a bad thing.
Splitting mechanics, spells, talents, and so forth into two distinct camps would be a wonderful thing.
PvP and PvE are already completely different games. The two areas don’t play anything like each other.
Those LoS tricks that Disc priest knows for Ruins of Lordaeron? Completely useless skill set for a raiding priest.
All those neat tanking and positioning tricks Mr. Warrior knows? Totally pointless in an arena.
The only crossovers are the most basic of gaming skills: awareness and reaction time. Specific skills? No crossover whatsoever.
When does a raiding mage need to know how to fake cast? When does a raiding priest take the time to wear down an enemy caster via Mana Burn?
At it’s most basic level, PvE content is scripted, and the challenge lies in proper execution to defeat these encounters. PvP content is improvised, and the challenge lies in out-manuevering intelligent opponents.
(Disclaimer: Intelligence not guaranteed, results may vary.)
It isn’t “crazy” to split the game in two. It isn’t weird, or abnormal. It’s basically already done; all Blizzard needs to do is confirm it, start designing it that way, and stop wasting time trying to balance two areas of play that can’t be balanced.
They’re the only ones left still trying to treat WoW as a single game.
It would probably require a whole ton of copy/pasting to split a whole bunch of abilities into their PvP/PvE specific incarnations. But I have faith! If need be, I’ll send you a new keyboard if your C and V keys get worn out.
Not every spell/ability would need to be different for each area of content. In fact, very few things would actually need to be adjusted. Arcane Blast/Missiles/Barrage can all be treated exactly the same for both PvP and PvE.
It’s only the rare abilities, like Deep Freeze, that would require both PvP and PvE incarnations. How awesome would it be if Deep Freeze dealt a truck-load of damage, thus giving it a place in the raiding frost mages rotation? And if it’s overpowered for it to deal damage in PvP… then *gasp* it just doesn’t deal any damage in PvP!
Or take the Ice Lance issue. Raiding frost needs a buff, but PvP frost doesn’t. So the Glyph of Ice Lance is modified to make it attractive to frosty raiders, while providing nothing to PvP mages.
But they don’t want to ramp up the Glyph’s damage too far, because then frost mages will become incredibly good at leveling quickly. (Because frost mages totally aren’t good at leveling now.)
Wouldn’t it be so much easier if there were simply two incarnations of Ice Lance?
The PvE version deals way more damage to frozen targets, and can proc both Brain Freeze and Fingers of Frost. The PvP version doesn’t. Shazam. Several raiding frost mage issues instantly solved, without compromising PvP at all.
Sure, it’d be confusing for new players, but that’s what ingame tips are for, aren’t they?
Consider that there are plenty of people who already only play on variation of WoW.
Some can happily PvP for hours and hours, but are bored inside any raid, except maybe the first kill. Farming bosses pisses these people off. Some even actively despise PvE content, both raiding and leveling, but have to do it anyway (either to get fancy Kel’Thuzad weapons or get to the new level cap).
Some are barely even aware of what PvP is. Maybe they dabbled in it every now and then, maybe not. A pure PvE hunter would look at a patch note that says “Viper Sting now does blargh” and wonder “Viper Sting? What the fhtagn is that?”
Let’s say Explosive Shot is nerfed somehow for some PvP reason. Now there are thousands of raiding Survivalist hunters getting nerfed because of something they have never participated in and likely will never participate in.
How exactly is that fair to them?
Consider a real example. The mechanics of Molten Armor are completely changed to accomodate raiding mages. These new mechanics render Molten Armor useless from a PvP standpoint.
So now all those PvP mages that wanted to use Molten Armor for it’s crit mechanics (and perhaps it’s synergy with Impact), no longer can because spirit (a stat totally absent on mage PvP gear) needed to become interesting to raiding mages.
One last time: it isn’t possible to successfully balance both PvE and PvP, at the same time, with ten different classes. It just isn’t.