Q. What are Rated Battlegrounds?
A. Like the Arena system, Rated Battlegrounds are an alternative way for players to battle against opponents of similar skill levels and accrue rating to purchase powerful PvP gear. Instead of competing in a 2v2, 3v3, or 5v5 bracket, though, you'll be testing your mettle in familiar environments like Arathi Basin and Eye of the Storm, as well as all-new Battlegrounds set to release in Cataclysm.
Q. How are Rated Battlegrounds structured?
A. Rated Battlegrounds are broken down into two brackets: 10v10 and 15v15. These brackets rotate weekly and can be viewed in-game via the calendar by activating the Battleground holiday filter.
Q. What Battlegrounds are eligible for Rated Battleground matches?
A. Warsong Gulch, Arathi Basin, Eye of the Storm, Strand of the Ancients, Battle for Gilneas, and Twin Peaks.
Q. What happened to the 25v25 bracket?
A. We decided to remove this bracket. We don't feel it's feasible to ask players to coordinate a group of 25 players for Rated Battlegrounds. If any player happens to drop group just before a match begins, the raid group would not be able to enter the battle. We anticipate most players or guilds will stick with fairly dedicated 10-player groups, and making the jump to 15-player groups shouldn't be too difficult.
Q. How can I queue for a Rated Battleground?
A. Before entering the queue, you must first create a raid with the full number of players required for the weekly bracket (10 or 15). Any level-85 player on your realm and of your faction may participate in the battle regardless of guild association.
Once you have a raid of the appropriate size, simply open up the PvP window, click on the Conquest tab, highlight "Rated Battleground," and then click "Join Battle."
Q. Can I queue up solo and just be matched with a Rated Battleground team?
A. No. You will need to first join a raid of the appropriate size and level before you can queue up for a Rated Battleground. Individual queuing will not be available for Rated Battlegrounds.
Q. Do all players in the raid group have to be from the same guild in order to queue for a Rated Battleground?
A. No. So long as the raid group size matches the weekly bracket and is comprised of level-85 players, you can queue up for a Rated Battleground no matter what guild you are in. Guild membership has no effect on the formation of Battleground teams.
Winning a Rated Battleground with a team composed of at least 80% guild members, however, will result in the additional benefit of guild experience gain for that guild.
Q. How can I tell if my Rated Battleground team meets the minimum guild requirement?
A. If you join a Rated Battleground with the minimum number of required guild members, a special guild banner will appear in the upper-left corner of the in-game mini-map. This will let you know if you are eligible for the bonus guild experience.
Q. What are the normal benefits of winning a Rated Battleground?
A. When you win a Rated Battleground, you will be rewarded Conquest points, up to your weekly cap. Weekly caps are individual for each player and are based on your highest single PvP rating from the previous week (the cap resets on Tuesdays). This rating can be derived from your 2v2, 3v3, or 5v5 Arena rating or your Rated Battleground rating.
Q. What Rated Battleground rating do players start out with?
A. Players start at zero Rated Battleground rating and progress upward from there. If you lose a battle, your Rated Battleground rating will only be reduced if that rating is currently higher than your Match Making Value (MMV). For the most part, a rating only goes up.
Q. What’s MMV?
A. Match Making Value (or MMV for short) is our best measure of an individual player's skill. MMV is the skill rating per format (2v2, 3v3, 5v5, Battleground) and per character that is used for matchmaking. It exists to help the matchmaking system create great matches as quickly as possible for all players. It's generally not a rating we show, with the exception of an average MMV for Arena teams.
Q. Will my MMV go down in the event of a Rated Battleground loss?
A. Yes; however, unlike Arenas, all players in a Rated Battleground team will win or lose the same amount of Rated Battleground rating per match depending on its outcome.
Q. Does MMV for Rated Battlegrounds function the same as it does in Arenas (i.e. does it go up more when you beat a higher-rated team, and go down more when you lose to a lower-rated team)?
A. Yes. Your MMV will go up faster if you defeat a Rated Battleground team with a higher average MMV.
Q. What’s the plan to prevent your Rated Battleground rating from skyrocketing at high win ratios? If your rating only goes down when it is above your MMV, it seems that ratings will just be high on average (compared to Arena).
A. If your Rated Battleground rating gets inflated much beyond your MMV, you’ll only receive a minimal amount of points when you win. Similarly, you’ll lose many more points after a defeat, until your Rated Battleground rating gets back in line with your MMV. This will prevent inflation.
Q. Can consumables and engineering items be used in Rated Battlegrounds?
A.Yes, but they will follow the same rules and restrictions as Arenas.
Q. Will Rated Battleground teams only be matched against other teams in their Battlegroup?
A. No. Rated Battlegrounds will be region-wide, meaning that when you queue for a Rated Battleground, you will have the opportunity to be matched against a team from any of our North American World of Warcraft realms.
Q. Are there any plans to reward players with the highest Rated Battleground rating, similar to Arenas?
A. Epic ground mounts will be rewarded at the end of each season to the top 0.5% of players according to Rated Battleground rating. Titles are also available as you gain rating in the system. The titles are rewarded directly from achievements earned from gaining the required rating.
One question is often asked by the StarCraft II: Wings of Liberty community regarding our new leagues and ladder system: “Who are the best players on the ladder?” We have plans to one day have the best players, based on their current rankings, compete against each other. In the meantime, we can pull some internal numbers, do a little math, and come up with a list of the best players in each region. Here are the top 200 players in Europe (last week's list). We'll update this list approximately every week until it's time to have them compete.
Ovaj Build je već tagovan kao (Release), ako ne postoji neki veliki bug, onda sigurno možete očekivati sledeće nedelje patch 4.0.3a na live serverima.
- Blood Fury now increases attack power by 1170 at level 85. Up from 342.
- Blood Fury now increases spell power by 585 at level 85. Up from 173.
- Death Strike now heals you for 25% (down from 30%) of the damage sustained during the preceding 5 sec, minimum of at least 7% (down from 10%) of your maximum health.
- Rune Tap now heals you for 10% of your maximum health, down from 15%.
- Divine Storm now causes 80% weapon damage, up from 60%.
- Holy Shock base healing reduced by 33%, from [ 3943 - 4272 ] to [ 2628 - 2847 ]
- Binding Heal base healing value increased by 20%, from [ 3960 - 5091 ] to [ 4752 - 6110 ]
- Greater Heal base healing value increased by 20%, from [ 6968 - 8098 ] to [ 8361 - 9717 ]
- Heal base healing value increased by 20%, from [ 2613 - 3037 ] to [ 3136 - 3644 ]
- Flash Heal base healing value increased by 20%, from [ 5227 - 6074 ] to [ 6272 - 7289 ]
- Healing Rain base healing has been increased by 100%, from [ 345 - 410 ] to [ 690 - 820 ].
BlizzCon 2010, a panel of developers, including StarCraft II Game
Director Dustin Browder, Battle.net Project Director Greg Canessa, Game
Balance Designer David Kim, Senior Game Designer Josh Menke, and
Associate Game Balance Designer Matt Cooper, participated in panels that
answered many burning questions players had about StarCraft II,
Battle.net and the ladder system, how to become a better player, and how
matchmaking is balanced. One of the questions that has emerged from
these discussions involves the term 'adjusted win percentage,' and we
hope to shed a little light on just what that means.
One of the many measures we use to assess balance in StarCraft II is the relative win rate for each race matchup. However, if the matchmaking system is working properly, then players of any race should be so well matched versus their opponents that their win/loss ratios should be very close to 50%, even if the races weren't particularly balanced. In effect, the matchmaking system could be hiding balance issues -- if we didn't use an adjusted win percentage which takes the matchmaker's effects into account.
What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, it can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. By combining information from millions of games being played, hundreds of thousands of players, their hidden skill rating, and a little math, we can generate reasonably accurate figures to compare how successful each race really is against the others.
These stats can then be sorted by league, region, specific stretches of time, or any other way we might want to arrange the data for analysis. The end result is the information that we use (in combination with many other resources) to piece together a picture of what current StarCraft II balance looks like.
Now that you might have a clearer idea regarding what they are, we'd like to share some recent adjusted win percentages from November 11th for several regions around the world. Before you review these numbers, we'd like to address some common misconceptions. First, these numbers shift fairly rapidly as newly discovered strategies spread through the community -- and they're changing all the time. Also, due to the way the numbers shake out, we expect a variance of +/- 5% in these results; win/loss ratios that are +/- 5% suggest balance between those races. So, if a win/loss ratio is approximately 55%:45%, then that's still within acceptable boundaries. By contrast, win/loss ratios exceeding 60%:40% could indicate that a small imbalance might exist and merit further investigation.
In any case, these numbers aren't the last word in, nor the only component of, our balance analysis. It's best to consider them a point of interest and one step along the path to fine tuning balance, rather than the final destination. We'll also take a look at how the races fare versus one another from region to region.
NA – Global – 11/11
NA - Diamond – 11/11
Korea – Global – 11/11
Korea – Diamond – 11/11
Europe – Global – 11/11
Europe – Diamond – 11/11