more on classes and battlegrounds
April 2, 2009
Just to complete the picture, here is a set of battleground class performance charts for each of the x9 BG levels plus level 80. The y-axis now shows average deaths per game and not the inverse, so the sweet spot of high-kills-low-deaths is in the bottom right hand corner of the chart.
The sample consists of all players at each level who have played 100 or more BGs. The data is from patch 3.0.9.
There’s a lot of interesting things to note in those charts, especially when you compare the same class at different levels. Some are effective at all levels, others appear to change roles as they level up.
If you want the executive summary, these are the points that strike me:
- DKs are OP
- Rogues aren’t, even though people think they are
- Warriors are fragile, despite all that armour
- Warlocks are still a force in PvP as long as you don’t mind dying a lot
- Baby Paladins may be easy meat but the adult of the species sure isn’t
- Hunters seem to be the consistent high performer, but that is probably because they just play the same role (of ranged attacker) at every level
Do exercise some caution when interpreting these results. In particular remember:
- Some classes have fewer attacking players and therefore a lower average kill rate just because they have a healing tree. Other classes may spend a lot of time CC-ing instead of attacking.
- Some BGs have objectives that conflict with straight PvP. For example in Warsong Gulch, the classes that spend most time running the flag will have a lower kill rate because of that.
- This is data aggregated across every BG accessible at the level. There may be specific features of individual BGs that make certain classes more effective there, despite these charts.
19
29
39
49
59
69
79
80
class struggle in Warsong Gulch
March 24, 2009
If we take some of the battleground stats from the armoury and use them as “performance indicators”, we can get a measure of class performance, as well as individual performance. There are some problems with this, as we’ll see in a minute, but the results are interesting nevertheless.
The performance indicators I like best are killing blows per game and deaths per game, since these give some indication of the performance of the character or class, as opposed to the performance of the team. (Of course they are not completely independent variables. For example an effective team may try to protect the squishies and the healers who should then have a lower death rate.)
Here we take a sample of level 19 WSG players with more than 100 games played. We can chart these two indicators to give a view of the effectiveness of each class. In this graph I use the inverse of deaths-per-game, so that the sense of each axis is the same. Basically – the further away from the origin the better, along both the x- and y-axes.
This is what we get:
There are a few interesting things here. The first is that there a clear grouping of classes in the top lefthand corner (around priests) whose role is not primarily individual combat. Priests heal, Druids CC, heal and do the bear flag run thing. What surprises me is to see Paladins so close to this group. Does anybody know why that might be? What do pallies do in WSG at 19?
Out along the bottom right, you see the attack classes – they die a lot more than the druid/priest/pally set, but they do a lot more damage too. The most unexpected thing here is the power of the much-maligned warlock. Although they are the squishiest class (closest to the origin on the y-axis is bad, remember) they can certainly dish it out – more than rogues. The stand-out class is the hunter – significantly more a damage dealer than the rogue, for basically the same death rate. I suspect that a lot of players don’t know that, since the rogue seems to be the most popular choice amongst the serious WSG player at level 19.
The division between attack classes and “support classes” (perhaps an unfair term since running the flag is a bit more than “support”) helps explain the observation I made in the last post – that there is not a high correlation between killing blows and deaths. Several classes are doing something other than killing.
Before we leave this subject, I want to show that these averages are interesting and informative, but they must be taken with the proverbial grain of salt. Averages tend to be influenced by outliers, and to abstract from the fact that the better players (or the richer twinkers perhaps…) can get a good performance from most classes. If we take three classes that are close to each other on the above chart – mages, warlocks and warriors – and plot the individual values used to form the averages, then we get a different picture:
You can see that a lot of players have similar performance and the averages tend to be skewed in one direction or another by smaller groups of outliers. On the other hand, the averages do provide some real insight since you can see that mages have no strong killers at all and that must reflect something about the class as well as something about the player.










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