the reason why riot is able to remain the PREMIER esports company is how they treat their players.
each professional player BY DEFAULT receives a base salary from riot. on top of that, riot actually sponsors events.
from my understanding, one of the pitfalls of blizzard and esports is how awful blizzard was/(perhaps still is) at supporting events. blizzard would require organizers to PAY them in order to have tournaments, while a company like riot PAYS organizers to have tournaments AND pays players.
The only reason Riot can do that is because LoL gets the viewership that allows them to do so, WoW does not. WoW barely gets enough viewers to get sponsors interested in funding GCD tournaments.
The point about WoW arena = dota wc3 mod is something I've been saying for quite a while. It's a completely untapped game type that has die hard fans in an otherwise PvE focused game. If that same game type was better exposed to the competitive gamers out there it would be vastly more popular.
"The 2014 final BlizzCon in Mists of Pandaria was without a doubt the most comp-diverse BlizzCon to date."
If I remember right, every single team from the 2014 tournament was Lock/Shaman or Mage/Druid with the exception of Kording's WW/Spriest (only because their Lock couldn't come). If you weren't one of these or a class that synergized with them, you're shit out of luck. Maybe next Blizzcon you'll be viable. The 2015 Tournament was a lot more diverse (arcane mage, melee cleaves, wizard cleaves, caster/melee etc.). it felt more entertaining to watch at times because every game didn't involve LSD.
I don't want to derail because it's really besides the point but that's simply not true. In 2015 we had 3 RMD/godcomp, 3 FLS/Jungle, 1 Turbo and 1 WLS. In 2014 there was LSD2, MLS, WMD, 2 Godcomp (1fire 1 frost), LSM, HLS and spriest/WW. 2015 was literally the first time ever a single comp appeared 3 times in one blizzcon. To say in 2014 "every game involved LSD" makes no sense at all when there was a single LSD2.
Avengelyne, on 25 January 2016 - 06:55 PM, said:
I think the game is heading in a direction where it's about picking a class from a menu instead of you representing your class you chose when you started playing. Gone are the days of teams like Zelia's TSG and Hydra's RMP dominating.
Edit: Forgot to mention I really like the 2 comp limit idea
I think that is a perfect description of what I'm talking about. Some of it has to do with game design, but far more because of the ruleset imo.
I think you do present a very valid point - when players at the top tier are doing games on their main characters as a main composition, entertainment value increases drastically, but that's only off the sole reason that most of the people know them for their main classes.
Personally, I don't see a problem with four man rosters, and I don't really think they present an issue at all in tournaments. The only thing I could really think of that would be problematic is the constant composition changes every game, which I agree at a certain point it becomes more of a comp based tournament then anything else. Quite frankly, I don't think any shaman in the game finds it fun to queue into WWDK. You better damn believe if I'm a resto shaman I'm subbing in a Holy Paladin.
But let's be honest here, that's what the game has come down to. No amount of roster limits or anything will determine the entertainment value. If I'm playing a game to potentially earn a rather large paycheck, then I'm going to play whatever is needed to make sure my changes of achieving that money is greater.
But I don't think four man rosters are the reason for the crappy viewing experience for tournaments. GCD is probably the most professionally run tournament ever, but gets sub 10K viewers almost every time, whereas a tournament like NAO Inv got well over 50K viewers quite frequently. It just comes down to dull, boring, comp based, crappy gameplay.
To put it into perspective for you: I tuned into one game today, it was an LSD vs. Boomkin/Mage on Tol'Viron Arena. I watched the LSD run around in circles afk until the dampening hit 25%, then I closed the stream not even interested in the result. I don't think anybody finds that enjoyable to watch.
I agree that at a certain point players should be swapping classes in an absolute dire situation, like the WW DK situation you mentioned. As I said, the problem may not be inherently within the 4 player rule but rather because the rule and the organizers seem to encourage counter comping on a frequent basis. The picking phase may be even more of a problem than the 4 player roster honestly.
When it comes down to it, players will do what they have to to win, you're absolutely right. It's the same reason I would fully expect a player to make full use of any rule despite their personal opinion on it. The problem is there's a clear mentality change at this point in time. In previous years rather than reroll players would aim to prefect the matchup, advance the meta and figure out how to win as best they could. I realize in WoW that sounds like a fairy tale, but it's true and it happens every expansion.
Even now, you take teams like SK gaming who with hours and hours of practice were able to beat a comp considered a counter months prior or watching Absterges team have exceptionally close games vs the best WW DK team as FLS are good examples of this. With the extended rosters, not only is it more appealing to just find the hardest counter you can but it's difficult justifying putting in all the time to overcome one specific comp when you can expect the other team to change comp on a whim.
I'm also not trying to imply that this the sole reason for shortcomings in viewership, it's clearly not. I think it's important to look at the effects of each rule though regardless of it's overall impact, this one I feel is more important than others. But if we are talking about viewership in the previous tournament GCD got close to 20k~ concurrents in a finals where players all played their mains and in the most recent they had 8k~ where they were changing comps every map.