3 things I want to talk about here.
Regarding the end of seasons rewards not being adjusted to reflect player bans and team disqualifications, see my thread here. Should we expect this issue to repeat at the end of this season and in future WotLK seasons?
Arena gear rating requirements. How is this going to be handled? TBCC arena participation was low and the percentage of PvP players that had access to the gated gear was abysmal, mainly due to two things: The low participation rate and the starting rating being 0. Not starting at 1500 meant that there was less rating being injected into the ladder resulting in a lower average rating for everyone overall.
The rating requirements needs to either reflect the state of arena and the game so that a proportional amount of players equivalent to the PvE counterpart have access to the gear or it needs to be done away with completely and be replaced with a different system of incentive to reach higher rating.
From what I understood, it’s going to be made into an epic battleground similar to retail?
The issue with this is that Wintergrasp as an epic battleground is a total failure as it doesn’t fit the mold of a battleground. Having a different objective for each side, that is defending or attacking, makes it not work as a battleground. Because one side will always have an advantage and result in the other side not even trying. It requires the dynamic incentive of wanting access to the Vault of Archevon to work. Because with an incentive, it makes players more likely to participate on the side that has a disadvantage rather than just give up and leave like they do on retail when you get randomly put on offense.
How can the challenges of having a balanced, enjoyable, Wintergrasp be tackled? Because from the solution provided, I am not optimistic at all.