World of Warcraft's PvP Crowd Shrank. Its Director Says the Team Gets Staffed to Match, and Riot Just Hired the Man Who Ran That PvP for 11 Years.

World of Warcraft's PvP Crowd Shrank. Its Director Says the Team Gets Staffed to Match, and Riot Just Hired the Man Who Ran That PvP for 11 Years.

Riot MMO · News · September 2, 2026 · By entgrove
IndustryRiot MMOWorld of WarcraftPvPBrian HolinkaClass Design
Heads up: the news here is real and sourced. The read on what it means for the unannounced Riot MMO is ours, and speculative where labelled. RuneGrove covers everything through one lens: what it tells us about the MMO.

Source: Wowhead, and the Game Informer interview itself. Verified against multiple sources; datamines and reports are labelled as such, not stated as fact.

The Coiled Isle, the fog-drowned island of sunken troll ruins that Patch 12.1 opens off the coast of Zul'Aman (Blizzard Entertainment)
The Coiled Isle, the fog-drowned island of sunken troll ruins that Patch 12.1 opens off the coast of Zul'Aman (Blizzard Entertainment)

The Admission

Hazzikostas called WoW’s PvP underserved, then explained the math that keeps it that way.

A game director just explained why his MMO’s PvP gets the staffing it gets, and the answer was its player count. Ion Hazzikostas told Game Informer that World of Warcraft resources each activity in rough proportion to how many people play it, and that PvP has been shrinking against raids and dungeons for years. He said it plainly, without a press-release wrapper. Two months before he said it, the designer who ran that PvP for 11 years started work on Riot’s MMO.

The trap he described is circular. The audience shrinks, staffing follows the audience, the mode gets harder to walk into, and that shrinks the audience again. He called it a chicken-and-egg problem. From the outside it looks more like a ratchet, because it only turns one way.

PvP is just an integral part of WoW’s history, and I recognize that for a lot of players today who focus on PvP, it can feel at times underserved by us.

— Ion Hazzikostas, WoW game director, Game Informer interview

His fix for this cycle is an on-ramp. Patch 12.1 Curse of Ula’tek adds a Players vs. Bots Arena, somewhere to learn the maps and the PvP-specific abilities without a lobby of strangers rating you in real time. He was direct about why that is needed: modern WoW PvP, in his words, feels like jumping into a shark tank, because the baseline knowledge to have a decent time even at middling ratings is intimidating.

The same sit-down carried a report card and a bug. Hazzikostas graded the team’s housing work an A and the addon overhaul a B or B-minus, and he confirmed that WoW’s built-in damage meters still do not correctly attribute Augmentation Evoker damage, which pushes players out to Warcraft Logs to see what an Aug Evoker actually contributed. A fix is planned for an upcoming update.

A five-player group squares off against a hovering spectral construct in a green-lit temple chamber (Blizzard Entertainment)
A five-player group squares off against a hovering spectral construct in a green-lit temple chamber (Blizzard Entertainment)
Spirit sentinels stand watch over a mist-flooded temple courtyard on the Coiled Isle (Blizzard Entertainment)
Spirit sentinels stand watch over a mist-flooded temple courtyard on the Coiled Isle (Blizzard Entertainment)
A polearm-carrying tortollan stands guard in one of the Coiled Isle's troll settlements (Blizzard Entertainment)
A polearm-carrying tortollan stands guard in one of the Coiled Isle's troll settlements (Blizzard Entertainment)
Game Informer's exclusive sit-down with WoW game director Ion Hazzikostas, published July 24
Game Informer's exclusive sit-down with WoW game director Ion Hazzikostas, published July 24

The full interview, with the PvP answer in his own words:

From Game Informer’s interview with Ion Hazzikostas (5:00)
From Game Informer’s interview with Ion Hazzikostas (5:00)
From Game Informer’s interview with Ion Hazzikostas (11:32)
From Game Informer’s interview with Ion Hazzikostas (11:32)

The Record

What was said, when it was said, and the hire that turns a WoW interview into a Riot story.

Two dates carry this story. Hazzikostas described the staffing math on July 24, 2026. Brian Holinka, WoW’s lead PvP and combat designer for about 11 years, started at Riot Games on June 1, 2026 as Principal Game Designer on the Riot MMO.

11 yearsHolinka on WoW PvPLead PvP and combat designer before the move
June 1, 2026His first day at RiotPrincipal Game Designer on the Riot MMO
July 24, 2026The admissionGame Informer interview with Ion Hazzikostas
March 2024MMO resetRiot restarted development and has shown no gameplay since
The verified record:
  • Game Informer published the interview to its YouTube channel on July 24, 2026, titled 'WoW Game Director Discusses Curse of Ula'tek Update (Exclusive Interview)'
  • Hazzikostas said PvP is an integral part of WoW's history and that it can feel at times underserved by Blizzard
  • He described a chicken-and-egg situation in which the PvP community has shrunk over time compared to raids and dungeons
  • Blizzard focuses its team and resources proportionally to the number of people who participate in each activity
  • He said PvP is often not approachable, and that the focus for this cycle is to grow the PvP scene and create more of an on-ramp
  • Patch 12.1 Curse of Ula'tek adds a new Players vs. Bots Arena, per Blizzard's official WoWCast content list
  • He graded the team's housing work an A and the addon overhaul a B or B-
  • WoW's built-in damage meters do not correctly attribute Augmentation Evoker damage; a fix is planned for an upcoming update
  • Patch 12.1 also carries a large refactor of the buffs and debuffs API, and adds map coordinates to the base UI
  • Brian Holinka, WoW's lead PvP and combat designer for about eleven years, started at Riot Games on June 1, 2026 as Principal Game Designer on the Riot MMO
  • On June 2, 2026 Holinka posted that he had watched an internal playtest and it looked like a blast; the post was deleted within hours and preserved by community trackers and press
  • Riot has never revealed any PvP design for its MMO, which was reset in March 2024 and has shown no gameplay

The only signal from inside the project lasted hours. On June 2, 2026 Holinka posted that he had watched an internal playtest and it looked like a blast. The post came down the same day, and community trackers and press had already preserved it. That is the entire public record of Riot MMO PvP: one deleted sentence of enthusiasm.

What This Means for the Riot MMO

Riot hired the designer who lived inside WoW’s PvP decline. The open question is which lesson came with him.

Holinka spent 11 years inside the mode Hazzikostas just called underserved and unapproachable. That cuts two ways, and we cannot tell you which one applies, because Riot has said nothing about MMO PvP. He either arrives knowing exactly which decisions strangle a PvP population, or he arrives fluent in the habits that produced one. We have written a version of this sentence before, when one of the biggest free MMOs turned its PvP into a seasonal, matchmade 12v12 and Riot turned out to have hired the Blizzard veteran who built exactly that.

The staffing rule is the part Riot should stare at. Allocating resources in proportion to current participation is a sane way to run a mature game and a reliable way to kill a mode inside one. Blizzard has been swapping world-building for metrics for a while now, and we have watched someone put a number on it more than once. A launch MMO sets that ratio exactly once, before anybody has played the thing and before there is a participation figure to point at.

PvP questionWhat WoW’s director saidWhat Riot has said about its MMO
Who gets staffedTeam and resources go to activities roughly in proportion to how many people play each oneNot revealed
The on-rampA new Players vs. Bots Arena in Patch 12.1Not revealed
Credit for support playBuilt-in meters do not correctly attribute Augmentation Evoker damage; a fix is plannedNot revealed
SettingAzerothRuneterra. Everything else about scope is unrevealed.

Riot is the opposite kind of studio, which is what makes this hire load-bearing. League, Valorant, Teamfight Tactics and 2XKO are PvP-first products. An MMO from that company lands in front of an audience that treats player-versus-player as the main course rather than the room down the hall, and Riot’s whole competitive stack is on-ramps: co-op versus AI, normal queues, ranked tiers, Clash. The “not approachable” failure Hazzikostas named is the exact problem Riot’s other games spend most of their design budget on.

None of which tells us what Riot is building. The MMO was reset in March 2024, it has shown no gameplay, and it still has not shown a single class while newer action MMOs walk reporters through parry timings frame by frame. PvP design: not revealed.

It is worth being concrete about what PvP in this setting would even mean, because Runeterra already has the fiction for it. Riot’s 2019 season cinematic Awaken is a straight fight between champions, Noxus pressing into Ionia, with IreliaIrelia holding a line against RivenRiven, who used to hold the other one.

Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (0:25)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (0:25)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (0:47)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (0:47)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (2:03)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (2:03)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (2:30)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (2:30)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (3:08)
Still from the “Awaken | Season 2019 Cinematic - League of Legends” video (3:08)

That is faction war with named ground under it. Our Atlas carries the Placidium of Navori and the Immortal Bastion as real places with real histories, which is the raw material any PvP system in Runeterra would sit on. Whether Riot builds anything of the kind is unrevealed.

The Augmentation Evoker bug is the class-design warning, and it lands on the part of Runeterra’s roster Riot is best known for. LuluLulu, JannaJanna, SorakaSoraka and MilioMilio decide League games without leaving much behind on a damage chart.

That is the same failure mode Hazzikostas described, except Riot would meet it on day one instead of deep into a live game’s life. If a group’s built-in tools cannot see what a support did, people stop queueing as supports, and then the role gets staffed for the population that stayed. KarmaKarma and Renata GlascRenata Glasc are harder to put a number on than a damage total, and an MMO scoreboard has to solve that before launch or inherit WoW’s problem on a longer timeline.

Runeterra, the world the Riot MMO is set in.
Runeterra, the world the Riot MMO is set in.
Bandle City
Bandle City
The Void
The Void
Demacia
Demacia

One thing about the Riot MMO is confirmed: it is set in Runeterra. The map above and the crests under it are the fiction Riot gets to draw on, not a starting zone. Which regions ship, how much of that map you can walk, what era it sits in, the platform, the business model: none of it is revealed, and anyone who tells you otherwise is guessing.

What Riot does have is the chance to ask the audience question before anyone has habits to defend. A quarter-million WoW Classic players told Blizzard what they actually wanted and it came back as more raids and no flying. Hazzikostas is trying to rebuild a PvP funnel two decades in. Riot gets to draw the funnel first.

Your Take

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Read Next

Earlier RuneGrove coverage of the same shift, from the combat log to the metrics.

Reported from Wowhead and the Game Informer interview. The MMO read is ours and clearly speculative. Analysis by RuneGrove.

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