Alterac Valley needs rebalancing

Re: Alterac Valley needs rebalancing

by Simonich » Fri Aug 07, 2015 2:34 pm

Balinda is quite much harder to kill than galvangar cause of gate position and the way to the entrance attracts much more attention than alliance entering galvangar's keep.

Iceblood tower is much more useful as it defends the main chokepoint of the horde, while stonehearth bunker has little use., stonehearth bunker is somewhat skippable (but its never skipped anyway)

Shgy/Ibgy defenses seem equal, both have an op mine layer and various lieutenants

Icewing bunker and tower point seem equal in value, both useful.

Horde can tame wolves much easier than alliance can tame rams, but in return alliance can use the cavalry to defend their base while horde can't.

Icelord spawns weaker by forest lord, but if he is fed by alliance players dying, he becomes stronger instead.

Finally both dun baldar bunkers are 3-4 times more useful than the frostwolf towers, plus horde gets to pull random quartermasters with a huge health pull that keep respawning while alliance doesn't have to face anything like that, and if they do, its less quartermasters + the horde towers don't even support them.
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Re: Alterac Valley needs rebalancing

by Blastitute » Fri Aug 07, 2015 8:47 pm

Simonich wrote:Balinda is quite much harder to kill than galvangar cause of gate position and the way to the entrance attracts much more attention than alliance entering galvangar's keep.

Iceblood tower is much more useful as it defends the main chokepoint of the horde, while stonehearth bunker has little use., stonehearth bunker is somewhat skippable (but its never skipped anyway)

Shgy/Ibgy defenses seem equal, both have an op mine layer and various lieutenants

Icewing bunker and tower point seem equal in value, both useful.

Horde can tame wolves much easier than alliance can tame rams, but in return alliance can use the cavalry to defend their base while horde can't.

Icelord spawns weaker by forest lord, but if he is fed by alliance players dying, he becomes stronger instead.

Finally both dun baldar bunkers are 3-4 times more useful than the frostwolf towers, plus horde gets to pull random quartermasters with a huge health pull that keep respawning while alliance doesn't have to face anything like that, and if they do, its less quartermasters + the horde towers don't even support them.


Good post :) I agree on most stuff, except IB GY / SH GY. if IB GY could be scaled from the little hill the spawnspot is on, they'd be equal in value imo.
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Re: Alterac Valley needs rebalancing

by Blastitute » Fri Aug 07, 2015 8:58 pm

Gotta say about the win statistics, apparently, by experience and rumor, Alliance has won those fights alot that stalemate hours upon hours and win basically cuz horde stops defending entirely and has lost fighting heart in the dreaded DB.
Also started winning some more games on different hours, and losing on others. Usually haven't played games at 2-8 AM my time x)
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Re: Alterac Valley needs rebalancing

by zotek » Fri Aug 07, 2015 10:51 pm

The archers on iceblood tower dont even fire, they just stand with the fists and get killed like idiots. AV is hugely in favor of alliance, OP made me laugh.
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Re: Alterac Valley needs rebalancing

by Simonich » Sat Aug 08, 2015 4:13 am

zotek wrote:The archers on iceblood tower dont even fire, they just stand with the fists and get killed like idiots. AV is hugely in favor of alliance, OP made me laugh.


You sure about that? I think they actually shoot, its just everyone perhaps has a bugged animation.

I saw it take effect while we were turtle fighting outside of it.
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Re: Alterac Valley needs rebalancing

by Blastitute » Sat Aug 08, 2015 4:36 am

zotek wrote:The archers on iceblood tower dont even fire, they just stand with the fists and get killed like idiots. AV is hugely in favor of alliance, OP made me laugh.


I've been repeatedly killed by those darn archers several times today. What I think you mean though, is that if one person aggroes all the archers, there's a possibility that they just keep looking at him if he goes out of sight.

However, that shouldn't make you laugh since it works both sides, and I didn't find myself particularry funny.

Edit: Noticed that the bowmen in south bunker (and probly any other) just lose the bow model, they keep firing alright if the target is in sight.
Last edited by Blastitute on Sat Aug 08, 2015 5:02 am, edited 1 time in total.
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Re: Alterac Valley needs rebalancing

by zotek » Sat Aug 08, 2015 4:39 am

Simonich wrote:
zotek wrote:The archers on iceblood tower dont even fire, they just stand with the fists and get killed like idiots. AV is hugely in favor of alliance, OP made me laugh.


You sure about that? I think they actually shoot, its just everyone perhaps has a bugged animation.

I saw it take effect while we were turtle fighting outside of it.


After getting mowed down by the DB archers for a few hours and observing i agree it appears to be a bugged animation. OP is still living in a fantasy world though.
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Re: Alterac Valley needs rebalancing

by Blastitute » Sat Aug 08, 2015 5:04 am

I find it kinda interesting that even with tanks and healers and several dps in offensive team, and 0 hordies defending, it takes 30 mins longer to get to FW keep than what it ever takes for horde team, even with alliance defenders.
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Re: Alterac Valley needs rebalancing

by Ana » Sat Aug 08, 2015 12:33 pm

You mean horde arrive at SP GY 0 minutes from start? Damn, that's kinda extreme. :)
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Re: Alterac Valley needs rebalancing

by Simonich » Sat Aug 08, 2015 2:25 pm

So this is the first time i lost an AV under my watch.

Im quite pissed off by this huge advantage the alliance has. Frostwolf towers being shit compared to Dun baldar bunkers, which makes the horde towers being able to be capped as 1 tower, since they are so close to each other, and also serve little purpose as they shoot only a road of 25 yards, while dun baldar bunkers have to be taken 1 by 1, and the area they are shooting at is much more bigger than horde towers.

And another huge thing that pisses me off is all those 5min respawning quartermaster/vendors that are placed all next to vanndar's gate, which you will have to pull each time before even having a chance to go and take out their general.

all vendors have like 20k health and 50-110 damage, compared to GUARDS that have 3k health and 50-110 damage. Its basically some tanky as fuck guards that horde has to face, and alliance doesnt.

2 big advantages, 1 can be fixed by making the vendors have like 2k hp rather than 20k hp, and they should not aggro when they see enemies, they're bloody vendors. And they shouldnt be 6 times stronger than the guards themselves. That is all.
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