You don't need the ice lord. You can also send a stealth group around the northern tower to avoid the alliance zerg. After one of the towers is down, retreat to the GY and regroup get enough materials for a second charge , then take the 2nd tower the same way while you keep the pressure on by having the alliance pinned on their side of the bridge. MC helps. After both towers are down, just zerg. After you have the hut, it's all over.
Oh yeah and don't let them capture Irondeep. You don't want any assault teams interfering. Got a link? I have yet to see a Blizzard statement to corroborate this. Check the article: The AV map imbalance in patch 2. Horde were the under dogs and if the win rates changed it meant we were working together HARD, Allies could mindlessly put in just as much effort. If it was so poorly balanced as the OP claims.
Then why was the historical statistics of Horde participation not lower than Alliance? Alliance should have had massively long que times. There should have been an outcry on the forums for these things.
The statistics might not be provable but at least those 2 should be. It was a brand new end game type of BG people loved it at 1.
YES it took a long time, but can you imagine how lame a person has to be for within a month of the brand new BG coming out they already went to the forums to complain! Right, though it serves as an example of the path AV was taking. What I am saying is that the win-loss ratio before patch 2. The battleground had not been changed at all since patch 1. As a horde player I haven't been able to play with anyone I know at all and now I will finally be able to do so!
And yes I agree that you should fix the backdoor abuse and probably make WSG more beneficiall than it currently is. Horde winratio will go up for AV with backdoor unpatched and Ally premade community falling apart to fight competently and probably moving to WSG. PvP servers will start bleeding more Ally players when they get fp camped more frequently There are already hilarious Flamelash videos out there of Horde camping IF..
I'm not part of the nochanges crowd, but these changes are unfair and favor the Horde. Only the 20 player minimum is faction agnostic. DevsPlayHorde 1. So what if honor decay favors horde? If it's so unfair maybe you should consider rerolling. Yeah premades falling apart because only alliance can actually make premades. Seems more than fair to me.
Alliance moving on to WSG is actually a good thing and will most likely change the meta in a positive manner. Please stop pity the alliance, apparently you don't know how it is to wait 40 minutes for que pop just to get completely run over by a premade ending up loosing 10 minutes later.
Personally I think there should be a special que for premades but that's just me GoodChanges This could be the best circlejerk ever, even better than American politics. Each and every point can be countered in favor of the Horde again, but that isn't practically the case on PVP servers the only place this discussion is relevant anyway - it is a fact that in context of the statistics that you just posted that any changes like this favor the Horde on PVP servers.
You sort of dug your own grave here, by posting that website that actually strengthens my point. That same website shows that Horde populations on all top10 servers are rising and Alliance is in decline.. We're both losing here, regardless whether you are pro-Horde or pro-Alliance. Blizzard is just reaping the Server transfer cash and our sub.
Alas, you're just another Horde apologist muh undead rouge , perhaps YOU should reroll Alliance and get camped in your own capital for a while on a PVP server. The only positive thing from these changes is the AV start treshold, if nochanges is out the door anyway, they should've given more incentives to run WSG, allow both sides premades by being able to queue as raid - and later give good reason to do AB as well and most importantly seeing what is part of the issue with AV: do something about AFK'ers and bots.
A few other facts that you glossed over or deliberately missed, they're faction agnostic: - You will have fewer AV games and fewer people active in PVP, creating larger queues. Fewer players in AV still, longer queues for Horde. Day and night the ground trembles under lumbering siege vehicles while monstrous airships pummel enemy positions with fiery cannons.
The bloody conflict spreads to every corner of the island as new heroes arrive to aid their factions. It remains to be seen whose banner will wave triumphantly over the Isle of Conquest and at what cost victory will be achieved.
The Isle of Conquest is a point of strategic importance for the Alliance and Horde campaigns in Northrend, each side determined to secure control of the island. As a large-scale battleground, each side attempts to wrest control of the Siege Factory, Docks, or Hangar in order to secure access to the enemy stronghold and defeat its general Halford Wyrmbane or Overlord Agmar. This battleground can be won either by defeating the opposing general or through attrition loss of reinforcements , similar to Alterac Valley.
There are 3 capturable locations that provide vehicles capable of inflicting great damage on players and keep gates or allow players to bypass keep walls entirely.
Getting in the courtyard of the enemy's keep allows players to use the enemies' own bombs to destroy keep walls, and kill enemy players utilizing the keep cannons against your forces.
Capture of an objective is a simple channeled, interruptable effect. There are 2 additional capturable locations, each of which provide passive and stacking benefits to the side that holds it. Glaive Throwers in the Isle of Conquest are largely anti-personnel weapons. They only have a driver's seat. They have two attacks available: a direct single target attack that does a fair amount of damage, and a channeled area effect burst. While their direct attack can be used against individual targets at range or against keep gates, it is their area effect attack that provides their signature benefit.
Their range combined with their area effect attack make them highly suited to clearing the keep towers of defenders, or for causing havoc among clusters of combatants. Like most siege engines, they are much less maneuverable than individual players and are susceptible to close-in assaults. Soon after capturing the Workshop, four demolishers spawn. These siege engines operate much like the Wintergrasp Demolisher , in that they have a fireball fiery boulder ranged attack, and a 'melee' ram attack.
Additionally, they have room for two passengers, who are protected by the Demolisher and may attack but have no vehicle-granted abilities. The hurled boulder, though, has the advantages of range and does damage in a yard radius. It is highly suited to most offensive roles but is most often seen doing siege damage to the enemy keep's gates. After holding the workshop for 3 minutes, the Siege Engine will be repaired.
If destroyed, a new one will spawn in 3 more minutes. The siege engine can do massive siege damage if it can get into range of the target. However, it can also be overwhelmed if swarmed by defenders, particularly those able to deal damage at range. It may excel at defense, though, with numerous AoE attacks and no pesky tower guns striking it.
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