Alterac Valley - What the hell?

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Re: Alterac Valley - What the hell?

by ILikeEggs » Fri Oct 09, 2015 11:39 am

gussman wrote:Wat. I just want fairness, but apparently that is too much for you guys to comprehend.

If you want fairness then triple the amount of alliance landmines(And place them in places where people actually fucking step on them), and move alliance starting point 1000 yards to the south.
Oh and I guess you could build a little bridge for the horde since that seems to be "the only reason alliance have ever won a game cus they got a bridge lel"
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Re: Alterac Valley - What the hell?

by Noxm » Fri Oct 09, 2015 11:51 am

Alterac Valley has received an overhaul:
In order to keep teams in Alterac Valley more numerically balanced, players will now enter Alterac Valley on a one-for-one basis (i.e. if there are 30 players in the battleground for each side with 10 players in the Alliance queue and 2 players in the Horde queue, only two players from each team will be added, bringing the total to 32 per side).
The minimum number of players required to start a battle in Alterac Valley has been lowered to 20 (the maximum is still 40).
Points for completing the map and winning have been slightly decreased.
Graveyards and graveyard capture points are now at different locations. The banners players must interact with in order to capture a graveyard have been distanced from each other somewhat in order to alleviate "graveyard zerging" and make graveyards more meaningful to both defense and offense.
Several terrain changes were made to fix some geometry exploits as well as to adjust for the new graveyard mechanic.
Iceblood Graveyard has been fortified.
The Frostwolf Relief Hut now has appropriate guards.
A great avalanche has closed off both the eastern and western segments of Alterac Valley. This has displaced the Syndicate, the Wildpaw Gnolls, and many of the Winterax Trolls.
Due to the avalanche, Korrak the Bloodrager and a small band of surviving Trolls have made the Snowfall Graveyard their new home. Players will find that Snowfall is now under Korrak's control and they must defeat Korrak and his Troll guards if they wish to take Snowfall.
The quests Korrak the Bloodrager (Alliance), Korrak the Everliving (Alliance), The Legend of Korrak (Horde), and The Return of Korrak (Horde) have been removed from the game. The rewards for the initial quest involving Korrak have been moved and can be acquired by completing the quest associated with winning a match in Alterac Valley. We realize that some players may have had the Korrak quest and never completed it. These players may have already completed the quest for killing the General and thus might not be able to benefit from the rewards from the previous quest line. We have opted to add an extra quest step at the end of the General kill quests to reward players that fall under such conditions.
A new item has been added as one of the reward choices for the quests Hero of the Stormpike and Hero of the Frostwolf.
NPC difficulty has been scaled down. All NPCs have had their power reduced by 15-30%.
There is now a portcullis at the end of each of the entrance tunnels inside Alterac Valley. They will rise two minutes into the battle.


Soon : http://wowwiki.wikia.com/wiki/Patch_1.8.0
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Re: Alterac Valley - What the hell?

by Diametra » Fri Oct 09, 2015 11:58 am

quick....everyone line up for your clever/snarky, one-liner post.
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Re: Alterac Valley - What the hell?

by Ana » Fri Oct 09, 2015 1:41 pm

ILikeEggs wrote:there is definitely something in AV that was broken by the BWL launch


Yeah, they made all the lieutenants keep respawning indefinitely. I.e. IB GY has a total of 4 mini boss NPCs that you have to kill and then keep killing them until you take IB GY and then keep killing them some more (because if the flag guards engage the elite, a single Horde can ninja the graveyard without issues). I Imagine the problem is somewhat similar on the other side of the map.
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Re: Alterac Valley - What the hell?

by Sinjack » Fri Oct 09, 2015 2:27 pm

Sounds like you described retail AV. You might enjoy that more
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Re: Alterac Valley - What the hell?

by Deathhand » Fri Oct 09, 2015 2:36 pm

-closer to center of the map
-can reach SH bunker before Alliance
-can with only 5-10 man endless turtle Galv, IB tower and IB GY
-endless ridiculous respawn
-DB backdoor
...
-still whine
Die every time when i try to edit it...
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Re: Alterac Valley - What the hell?

by CuteBoyScout » Fri Oct 09, 2015 2:44 pm

Azi wrote:So you joined a vanilla server and you whine about vanilla, just why?

this, just take it in the ass and pretend it's fun.
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Re: Alterac Valley - What the hell?

by rekc » Fri Oct 09, 2015 4:45 pm

'Bridge is impenetrable' - Oh except for the fact that you can wall jump to the back of our base and easily cap GY by bypassing literally every single line of defense. The past few games I've seen horde do this. Once they take the aid station the towers will fall shortly after.
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Re: Alterac Valley - What the hell?

by Kickmuck » Fri Oct 09, 2015 5:40 pm

Mines are ridiculous for alliance too
Mine layer is ridiculous too
Elite spawns are ridiculous for alliance too (especially around IB tower and IB GY)

Snowfall GY has elites that wont go away. If you forget for a second when you spawn, you get twoted by 2 elites and die increasing your spawn time. Does this happen in other graveyards for horde? just curious

The main problem in AV is people don't know when a loss is a loss and a win is a win. Some people would just rather play for honor kills and prolong the bg for as long as possible, even when it would be more beneficial to have a quick one and see the end other than a 8 hour one that never ends and just gets more difficult with people handing in scraps and stuff and npc's becoming immortal.
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Re: Alterac Valley - What the hell?

by kaba » Fri Oct 09, 2015 8:14 pm

gussman wrote:#1 Mines. Just why? Theoretically spoken, is there an invisible neutral gnome, teleporting around setting them up? (HEHE ALL SET!)?
Whose idea was it? What went through your head?
"HEHE, LET'S PUT MINES EVERYWHERE THAT MUST BE FUN."(?)

Mines can be seen and disarmed by rogues which is a nice tactical feature imo.
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