Alterac Valley Dun Baldar Wall Jump Exploit

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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Ana » Mon Oct 12, 2015 6:04 pm

Actually, yeah. Can somebody post a picture of that famous fence in Horde base? I've never seen anyone jump a fence (in a place where it's actually at least marginally useful, that is). People just ride up the slope to FW towers. Btw that's actually hard if horde defend the spot, but they're too dumb to do that.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Muhsogyny » Mon Oct 12, 2015 6:13 pm

Ana wrote:Actually, yeah. Can somebody post a picture of that famous fence in Horde base? I've never seen anyone jump a fence (in a place where it's actually at least marginally useful, that is). People just ride up the slope to FW towers. Btw that's actually hard if horde defend the spot, but they're too dumb to do that.


I guess people don't use it because there's absolutely no reason to. The place on the fence to jump is right by the entrance anyway.

Exploit or not, it's still much harder for horde to cap SP aid than alliance to cap FW aid by just running straight through the base. If this "exploit" adds some balance to an absolutely broken situation then I'm perfectly fine with that.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by DLXX » Mon Oct 12, 2015 6:25 pm

fix this shit.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Ana » Mon Oct 12, 2015 6:40 pm

Muhsogyny wrote:If this "exploit" adds some balance to an absolutely broken situation then I'm perfectly fine with that.


Current balance is that horde can skip the only viable ally chokepoint and alliance can not skip the only viable horde chokepoint (well FW towers is actually another, but let's pretend it isn't...). Ergo: if horde is competent, alliance can not win.

Inb4 some mongoloid mentions IW choke... you must be seriously bad if you die at IW to anything less than a 20-man turtle...
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Jurary » Mon Oct 12, 2015 7:17 pm

Ana wrote:
Muhsogyny wrote:If this "exploit" adds some balance to an absolutely broken situation then I'm perfectly fine with that.

Inb4 some mongoloid mentions IW choke... you must be seriously bad if you die at IW to anything less than a 20-man turtle...


So salty and so bad.

How is SHGY/IWB/Balinda trispot a bad chokepoint, please do explain this to me.

You have hordes of alliance NPCs (normal and elite alike, including minelayer) roaming the area, you have mines on both sides of the road, and the archers from IWB doing insane amounts of long range damage, with only one way of getting past for horde (which ironically is the road guarded by another shitton of alliance npcs).

Just because you and other Alliance are too stupid to use it as a chokepoint on this server, does not mean it isn't. Hell, I remember some of the biggest turtle fights being right there nearly every game during some retail expansions (where mines/elites weren't even there anymore).
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Mase » Mon Oct 12, 2015 7:54 pm

I love how desperate Horde are to protect their exploit. Literally dindunuffins.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Ana » Mon Oct 12, 2015 8:03 pm

Jurary wrote:How is SHGY/IWB/Balinda trispot a bad chokepoint, please do explain this to me.


You tap SH GY without even trying (can just kite ONE lieutenant + flag guards in circles while somebody taps, there's enough space unlike on horde side). After that IW defenders rez at SP. That's how.

Compare that to IB GY, where you have 2 lieutenants right on top of each other, and before you even get to there you get butchered by IBT. Take IBT first? IB GY chokepoint defends that effortlessly. To have a shot at breaking IB GY you need IBT down, but IBT doesn't go down because horde rezzes at IB GY which is 20 seconds away.

I'm not mentioning mine layer / patrolling lieutenants because both sides have those. Again, there's 3x more space around alliance mine layer which makes the fight ridiculously easy in comparison.

Oh, did I mention how it's literally impossible to assault IBT without pulling at least 2 trashpacks (and possibly a lieutenant, they keep respawning) from in front of Galv? Balinda is a joke. Her bunker is scenery unless you choose to assault it.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Snautz » Mon Oct 12, 2015 8:07 pm

IWB got well placed archers, mines, melee npcs and only a very small gap you have to defend. I would love to hear why some of you guys don't consider this a valid potential chokepoint.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Jurary » Mon Oct 12, 2015 8:15 pm

So you're saying you can't defend your GY from a couple players tapping? You know, at one point you might not be able to rely on those 10s or 100s of elites your faction has roaming or standby in AV, and you'd have to actually pvp yourself.

If you even tried to defend it Horde would be forced to deal with the multiple elites and other bullshit adds. Not to mention how Alliance never even bothers to defend SHB from the first wave of Hordes who are usually easy meat since they like to run through mines or get shot down.

Fact remains that sure we have IBGY as semi-chokepoint which is hardly worth turtling the entire game for because it stops us from advancing the game as well (and Alliance can just as easily have just 2 rogues capping out our entire base even if we would hold IBGY).

Then you have your chokepoint at IWB and your base/bridge, which can be guarded by any of the 20 alliance mages playing in every BG, with the help of both bunker archers and 100s of npcs.
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Re: Alterac Valley Dun Baldar Wall Jump Exploit

by Ana » Mon Oct 12, 2015 8:33 pm

Jurary wrote:Fact remains that sure we have IBGY as semi-chokepoint which is hardly worth turtling the entire game for because it stops us from advancing the game as well (and Alliance can just as easily have just 2 rogues capping out our entire base even if we would hold IBGY).


One flare kills all rogues
Anyway the whole point of a chokepoint is that you don't need a turtle to hold it. At IB 7-8 competent people can halt the whole alliance raid for half an hour or more. At IW 7-8 people will get butchered as soon as horde clears out the trashpacks. It's just too easy to pull mine layer and lieutenants someplace where they won't bother anyone, and cap.
Is SH GY flag even in range of the bunker?
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