Monthly Archives: October 2009

A Little Bit Easier

MMO Champion has new details about some upcoming Battleground changes in the latest 3.3 PTR build:

  • The achievements to get exalted with the Warsong Gulch, Arathi Basin, and Alterac Valley factions have been removed from their respective “Master of” meta-achievements. Special titles will be offered to those who reach exalted with these factions.

  • Wintergrasp: You must now have the following ranks to build or pilot siege vehicles:
    • Rank 1: Build/pilot Catapults.
    • Rank 2: Build/pilot Demolishers.
    • Rank 3: Build/pilot Siege Engines.

Both of these changes are interesting in their own right.

The Achievements change is an interesting way to address the difficulty of reaching Battlemaster, and not the way I thought that Blizzard would go. Restoring the reputation turn-in system that Warsong Gulch used to have would have made it fairer for those who started playing later. This change makes Battlemaster much easier to get, and therefore cheapens it a bit. That makes me sad. I liked having an absurdly hard goal. The Justicar title gains a little luster with this change, but still — nerfing a difficult achievement is never cool.

(What does make me happy, though, is the introduction of titles for exalted BG reputation. This is cosmetic, but VERY welcome. It would be nice to see in other battlegrounds, if a bit impractical since they have no reputations to grind.)

The Wintergrasp change is complicated. First, let me draw attention to the non-obvious — there’s going to be an additional rank added. Depending on how this rank is implemented, it will likely make getting Siege Engines more difficult than it is at present, which will slow down their production. The other change, limiting the ability to operate a vehicle to those with rank, is a direct answer to the strategy covered in an earlier post, which will definitely slow down the mass production of heavy vehicles, especially at the game start. Both of these changes will have the effect of making Wintergrasp longer, which will result in more honor for everyone.

But it’s also a direct response to the complaints by those who couldn’t defend against the tactic. I’m disappointed to see it happen, but not really surprised. Battlegrounds aren’t any different from any other part of the game, and subject to the same changes. Bosses get nerfed after people have downed them, too. Things get a little bit easier all the time.

I may not have the Battlemaster title, but at least I’ll have the memory of having successfully defended Wintergrasp against a charge of 12 heavy vehicles, of frantically trying to throw enough people at the onslaught to slow it down as it charges up the hill, of holding the line at the walls to the inner keep as the last few Siege Engines explode.

We won’t see the likes of those rushes again.

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How to Raid ANYTHING

Mortigan the Lock has an awesome post up on a single set of rules On How To Raid ANYTHING that you must read.

I find it terribly hard to remember all the nuances of each boss fight. Sorry, but I’m just not hard-core enough to memorize who casts what, and I really don’t care if Pixie McNixie in the bottom of some hole is planning to fear me, sheep me, or chop me in half with a big heavy axe. Why? Because overall things are pretty much the same from one boss to the next, so I figured I could come up with a single set of rules on how to raid ANYTHING. I’ve appropriately named these rules “A Single Set Of Rules On How To Raid ANYTHING.”

I also quite liked:

If you’re cool enough to be a warlock like me, you can even strategically position yourself right next to a mage throughout the fight, and Soulshatter as needed. Be sure to turn toward the mage when Soulshattering, so that you can watch the look on his face when the boss 1-shots him. If you’re a mage, disregard everything I’ve just said, and take one for the team.

But then again, I’m a warlock, and we tend to die first. Mages should share in the fun.

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Rule 69

While I am sad to see the Dwarf Priestess go, she left us with the 100 Rules of Warcraft. I call to your attention Rule 69, since I will probably refer to it a lot:

69. Battleground Failure 103 (Less QQ, More Pew Pew!)

The people who complain the most about other people in the battleground are the ones who are working the least toward the objective.

Best of luck to the Dwarf Priestess in all her future endeavors. Her wisdom will be missed.

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How DID They Win That Wintergrasp?

WG-Fail-Train.jpg

Anyone who spends a lot of time in Durotan’s Wintergrasp is familiar with the above sight. Sometimes, no matter what you do, the Horde is able to launch a massive assault on the west wall of Wintergrasp Fortress with 8-12 Siege Engines in the first 2 minutes of the game. If all Alliance defenders, and I mean ALL defenders, don’t rush out to the west and try to stop them, the mass of siege will break through and capture the fortress in under 6 minutes.

At that point, the QQ starts. “Cheaters!” “Hax!” are some of the kinder words thrown at the Horde. But, unlike exploiting the old bug that let you drive siege through walls, this is just smart thinking by the outnumbered side, using the mechanics of the game to fight an opponent who outnumbers them 2:1 (on a good day.) The Horde groups up their siege for one massive push that the defense cannot stop.

The key is a tactic that both sides should use, no matter who has numeric superiority.

  1. Focus your kills to rank a few players up to First Lieutenant.
  2. Have those players create Demolishers and Siege Engines at the Workshop, and then abandon them to go create more.
  3. Other players without rank man the abandoned vehicles and wait.
  4. Once all vehicle slots are filled, everyone goes together.

That’s it. That’s how you win an offensive Wintergrasp battle. Group all your siege together and shove it through the walls. Organization and discipline will win you Wintergrasp.

This tactic works nearly every time; the only counter is for a very strong defense to start attacking the group as it leaves the Workshop and keep going until it stops — if the defense waits for them to hit the first wall, it’s over.

Now, there’s a legitimate question of how can a side start creating Demolishers and Siege Engines within the first 15 seconds of the game. It’s tough to rank up to First Lieutenant — my personal best is after about 45 seconds, which meant I was creating Siege Engines at 1:30 into the game. But sides with Tenacity have it a little easier.

Tenacity increases the “kill value” of NPCs, making it easier to rank up. On an imbalanced server like Durotan, where 20 stacks of Tenacity are pretty much the norm, a single NPC kill will grant First Lieutenant rank. This gives your side heavy vehicles right away, and if you are organized and disciplined at the Workshop, you can create your Siege mass within a minute.

The more commonly QQed tactic, sometimes called the Wintergrasp Logout Exploit, is to have characters log out during an active Wintergrasp battle so they can log back in to another battle in progress with their previous rank. But with the advent of queuing for Wintergrasp, this exploit just doesn’t work. The buff is removed when you queue for the battle and your status is reset. This was never really the primary reason sides massed siege — consider the logistics between this and the Tenacity option — but it was possible, so people latched on to it.

So how did the other team get 12 heavy vehicles and take Wintergrasp in under 5 minutes? It wasn’t by cheating, or using exploits, or because Blizzard hates your faction. It was because the other side had Tenacity and was organized, disciplined, and executed a massive offensive push that your side didn’t defend adequately against.

It’s okay. Don’t take it too hard. The next battle, you’re on offense. Show ‘em what you’ve got.

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And the Winner of the Holiday HPM is….

Ihra has been crunching numbers over on Only God Can Make a Tree for a few weeks now on the relative honor per minute of each battleground on their holiday weekends. This week, he did Alterac Valley to get some numbers to check out if AV is as good as people think it is.

Take a look at the updated list and see where you should be spending your time if you’re grinding honor.

Me? I’ll be in my favorite battleground.

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Why I Love Fishing In Wintergrasp

Big Bear Butt has a great interview with a PvP hunter in his guild who love to PvP and fish.

As someone who loves to PvP and fish, I especially enjoyed the following bit:

“What I do”, Ruuaarr said, “Is go fishing in Wintergrasp, and I’m the bait. Rogues can’t resist trying to kill someone just standing there fishing. So, they stealth in to take me down, and that’s when I destroy them.”

Great article, and one that makes me glad to be a PvP Angler.

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The Imperfect Isle

Alliance Keep on the Isle of Conquest

I tried Isle of Conquest again this weekend, and lost. Not a lot, because I know when it’s just not working and quit while I was ahead… but I didn’t win any of the battles. The Alliance would mostly rush Docks, but every time we would get outnumbered and eventually get overwhelmed. Once the Docks were gone it would take maybe 10 minutes before the Horde stormed the Keep and won the match.

It’s a pretty consistent story now on the Alliance side.

THE SNIPE SPOT

Cassandri at Hots & Dots has a short but sweet look at the Isle of Conquest, and why the Alliance has such a tough time winning it.

It comes down to the Snipe Spot described by Rubymelon in his great post, The Secret to Winning Isle of Conquest and also discussed in this comment on WoW Insider. The secret, such as it is, is that the Glaives have a longer range than the defensive cannons on the keep. Their longer range exploits the strong-side/weak-side asymmetry Ihra noticed while looking at win/loss data, where the Docks’ western placement puts them on the Alliance Keep’s weak side (and the Horde Keep’s strong side.)

So the strategy that results in a Horde win every single time is for them to rush the Docks, take the Glaives, knock down the Alliance Keep’s west wall with impunity, and then kill the boss. The corresponding strategy on the Alliance side is to take the Hangar, but it is a weaker strategy because the Horde Keep walls are not destroyed, nor is there a disparity in the offensive/defensive weapon ranges.

Don’t mistake this for QQ. Fighting a battle means exploiting every asymmetrical advantage you can, and I’m really quite impressed at the players who figured this out. I’m not asking for any changes. The map is laid out in a way that favors certain tactics from certain sides, and there’s no way around that. Alterac Valley is the same way. I don’t think normalizing the ranges between the glaives and cannons will fix this; this is a map problem, too.

It’s no excuse; the Alliance should be able to find a counterstrategy that works:  destroy the Glaives at all cost, for instance.  But I think the damage has already been done to this battleground.

GO HARD OR GO HOME

Let me switch to Alterac Valley for a little bit. The 50s bracket of AV in Ruin was (before the sweeping PvP changes of 3.2) completely Alliance dominated. The matches would start 40 Alliance : 10 Horde, and the Horde would get slaughtered on the rush to Drek. Half of the Alliance team would get Drek, the rest would push them into the cave, and the matches didn’t take very long.

The Horde didn’t lose because of a map imbalance, though the AV map does favor the Alliance. (The bridge at Dun Baldar is a great defensive structure that when properly manned cannot be bypassed; the path into Frostwolf Village is not at good because the line of sight is broken, limiting many player abilities.) They lost because they didn’t show up. No matter how good you are, you can’t win a battleground against 3-4 times your number.

But you have to dig deeper? Why didn’t the Horde show up in that bracket, while the Alliance turned out in droves?

Because once upon a time, when it was equal, the Horde lost more games than they won due to a map imbalance. So they did what any rational player would do: either afk in the cave for marks and get honor elsewhere, or play something else entirely. There’s no reason to fight a losing battle when you can fight a winning one elsewhere.

But a funny thing started happening late nights while I was playing AV. The Horde showed up. And they showed up big time, with level 60s who knew what they were doing, and even though the matches started out 20:40, they soon filled up. Premades or not, if you have 40 on 40, it’s a real battle.

Yes, the Horde won most of those matches. They came in and played smart, with a good mix of offense and defense. They capped and recapped and defended and fought at the flag and took down Van in no time flat. They slaughtered the unprepared Alliance forces.

It was glorious, even from the losing side.

Those were the matches that taught me how to play AV, not the facerolls. /bg chat may have been filled with cries of “OMG WE CAN’T LOSE” and other QQery, but enough of us fought through to figure out how to win in the face of an actual opponent. Some of the best AV matches I played were those late-night AVs where the Horde showed up. Losing 0-10 on resources is heartbreaking, but also a hell of a game. We won some. We lost some.

When I got to the 71-80 bracket, I found where all the Horde really were. They were up at the level cap fighting normal AVs, and winning some of them. Not all, but they weren’t fighting a population disparity right away. The lessons learned in the earlier brackets came in handy as the strategies were the same, just the 80s hit much, much harder.

This old war story has a point. The Isle of Conquest has a balance problem that will drive players either to it, or away from it, just like Alterac Valley. Battlegrounds PuGs are good randomizers, so all other things being equal, an advantage in one side will cause that side to win more often statistically than the other. A rational player will look at this and say either this is to my benefit or disadvantage, and participate accordingly. Now that there are so many battlegrounds to choose from, players will go to where they feel they can get the best reward for their playtime.

I worry that Alliance participation is going to plummet in the Isle of Conquest, just like Horde participation did in Alterac Valley. Perhaps it will happen even faster, or has already happened — I have no way of knowing. But I have a hunch people will act in their own self-interest and the Alliance will stop showing up.

Which is really too bad, because the example the Horde set in Alterac Valley is the right one Alliance players should draw from. Don’t give up hope. Find a better way to fight, and exploit advantages that you do have. If that means making a premade, or only letting 60 twinks into the battleground, so be it. Perhaps the advent of rated battlegrounds will give the Alliance the organization it needs to overcome the Snipe Spot strategy. Perhaps not; the advantage will not be asymmetric. I think a more traditional strategy is necessary: yield the Docks, but kill the Glaives at all costs while pursuing a Hangar seems to be a good start.

But I do know that the imbalance in the Isle of Conquest map is already affecting people’s decisions about where to spend their time. Time will tell if this will turn the Isle into an Alliance ghost town or not.

POSTMORTEM

After writing the original post above, I logged in to the Isle to get some screenshots. I had been there for no more than 20 seconds when the Alliance won.

Sure enough, the player count helped explain why: Alliance: 40, Horde: 35.

I then won 3 in a row.

Moral of the story: You have to show up to win.

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