Well that's a system that has me saying "Bollocks to you, Blizzard!"In short, I don't like it. Granted, I hate most PvP situations, so...
Ahhh, interesting, so that's why horde on my server suck at WG lol(note: I am horde :( )
So, in short, if you are having trouble with WG simply convince the majority of people in your faction to not participate at all for approximately 24 hours at which time even a handful of mouth-breathing morons can face-roll their way to victory by playing in the WoW equivalent of "Power Overwhelming" mode.The latest in Blizzard's long line of ever-failing attempts to acquire the illusionary 'balance' in PvP, LOL.
What the hell does this mean?
Well that's a system that has me saying "Bollocks to you, Blizzard!"In short, I don't like it. Granted, I hate most PvP situations, so.../facepalmThat system has been there since patch 3.2 (if not 3.1)They are just changing the numbers.
I like how people are so quick to throw around comments about long lines of ever failing mouth-breathers, even though they seem to have no idea what they are throwing around comments about.If your faction wins 7 times in a row, back to back, the opposing faction only needs 1 kill to create and pilot any siege vehicle. On well balanced (are there any?) servers, the coin will flip back and forth almost every match, so you wont get to that point. On a not-balanced server, one side will win often, so they make it easier for the opposing side. Dont forget, this is not only for pvp, but also for collecting stone keeper shards through the random dungeon feature. (I recently cashed in ~700).The only thing "easier" about it, is rather than waiting for workshops to capture or riding from the far side of the map, you start out closer to the keep. 1 kill for a tank? that saves 5 mins or so on farming HKs. That little bit of extra time is used to attack the keep, and if you are killing towers, it shouldnt make much of a difference.
Im thinking that this change probably wont make a huge difference on the servers (like mine) where one side constantly wins just by sheer numbers.In my experience, once Tenacity breaks around 9 stacks, you are simply too outnumbered to win with anything les than Vent style coordination. And there will simply always be people that arent there to win...just to run around grabbing HKs, or are too frightened to grab a Siege Engine or hop on someones gun.In WG, numbers can outweigh so much...simply because there isnt the limiting factor that you get in all the other BGs.My thought on a worhtwhile change would be to make Tower Control a benefit to defense; maybe on the strength of the vault door. Defending is much easier in my eyes, especially when the attackers have gotten through one outside wall and you can focus the majority of your force right on that chokepoint. Make Defense a litle tougher by making the defending team spread out to defend the far towers, or they sacrifice them and have to be all that much more careful to keep the vehicles out of the courtyard...
That explains the sudden promotion to First Lieutenant just by riding pass an Ally getting killed once...and here I thought all this time it's just one of those WTF moments...
Ok so is there a scale to how much honor you get per kill. That someone can give. I know that there is a differance if you solo killed or if there is one of more people involved in the kill. Or have those numbers not been released?
I actually kinda like this change, even though us Horde win Wintergrasp all the time on my realm...Maybe we'll actually have a challenge...for once.
Huh.. Why 100? Why not 1-7? The 100 should imply that there is another minor factor scaling the advantage. Perhps, they are for future extra fixing factors?
Well that's a system that has me saying "Bollocks to you, Blizzard!"In short, I don't like it. Granted, I hate most PvP situations, so.../facepalmThat system has been there since patch 3.2 (if not 3.1)They are just changing the numbers.Never said that it wasn't already in place. Just that I don't like it.
Wonder if they are posting this to help reduce the amount of tickets they receive about the opposing faction exploiting to win. It never fails on my server when the Alliance bust out 6 or 7 seige engines in the first minute or so that someone starts crying about exploits.
Wonder if they are posting this to help reduce the amount of tickets they receive about the opposing faction exploiting to win. It never fails on my server when the Alliance bust out 6 or 7 seige engines in the first minute or so that someone starts crying about exploits.People wouldn't "cry" about the exploits if the exploits weren't there. This new system means nothing if they haven't fixed the bug. Having one side of the fight with a dozen seige engines 20 seconds in while the other side has to wait 5 minutes to get catapults is ridiculous. Ensidia gets banned for working an exploit before it was ever considered an exploit yet the Ally on my server use a known exploits 10 times a day for a year and Blizz does nothing about it!
Blizzard is dreaming of "Balance" again. sad, so sad.In truth no matter what will they do, there will always be unbalanced situations./sigh
Blizzard is dreaming of "Balance" again. sad, so sad.In truth no matter what will they do, there will always be unbalanced situations./sighSooooo,you suggest because something is hard to achieve, we shouldn't bother with it?
bad changes IMO...if your on a server like cho'gall you're going to get the max rank 1 in kill as it is and it doesnt matter really, within 1 minute the camps will be back under the opposite factions control, and you will be stunlocked, 20 tendacity or not, to death.
The real problem with WG is it lacks an epic feel. For a battlegound that takes 2.5 hours to reset, it should not be over in 5 to 10 minutes. The walls clearly do not have enough health and the siege engines go down to only one player attacking them for 30 seconds.There needs to be more longevity in the fight, so it's not a zerg mentality win/lag win.The battle could be a lot more fun and epic.
Well, I was really keeping my fingers crossed that blizz was actually going to fix the situation. We are constantly outnumbered and have a 20% win rate on my realm on the alliance side. This will do very little for us. We need more than just "Oh boy, you get control of ST....oh noes, you lost it already because you're STILL out numbered...". What we need is, something like deteriorating fortress walls every time we lose and speed increases along with tenacity to get our butts in more places, since of course, we can't have 50 people in as many places as 120. WG is just going to stay broken on our server and since blizz won't fix it, people will just continue going to the horde side because thats who wins, furthering our realm issue. We had maybe a 40% win chance before the faction change, then it dropped to 20% due to the imbalance.Oh, and don't tell me that an imbalance can't be that bad with a cap on the amount of players. The cap is somehow being bypassed. Doing a /who of the zone yields much higher numbers on horde side than 120. Not to mention, even if a cap, less ally every month and more horde every month means horde will always be maxed and ally will always be much less.
This Balacing System doesn't seem to be working too well on my realmBarthillas Wintergrasp StatsLol Nice System Blizzard =)