It is totta challenge. When you win it its challenge. Tol barad is good bg in my opinions.I just hope tb will be more attracted by humans, so they go attack there and join the fights in every 2.5hr.Tb can change if he wants. Im open to that. Blizzard can do what they want to it. Its not too good. I like it.EDIT: Want it change a bit to more winnings.
This is GREAT news. Whether or not they completely "fix" Tol Barad it's good to know that they DO have ideas and they are working on it.Interesting to hear that they actually WANT it to be difficult for the attackers to win.
On my server, the Horde has had control of Tol Barad ever since the last hotfix of lowering the (previously increased) honor points granted to the winning attacking faction. The Alliance is completely unable to take it back, and it has become a joke across the server.
The best change that they can make is if the attacking force has control of at least two of the towers, if they can get all three great but don't make it so all the defense has to do is squat in one spot with no real fear of loosing.
It is amazing how wall-o-text can tell you basically nothing. Everything said here could be summed up like: we will balance TB, and we will make attackers feel they can win. That's about it...
This post kind of feels like it's from a politician.... Blizz has acknowledged the problem and is basically regurgitating what players already knew, that TB favors the defense too much and that it needs to change. However there really is no insight into the changes being made because Blizz doesn't even know yet. The most relevant information from the post was the design goal of Tol Barad and how Blizz wants it to end up differently from Wintergrasp. In a sense this design goal has been achieved already (however very sloppily). Honestly I would be more in favor of tipping the scales ever so slightly in favor of the attackers.How I would fix TB-Flat out swap GY spawn points-Killing towers still nets increased battle time, but razing all 3 towers changes the win condition from 3 capping to 2 capping. In either situation the win would be determined by towers held when the timer runs out.The reason this will work is it will force the defense to strategically spread rather than zerg one capture point and continually reinforce it, while on the other hand the offense has to either 3 cap or kill the 3 towers and then 2 cap.Essentially what will happen is the defense will either have to spread evenly among all capture points and towers, or split the group in half, one at a capture point and one at a tower. Either way this allows for a greater variability in outcomes while still being balanced.
To write that we paid for a beta release on the topic of TB implies that TB was the only thing you paid for, which is simply not true. WoW is not finished and won't be for a long time. We get hotfixes almost every other week and a major patch almost once a month with balance fixes throughout. TB is not a major aspect of WoW, or even just the Cataclysm expansion.
So basically as I wrote in the past, Blizzard takes the same stance with Heroic Dungeons as Tol Barad where they want "...players work at a real challenge to win..." instead of the automatic loot pinata we had before. And as I wrote in the past, the problem is if Blizzard wants this then they need to give players better tools than the Dungeon Group/Battleground Queue. Throwing 5 random people at a Heroic dungeon is causing lots of "problems" because trying to explain effects and movements to a player with just /p is rough. Throwing several dozen at Tol Barad unsurprisingly has the same result because you have random players unsure and uncoordinated with only /bg to help out. Throwing random strangers together with different play styles and experiences against challenging situations and expecting them to win with just text communication seems kind of crazy to me.
It's good to see that my predictions were true. They do know when things are going wrong lol.
I see what he means that by making the capture of TB more difficult than the defense of TB, there is some pressure on the defense "not to lose" and the offense "to win" but I don't agree with it.We all have learned that the toggle to making something valuable is the reward and not an imbalance in challenge. In other words, just balance the zone and put the pressure on the defenders (the whole "losing or winning TB should mean something") by offering a new class of rewards. Is it really more complicated than this?Quite frankly I think the rewards are good. Daily quest hub and easy raid boss, that's pretty good. Just balance the thing, perhaps with a slight lean towards making the defense easier (but just a slight lean) and I think TB will be everything they envision.