Farewell WOTLK, may you rest in
piece with some of the features you brought with you. You brought us
Death Knights and times of cleave, cleave that involved several
animals and a bunch of totems. Armour, jk arp arp arp, the stat that
brought warriors out of the slums of fury spec and into the spotlight
as arp heroes. Times of wizardry where only the people living in the
biggest of tunnels were able to show themselves as the true victors
of this expansion. Indeed WOTLK brought us many features that we will
hopefully never have to experience again. The future? It looks
bright, many of these issues being fixed or just being plain unviable
to play in the same style with the state of Cataclysm. Welcome to a
new era friends.
So I'm sure many people are now
suffering from the fatigue and tiredness of leveling like myself and
are now beginning to prepare for the next season of arena ahead of us
and the rated bgs that people have been clamouring for since vanilla.
Now with rated bgs on the way and some things still not having been
done I have a few concerns about them which in my opinion will prove
to be rather large issues in the first season.
One of them is the constant
bracket size changing, shifting teams between 10 and 15 players when
most realms barely have 15 people capable of performing at a high
enough level to compete with the top teams is going to cause a number
of things. Drama, hard feelings and some rather irritated left out
people who are now forced to pug the rest. I don't see why this
approach was taken with the constant rotation rather than rebalancing
every BG for a 10v10 or 15v15 experience, or even just allowing
players to choose what BG they want to play each week.
Now my main concern with rated
BGs in their current state is map imbalance, while they've removed AV
from the map pool as 25v25 was going to be rather ridiculous to try
organise and the map was incredibly imbalanced. But in spite of the
removal of AV there's several other maps which are going to suffer
from large imbalances based on start points.
Twin Peaks
To start with I'll take a look
at the Cataclysm BG Twin Peaks, a 10v10 CTF map. While both bases
have 3 entrances, the south base is accessible by water, what this
creates is an easy escape route for any druids/rogues who want to
grab the flag and sprint away with their superior swim speed/water
walking with sprint glyph. Not only this but the frontal assaults are
completely different for both bases. The south base has a narrow
choke which will lead to people being knocked into the water if they
attempt to push up it. The north base however has a wide ramp to
access it directly. Having an easily attackable front or an easily
ninjable flag will provide different playstyles depending on which
spawn a team gets but most likely in favour of one team, the base
that will be favourable though will only be seen with some proper
matches being played.
Arathi Basin
AB reminds me a lot of the
HON/DotA map, ever lost a rune that spawned at bottom because the
Legion ramp gives them a far shorter travel time? Welcome to the
issue for people spawning north wanting to easily defend the LM/BS/ST
combo that will be the prime 3 nodes that you want to hold. Having a
ramp that is on the GM side is a large problem as I very much doubt
there will always be a DK to hand to path of frost people across the
water (yes you can jump on boxes but it's undeniably slower than
running across a ramp). This doesn't even take into account the fact
that LM being a high ground node is infinitely superior from a
defensive perspective for any teams wanting to hold BS, as while you
can reinforce BS to GM easily, it's far more likely that BS is the
node you want to keep. What needs to be done is not only should the
map be mirrored with both the GM and LM being high ground, the
bridges should also be shifted to a central posistion with the bridge
at the farm that leads to GM also being removed so that there is only
a moat around the BS that contains water. I would also remove the
back entrance to the BS, my own version of AB would look something
like this -
Strand of the Ancients
This
BG quite simply, should not even be in the map pool. This
http://eu.battle.net/wow/en/forum/topic/859358779
thread outlines most of the reasons but for those who don't want to
read through 27 pages of players against SotA I'll give you a brief
overview. I don't have much faith in it being removed, just that
it'll become the ROV of rated BGs that gets fix after fix after fix
rather than someone admitting that it's not well designed and should
not be in the game.
Vehicles don't belong in PVP
Making vehicles move at stupid
speeds but be snarable and rootable is not the solution (this is what
they did in response to peoples concerns about SotA)
Every match between competitive
teams will either end in a draw, or end in 2 minutes. This is because
achieving that magic balance of HP where the demos are able to
survive will result in the latter, whereas any other situation will
result in the former as every demo dies before it gets through the
yellow gate resulting in a draw.
It's completely ranged biased,
not only is their damage bugged when they're a passenger (possibly
ignoring resilience), but melee cannot get close to a demo when it
has a ranged dps class of which the player still has working fingers
Please voice your concerns in
the above thread and support the fact that this BG should not be in
the map pool, hey if we're lucky ROV might go with it.
The other BGs that we're
presented with, those being WSG and EOTS are fairly balanced simply
due to the fact that they follow the simple formula of mirroring the
map for both sides (I didn't forget "Battle for Gilneas", I
just don't know enough about the BG to see if it's imbalanced).
Considering this is a practice adopted in every competitive RTS would
it of been so hard to fix the few imbalanced maps for the start of
the next season? Releasing a new bg with glaring imbalances is also
not really something that looks too great for the overall balancing
of maps in the future. Despite all of this blizzard have said they
will fix it, just not when.
I don't think that the
imbalances on the maps will be quite so glaring at the start while
teams are still developing solid tactics. However, when the metagame
develops and the level of play increases these small things will
begin to make a difference and we may even see situations such as
certain SC2 matchups that change the win % of a map completely based
on the spawn location (TVZ close vs far posistions on Meta for
example). Oh well even if the bases are a little imbalanced it should
at least be a lot of fun and is definately something to look forward
to next week, if anyone is struggling with the last boss of Vortex
Pinnacle the video below has the tactics for him, I advise skipping
through the first 90 seconds to get to them though. Karuki out.
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