Originally Posted by
dak1
I remember way back in Vanilla when AV was released.
I'd take a flight point out to Hillsbrad and run over to the entrance to queue up an then wait 40+ minutes to get in. But once I was in, I could stay in there literally all day. Sometimes I'd fall asleep, queue up, and get back into the same AV instance still running from before I went to sleep.
Arenas didn't exist, and there were only 2 battlegrounds, including AV. If you wanted PvP, AV was pretty much the best place to be.
The thing is, while AV is often remembered most for its massive zerg battles that pushed back and forth, that was far from the defining aspect of the battleground, and certainly not why I kept going back.
AV was a 40v40 BG, but rarely was the main push ever 40v40. At most you normally saw 20-30 people from each side in the fight. This is important, because it's much easier for 4-5 skilled and coordinated players to feel like they're having a major impact in a 20v20 fight. As you scale much beyond that, everything becomes noise.
The rest of the people there were engaged in any number of other activities that all HAD AN IMPACT ON THE OUTCOME OF THE BATTLE. If you look at the AV map, there are 21 points of interest. Yes, TWENTY-ONE. Here's a breakdown:
2x boss huts (win condition)
8x towers (can be permanently destroyed)
2x mini-boss huts (can be permanently killed)
7x graveyards (fluid, although originally an elite NPC guarded them that once killed did not respawn)
2x mines (fluid)
In addition to those points of interest there were also more PvE oriented collection quests that allowed you to summon an NPC or NPCs to help you (like riders or each sides boss NPC), 6 wing commanders that could be rescued to open up more turn-ins (3 for each side), a neutral boss NPC in the middle of the map, and oh, did I mention the shredder (the original "vehicle")?
You also couldn't just turn in enough resources to summon your boss. You'd have to escort your druids to near the middle of the map and a fairly significant number of people from your side would have to stand there channeling a spell. All the while the opposing faction could attack/kill you or your druids.
In all, there were about 30 different things 40 people could be engaged in.
Some of my personal favorites were solo'ing, or with a small group of rogues taking, a graveyard behind enemy lines that could badly hurt their respawns and allow us to push, or take the GY in their base and hold it while they frantically backtracked to try to recover it. My personal favorite though might be sneaking in to the enemy base with a druid and a warlock, who killed himself on the lower level outside the Horde relief hut. The druid then resurrected him up into the horde base, and we opened a summoning portal and proceeded to summon half the alliance team.
I think most people that fondly remember AV have stories like this, where they or a small group were able to significantly impact the flow of the battle.
Now let's compare that to Ashran.
Ashran is a 150v150 map, although actual participants can vary wildly.
Ashran is also a fairly scripted fight. It has 4 side "objectives" that are only occasionally "active" and that have no impact on the larger battle. It also has the ogre "objective" that has a minor impact on the battle, since he will fight for you if you win, although he tends to die fairly easily (and has a stacking debuff that makes him take more damage over time). There's also some rares across from the ogre and in each of the other 4 objectives that can give you some silly class items or the ability to summon a stampede or frostwyrm.
None of the above "objectives" really impact the flow of the battle much at all.
Some small groups or individuals break off and collect Artifact Fragments, although it takes minimal effort to have most every bonus from them active, and it tends to be done more for reputation than anything else.
Ashran also tries to dictate where the battle should be. So it basically tries to force close to 300 people into an area the size of a base in AV, where things tended to grind to a halt if there were only 50-60 people crowded in to. How often do you see one side pushing in Ashran far faster than the game's script can keep up with, so 1-2 people are left to idle next to a flag until it slowly caps and the next "stage" can begin.
The spawning of NPCs also acts to try to force players into this smaller area, as each side gets NPCs to defend their zone unless the "stage" advances to there, at which point they suddenly just despawn. This is probably most evident with the Gladiators in each base that, unless you're assaulting the other team's boss, 1-2 shot players that get too close, and have nets and everything else given to WoW NPCs to traditionally enforce peaceful neutral ground.
In other words, Ashran has basically been designed to simulate the AV zerg, except much larger, and pretty much NOTHING ELSE. All the aspects of AV that actually made it interesting and allowed people to feel like "heroes" rather than "creeps" has been removed. Even buffed to insane proportions, with the Ancient Artifact, Wand of Lightning Shield, boulder shield, curse, +15% stats, and NPC following you around, you're still pretty much relegated to being nothing more than a big creep.
In AV, I had a chance to be a "hero", even though there were 80 people there.
In Ashran, everyone is a creep.