1. #1

    Tol Barad "fixes" will make it harder to attack

    Here's why: Defense starts with all 3 bases. Therefore off the bat they have double defending speed per person which means that it will be virtually impossible for offense to cap 1 base let alone 2. A defense team will simply be able to put even people in each base and defend their hearts away and that little marker for control wont budge.

    What are your thoughts on this?
    Do you think this is what will happen?
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  2. #2
    Deleted
    If they put a third of their forces at each base, you can put half your forces at one base and another half at a 2nd base, eventually getting both of those.

    In the end, it's just a pathetic band-aid that won't change anything. Not even worth discussing.

  3. #3
    It essentially turns the zerg around.

    Previously, it was in the interests of the defence to just throw all their players at one point. With these changes, it's in the interests of the attack (at the start) to throw everyone at one spot to quickly capture one spot and take away the defences advantage. The defence can't hope to just stay in one position as they'll quickly lose bases, so they need to spread out making the opening zerg attack more effective.

    I think that made sense.

  4. #4
    Unless the attackers zerg one base, and then move on to the other two. Numbers will bring the first one down and then the defenders lose that advantage.

  5. #5
    Quote Originally Posted by zakayron View Post
    Lets say magical math situation.

    Both sides have 30 people. Defense puts 10 at each base. Offense puts 15 at 2 bases. Defense's 10 are counted as 20 so the counter wouldnt budge.
    I don't think capture speed refers to the ratio of outnumbering required to take the base. It probably refers to the speed of capturing once you outnumber the other side.

  6. #6
    Deleted
    You are assuming that 15 defenders will be able to hold against 30 attackers though, they will be outnumbered, and die fast.

    It will cause the defense to be more mobile, and in multiple bases at once.

  7. #7
    As soon as offense zergs one base defense loses its advantage.

    The real fight will be over offense getting a second base.

    I also think it's sort of a crappy half-assed band-aid that will probably cause more tension when defense is fighting to hold the second base from being capped but otherwise no real change.

    I've been thinking a lot about the state of PvP in Cata the past few days, and it's relatively shitty overall.

    Most pure DPS classes don't need heals anymore, which makes healers want to be involved in PvP even less than before. A lot of classes that are fine in PvP are being "fixed" because of PvE and a lot of classes fine in PvE are being f**ked because they are ridiculously broken in PvP.

    Overall they really botched the balancing scenario, there is so many easy ways to fix PvP balance vs. PvE, but because of people who whine about World PvP it will never happen(because to say... make things react differently in BG's and such than it did in a Raid or dungeon... you can't have that same programming for "World" PvP..... and whiners would nerdrage).

    All just my opinion, but PvP as a whole sucks right now, even when winning it's not fun. There's a lot less skill involved in it, more just exploiting weaknesses, imbalances and bugs than actually outmatching someone.
    Quote Originally Posted by Komie View Post
    They still say Cata needs a lot of work, and this expansion (edit for reference: MoP) is in the final stages.
    Quoted for... truth? on 11/30/2011.

  8. #8
    The way the mechanic is built is once attackers have 2 bases the scale tips in favor dramatically. Defence wont win until the game is over but once attackers have 2 bases, it is all over. It's a great fix that gives attack the favor but doesn't tip the balance until a critical point in the game.

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