Alterac Pass Balance Changes – July 3, 2018
Originally Posted by Blizzard Entertainment

We’ve just applied a number of balance changes to the Alterac Pass Battleground.

Battlegrounds

Alterac Pass
  • Generals
    • Health reduced from 24,000 to 20,000.
    • Now gain 405 maximum Health every minute until minute 21 (excluding minute 1).
  • Cavalry
    • No longer gain additional Armor for nearby Heroes.
    • Health reduced from 10,000 to 8,000.
    • Health scaling increased by 19%.
    • Damage reduced from 85 to 65.
    • Damage scaling increased by 22%.
  • Reaver Minions
    • Damage scaling increased by 50%.

Developer Comment: We’re making a few changes to Alterac Pass to reduce the frequency that one team can run away with an early lead, while still keeping the average game time roughly in line with our other Battlegrounds. We’re removing the mechanic that grants Cavalry additional Armor for every allied Hero in their aura, since we feel that multi-Hero pushes are already strong enough. We’ve also made Health scaling adjustments so that Vanndar and Drek’thar (the Core replacements) won’t be demolished as quickly by late game Heroes that have outscaled them and reduced their Armor. However, we are increasing the scaling of Cavalry and Reavers (Catapult replacements), so that games still end in a timely fashion. This should only come into play during games that become prolonged.
This article was originally published in forum thread: Alterac Pass Balance Changes - July 3, 2018 started by Nerraw View original post
Comments 15 Comments
  1. DesoPL's Avatar
    Yeah cool let's nerf generals HP, instead of nerfing cavalry only because why not?
  1. Nikkaszal's Avatar
    Quote Originally Posted by DesoPL View Post
    Yeah cool let's nerf generals HP, instead of nerfing cavalry only because why not?
    The Generals will have the same HP as live by the 10min mark, and then 4k more at 20min

    Sooooo more a buff than a nerf.
  1. Stormcall's Avatar
    Quote Originally Posted by Nikkaszal View Post
    The Generals will have the same HP as live by the 10min mark, and then 4k more at 20min

    Sooooo more a buff than a nerf.
    Kinda depends. The biggest complaint I saw about the map was that it wasn't uncommon for matches to be over by the 10 minutes mark.
  1. Belize's Avatar
    I wish I could play on this map.

    #RNGBullshit
  1. Nikkaszal's Avatar
    Quote Originally Posted by Stormcall View Post
    Kinda depends. The biggest complaint I saw about the map was that it wasn't uncommon for matches to be over by the 10 minutes mark.
    Cavalry nerf should alleviate that somewhat
  1. Nerraw's Avatar
    My average game time on AP has been 21 minutes so far. I honestly haven't had one game that was crazy snowball-y yet.
  1. mmocabce60bc47's Avatar
    Didn't play it often, but so far not seen a team win first objective and lose map. Maybe make cavalry stronger, but only one lane instead of three?
  1. Ryme's Avatar
    My games stalemate for freaking hours over the damn objective.
  1. Tenris's Avatar
    Quote Originally Posted by Belize View Post
    I wish I could play on this map.

    #RNGBullshit
    I second this, only played Volskaya once and that was during a HL game. fml
  1. RH92's Avatar
    Quote Originally Posted by Nerraw View Post
    My average game time on AP has been 21 minutes so far. I honestly haven't had one game that was crazy snowball-y yet.
    Except that's not what snowbally means. When a map is snowbally it means a winning team can further extend their own lead, making it difficult for team in behind to comeback and eventually resulting in a checkmate.

    Perfect example is Sky Temple. When you win the second and third phase, you basically made a first step to win the game. The objective directly attacks the structures, giving experience and extending the gap in levels to weaken chance to contest next objectives. The only way to comeback is sneaking in boss to give a breather, contest objective and equal the playing field. It doesn't mean the game is quick, even though it can be. However how many times did you see a scenario "Play it slow, next Temple phase we win" when enemy team has only core left and 3 temples are spawning?

    I didn't play Alterac myself as I stick to HL, but I heard complaints the games are quick because the generals are easy to kill.
  1. Nerraw's Avatar
    Quote Originally Posted by RH92 View Post
    Except that's not what snowbally means. When a map is snowbally it means a winning team can further extend their own lead, making it difficult for team in behind to comeback and eventually resulting in a checkmate.

    Perfect example is Sky Temple. When you win the second and third phase, you basically made a first step to win the game. The objective directly attacks the structures, giving experience and extending the gap in levels to weaken chance to contest next objectives. The only way to comeback is sneaking in boss to give a breather, contest objective and equal the playing field. It doesn't mean the game is quick, even though it can be. However how many times did you see a scenario "Play it slow, next Temple phase we win" when enemy team has only core left and 3 temples are spawning?
    Haven't experienced that in great amounts either. Sure, I've had one-sided games on the map, but most of them could have gone either way on the last objectives.
  1. Vlaid's Avatar
    This map is awful.
  1. mmoc00f573e3be's Avatar
    I love this map.
  1. TEHPALLYTANK's Avatar
    Oh great, they're still ignoring how pathetically weak the generals are in terms of damage output. Just remove the whole bloody armor/fort mechanic and buff the generals.
  1. mmocabce60bc47's Avatar
    Hmm, at least as a melee, I felt the generals do indeed hurt. Anyway the principles of Alterac Pass are sound, if they weaken the objective or balance it otherwise, this should be one of the more enjoyable maps.

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