After having an unintterupted 100% win rate in Korrak's on Horde leveling from 30 to 120, I decided once I was max level I'd queue in merc mode for a few games.
My experience on Horde was very BORING to be honest. Alliance O was easy to wipe or at the very least delay. As a resto druid I ran all the OSH*IT buttons (including flourish instead of germ) and typhoon. Blitzing in and around the flags at towers, lining and hotting myself (as well as stealth approaches), I was able to spin towers 1v10 for up to two minutes (so long as I dispelled our big elite tower commander). This 2 minute spin per tower equates to nearly 10 minutes of time gained for our OFFENSE .
Also I noticed a lot of alliance AFKED on tower defense. I confidently decloaked and recapped towers by "guarded" by over 6-7 alliance that weere actually AFK at the flag, and then I proceeded to spin that tower for another 2+ minutes (this never happened in merc mode, trying to ninja cap in kitty form is a suicide ticket).
For the games where the Alliance O was instantly wiped, we as Horde still proceeded to the enemy keep at breakneck speed, no more than 10 Alliance Defending could ever be seen as our entire 40 man raid zerged Van. We still won the game in under 20 minutes with all available alliance on Defense.
So what could be causing this? My curioisty was piqued!
So I hit 120 and go merc mode...
Very first game THREE alliance mages drop portals over healthstones...had people not been angry in raid chat...I would not have noticed either and probably clicked it myself. Because of this our 40v40 started as 31v40. We lost nine players to troll prots (probably 9 PvPer's since they wanted healthstones for PvP).
As soon as the gates opened, a random player used drums...now we're 10 minutes behind on a major offensive due to drum fatigue.
So we 31v40 with no lust...but hey...I'm a Nelf resto druid now, I should be able to spin these towers for days.
NOPE!
First of all, it's very difficult to spin 1v10 at the Alliance bunkers. On the horde side this was actually very easily with typhoon.
Run into horde tower in Bear Form: Swipe
Run out
Run in: Swipe
Run out: HOT HOT HOT
Run in bear form: Swipe
Run out...enemy players finally folow you out...typhoon and root melee that fell..dispel elite commander in cc...
Run in: Swipe, Get stunned/rooted, enraged regen + renneeal + barkskin + healstone/etc
Run out, HOT HOT HOT
Run in bear form: Swipe, get attacked, Tree form, spam regrwoth, bear form wipe, tree form heal bear form wipe.
run out, typhoon, root melee that fell (instnat root with tree form).
Yeah...HORDE HAS A HUGE DEFENDER's ADVANTAGE at their towers. It takes way less horde players to DELAY alliance O. In order to spin an alliance bunker for 2 minutes I require at LEAST ONE other healer and BLOOD DK.
Ok, so 31v40, no lust, harder to defend towers.
But the it gets worse...alliance hasn't capped anything...and horde is already at our bridge...there's supposed to be 37 players now (after refill), certainly 37 players with NPCS is enough to push 40 horde back and eventualyl send the druids forward to summon Ivus?!?
Well as a healer I have the privledge of usually knowing how many friendly players are near me...the answer was never more than 10-15. My Wild Growth hit the same players every time and my tranquilty/flourish never got more than 11 people...and that was with the best possible positioning.
In fact...I can't find the 25-30 players at all...MY FIRST GAME!
Well maybe Alliance got mad and quit/afked...let's queue again.
Second Game.
No troll mages and drums...fresh 40v40 start.
I looked at some profiles/achieves while game was starting and selected/asked a team of 7-8 alliance to help me delay IWB and SPGY. They were all PvPer's. Not fantastic (1600-1700 cr in rated) , but definitely 100x better than the average horde pub.
Our defense team of 7-8 succeeded in delaying the 34 horde advance for over 45 minutes (when the game ended my merc mode buff only had 8 minutes left).
How did I get the number 7-8? As a healer I can count the 7-8 raid frames. How did I get 34? They had exactly 10 in IWB, 4 in South Bunker, and according to BGE exactly 20 at SPGY.
Our defense forced them to overdefend IWB with 10...we recapped South Bunker three times (we didn't stay though, since we had to delay SPGY) against four stealthies. Overall we delayed a 35 horde offense for over 45 minutes!
How then has our team of 30 offense not crushed the 4-5 horde defense?
30:5 ---> 6:1
35:8 ---> 4:1 (approx)
Although we won this game...it was too close for comfort. Horde pulled Van about 20 seconds after Alliance.
I then won the next game as well, we even summoned Ivus but he died charging too far ahead of us.
So things we're looking ok so far, I was 2-1 Merc Mode in Korrak. Maybe alliance just needed a few dedicated PvPer's to play D.
Then I played a few more...lost them all as bad as the first game...and it just kept getting worse. In fact most games were legit 20v40, since 20 alliance players were either AFK/questing/herdingrams/killing korrak/etc.
My overall conclusion based on personal observation is as follows:
Alliance has too many mount farmers.
Alliance has too many go to Korrak.
A lot of Horde Merc Mode players (except me obviously) purposely throw by going afk for free xp. They evenly free admit in raid chat when I ask them why are they in merc mode and afking at snowfall.
Alliance has legit trolls.
Alliance usually has 1/3 to 1/2 the team afk, it usually is a 20v40, even it it says 40v40 on the scoreboard. There supposed to be 40 alliance defending Van when we have no GY"s except the Aid Station...so where are they? I can't ever find more than 10 alliance when I'm healing defense, even when all 40 alliance sould be present at our general...even the map shows there's no alliance anywhere except at our general....
....so where are these other 30 players...why are they taking NO DAMAGE and way beyond my healing range? Turns out they are all afk on the edge of the map behind Van lol.
So yeah.
Alliance CAN win. I did twice and even summoned Ivus in one of those (and strangely these two wins were in my first series of merc mode games), but in general alliance has too many afk's/questers/trolls/leavers/defeatists.
Horde plays to win.
Also Horde towers are easier to defend. Other than that, I don't see much of a terrain/map advnatage for horde; however, the tower/bunker disparity is HUGE imo, and allows a much smaller D team to delay Alliance, giving horde more numbers on O. However I don't consider this advantage sufficient for Horde to win IF the alliance team is full of better players overall, this advantage only helps when the teams are roughly equal in skill and determination.
The majority of the losses are from 20v40: AFK/questers/trolls/bots/leavers/griefers/trolls/defeatists
I find this very sad, because my first two merc mode wins were THRILLING! True epic AV battles I haven't seen in over a decade...it was like drug addict in relapse...I had to keep queuing...I needed more of that thrill (I was even declining RBG invites from btags)...I needed to relive that again and again...just like old times.
But I never got that "rush" ever again...not because I got bored...but rather frustrated since it's been 20v40 ever since.
My suggestion is to remove rewards entirely for the losing team and double rewards for merc mode victory. I personally dont' care about the rewards, but the REWARDS are affecting me since it causes other players to AFK for free SH*T. DOnt allow losers to collect anything...period.
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ere's the screenshots from my most recent Ivus summon win (you can see my goblin portrait with alliance Drek kill quest completion).
After switching to my main Hpriest, I've had a lot more success healing and holding the turtle long enough to send our summoners forward.
With Ivus selected after Drek died
Showing the summoning:
Another game on my resto druid where we summoned Lok (non-merc!), we had a long fight in the Field of Strife bfore we could complete the summon. I wish I was healing alliance in this particular game, it would have been ecstatic!