A map showing Horde advantages over Alliance in AV

This is taken from a post over at MMO-Champ. The quoting here, is not from a poster on this forum.

Posts like this amuse me, because they ignore that none of these things are either unique or even heavily favor Horde/the Ally versions are even more extreme. Lets debunk your ignorant junkpost.

What are you even on about here? The “choke” at IBT is THREE TIMES as wide that near SHGY. Its so wide that the archers from IBT cant hit you if you hug the hill that is up against IBGY. They also cant hit you as ride up to the choke below because of the terrain height difference. They will only fire on you if you approach from in front of IB Garrison (Galv). Also, there is no choke of any kind at Galv - you can ride right up to him/ the Garrison. You can also ride behind the Garrison, and then ride up BEHIND IBT, and there are no archers covering the rear. You can ride right into the tower without ever aggroing an archer/NPC.

Conversely, Horde CANNOT approach ANY of the Ally bunkers without being hit by and aggroed by the archers. But allies can get into 3 out of 4 of the Horde towers (all but Tower Point) without ever being hit by an archer until they are running into the flag room - and then the Archers wont chase, meaning as soon as you get into the flag room, you can cap at will. The Archers in Alliance Bunkers will shoot people trying to cap the flag - they will even shoot people capping the flag [ib]even if there is a PC tank taunting them[/b]. Each Alliance bunker also has a tough NPC in it that you will aggro if you dont hug the correct wall, and 2 of them you cant avoid at all. Conversely, the equivalent Horde NPC is outside on the road in all cases.

now we get to IBGY vs SHGY - SHGY you spawn staring directly at the flag, and six steps forwards puts ranged within attack range of anyone capping the lag. IBGY is further away and LOS obstructed around a corner.

Moving further south - you can avoid the archers at Tower Point by riding far enough to either side - there is no “choke” here - but Horde are funneled into a path so narrow next to Icewing Bunker that a single mage can freeze the entire raid… and you CANNOT avoid the archers from IWB because they cover the whole area (they are so much longer range than the Horde archers they can almost shoot all the way to the SHGY flag - just 5 yards shy).

As we progress further south, the moment you pass TP, the entire map opens back up into a huge, wide plain that allows the Alliance to approach FWGY from any direction they choose - with no obstructions or los or narrow anything. This also allows them to approach Frostwolf Keep’s lower bailey from a direction that lets them hop the wall and avoid every NPC in the lower part of the keep. Going north into Alliance territory, however, you’re forced into one of two narrow paths to get to SPGY - either the narrow cliff-road, which funnels you through a blind corner canyon that is so narrow a single mage can freeze an entire raid there, or funnels you under the bridge where you are in plain view and they can bottle you up. The rezzers here spawn facing the flag and 3 steps away from hitting the flag. Rezzers at FWGY are twice as far away.

Moving into each keep - even if Alliance rides right into the front gate of the lower keep, they can avoid aggroing even a single NPC without any difficulty - just turn slightly right. The “choke” inside FWK is avoidable (you can ride around the tower-tunnel), and the tower itself protects you from the archers on the FW Towers. You can also avoid the upper “choke gate” (between the FW Towers) by riding in either direction around the wall (there are gaps to both the left and right).

Meanwhile, the Horde have to assault across a narrow bridge, where they can fall off, and as of about halfway down the bridge, the Archers from DB-N will aggro and fire on the attackers. There are 3 NPC guards that you MUST aggro at the foot of the bridge. You cannot avoid them. As you progress towards the Aid Station flag, BOTH Bunkers will aggro you, and DB-S [i]can hit people trying to cap the Aid Station Flag[/i]. The FW Tower Archers cannot hit the RH Flag - there aren’t even any Archers on the back sides of the towers, so the Alliance can occupy the upper keep without the archers ever attacking them. Also, the number of NPCs they can aggro even if they are completely incompetent in the upper keep? 3. Three. Horde, on the other hand, if they step more than 2 yards from the AS flag, aggro packs of 4+ elite NPCs, and there are half a dozen guards that path around the area.

The Alliance can solo-pull Drek if they have a single Paladin on their team, 100% reliably, and kill him in sub-30 seconds even if there are 8 Marshals up.

The Horde can only solo-pull Vann with an unreliable NPC pull (she’s often killed in the push by AoE) and only if you get her within a certain physical distance of Van; if there are extra Marshals (from the Allies burning towers), theyll aggro half the time, wiping the Horde if they try this.

As for “back doors” - there’s one single way for Horde to get into Stormpike, but you still have tons of NPCs to wade through (and any Ally in their base can see you attempting it and just DPS you while you try if they are ranged, or tag you as soon as you get up and lead the guards to you), whereas there are three ways into the lower keep in Frostwolf that dont involve aggroing a single NPC when you’re inside, and then two more paths that allow you to enter the upper keep without aggroing an NPC (and often times avoid players because LoS obscures you for 4/5ths of the path) until you try to cap the RH. Oh, and there’s a fourth way in that takes you directly to the upper keep - but i will not mention it here as it still seems to be less known and i wont spread the info. It literally puts you within three steps of being able to cap the RH.

So tell me again how much better the Horde have it.

AV is so ludicrously tilted in the Alliance’s favor its shameful. It always was. From day 1.

By about 3 seconds. And there’s no such thing as “mid control” given that the mid is so wide you cant cover it all.

There are three ways into the Horde base that involve not aggroing a single NPC, and allow you to cap both towers, and only finally aggro an NPC when you go to take the Relief hut.

They have basically the same stats; only their special abilities differ a little. However, the Ram Riders are in every way better than the Wolf Riders. Constant aggro-dropping knockbacks. Not that either matters, as they almost never come up, even in turtles. Out of 100 or so games to get to Exalted, ive seen the Primalist active maybe 4 times. All but once, she was killed before she even got to the summon area. Never seen the wolf riders.

Is not a problem with the BG or one that can be solved with a change to the BG, ever. Its also a fracking myth, since There was no “P1 imbalance” on PvE servers which are in the same BGs as the rest of us. Population across the service is relatively even (actually slightly in favor of Alliance from the best info we have, but close enough i’d call it margin of error).

Nope. Almost all of the stuff i pointed out is still active in the live game today, and is certainly in Classic.

[quote]
This change will hurt both sides, only so much more alliance.[/QUOTE]

I already sit 30+ minute queues (well, not anymore, finally hit exalted last night, never have to go back because im not bothering to try to rank since i cant put the time in to get anywhere useful and all my gear is already better than the blue set) and then 60-80% of my games (depends on time of day) are insta-losses to Premades cheese-pulling Drek, so i get very little honor and almost no rep for my 30 minute wait.

Ill wait 40 minutes to have a decent chance to actually win, or at least have a better game.

The only thing hurting Alliance is that less Alliance players are interested in PvP for whatever reason. The population service-wide is roughly even. Its not my fault most of the Allies dont want to PvP. There’s nothing Blizzard can do about people gravitating to different factions for different reasons. You couldn’t pay me to play Alliance. I dont like the aesthetic, i dont like the zones, i dont like the class/race combos.

Maybe you should be trying to convince more of your Alliance friends to queue up?

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Good thing horde can walk north through the mountain walls to get out of the cave.

What a ****in moron lol

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It has to do with Team work though. The team that coordinates well to support one another Rez one another heal one another and focus together on the objectives has a clear advantage.

If you have that, it matters not who arrives at the Graveyard or Bunker first.

Because you also have to be able to hold it till it caps, defending form the enemy etc.

Alliance premades forced the Horde to get their A-Game up, now that premades are not possible Alliance is caught with the pants down. We will just have to learn to Team Play as a PUG yes.

It is entirely too hard for my old eyes to make heads or tales of this map. Im not even sure some of the comparisons make sense. However I am all for changing the tunnel if we can draw the lines in equal ways instead of cherry picking points of interest.

First, draw the most direct intended lines from tunnel to end game boss and compare. Second, draw lines from tunnel to sfgy as been done, then to both opposing factions next GY, shgy and ibgy, then to spgy & fwgy and finally rh and as. Compare.

If these distances favor the horde, by all means move the tunnel. Nothing else matters because while we meet in your territory, you have the advantage and can demoralize our side by wiping us because npc/gy advantage.

If gy and end boss routes favor one side, adjust accordingly.

No and Yes
You have to maintain your forum level, or it degrades, like PVP rank.
They did not single you out, just how the forum works.

We already saw this map in the other 13 threads, but here, i’m a nice guy

By the way, you realize you can not actually even run some of these straight line paths

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Simple as this is it reflects reality since the horde and alliance arrive at Balinda at the same time, which is much more than 1/2 way through the battleground. So, even if these measurements aren’t exact they do serve as a good illustration of the distances.

He just looked at the map, picked something immediately to get defensive about and posted something ignorant.

Both sides have lines drawn over impassable terrain.

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Maybe the person making it though you could fly in BGs?

Your way of thinking is why you keep losing. So please, don’t change the way you think for our benefit! :joy:

:rofl:

That’s because you think I meant zerg. I didn’t.

:rofl:

Apparently horde can now run up cliffs.

Oh?? I am so rolling Horde when i get home
:rofl:

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I’d be interested to see classic, where there is virtually no alliance. What’s the point of anyone playing if one faction isn’t even present?

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Horde get absolutely laced by bunker archers whereas alliance can avoid most dmg. I’ve played as both Alliance have farther distance but it still is easier to capture towers.

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If the alliance are all on regular mounts and the Horde have Epics.

Even riding straight to Bal, there will be Alliance there already (actually, theyre usually already PAST ball, heading behind Snowfall to try their vain little Drek Rush).

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Alliance only have one, actually. And it only requires a minor adjustment to move around said impassible terrain.

Horde, OTOH, have half a dozen, and they all require riding a rather circituous route around major terrain obstacles.

Tell me more, though.

Even if it were true, we’re talking seconds here. If you’re losing because Horde got somewhere six seconds before you, its a you problem. 6 seconds is not enough time to set up a trap or defensive line. Its barely enough time to realize that you’re there first.

But, by all means, keep making excuses about how now that you are forced to PuG just like we are, its totally unfair to you because it somehow favors horde.

Or i could post the 30 or so ways that the map is ABSURDLY tilted in Alliance favor. But ill let you mouthbreathe on for a bit.

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The meeting point is pretty much the side of Balinda’s building if both have epic mounts and they head there directly. I’ve done the run many times and seen it a ton.

It’s a small part of the overall problems in AV but it is part of the problems. An easy fix would be to give the factions a random starting position, north or south, to even out any asymmetries in the map over time.

If there are still vast differences in win rates then we can tackle those similarly.

Horde tend to be better geared and have more epic mounts since on the vast majority of servers, you are the population majority. This allows you to farm gold and mats at will. This leads to better mounts and gear, and shows up as one of the three major reasons you win most fights.

Honestly, I find that it comes down to what is required to execute the winning strategy. However what I have noticed is that the strategy Alliance must use requires much more coordination, where as the Horde strategy is much more easily executed by pugs. This explains why Horde Pugs vs Alliance premades were much more competitive games than what we are seeing now.