Deephaul Ravine: just a reminder that

…this BG was made by someone at Blizzard whose level of competence is roughly equal to internship level, featuring:

  • Carts that somehow fail to give points (nice when it happens in BGB)
  • Badly telegraphed delivery location for crystals (nice that you still get a noob every BG that picks the crystal and completely fails to see where it should be scored)
  • Wrong/spammy NPC voice lines
  • Rigged absurdly high chance of appearing as 10v10 random bg (RIP actually good bgs like WSG)
2 Likes

i’ve done that before, and felt stupid af.

Deserved for having sound on.

Deserved for doing regular bgs

This map was designed for pub stomps. Terrible map design. You’re either farmed or farming the other team, because of the way the map was designed lol.

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The map is fine, a lot of people just play it inefficiently.

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Don’t feel bad for me, I have fixed the problem by blacklisting the most egregious ones on Alliance side, I still miss the fileID for Horde side

MuteSoundFile(5758992) -- https://www.wowhead.com/sound=247056/vo-110-ruffious-262501
MuteSoundFile(5758991) -- https://www.wowhead.com/sound=247055/vo-110-ruffious-260449

I didnt even know that was an option. I’ve just got my game sound off permanently

There’s nothing really complex about it. It’s a tug of war map. Control mid. Split rez their team. Farm them.

Control carts, not mid.

This right here is why your opinion can be discarded all CTF maps are garbage.

I’d add that, unlike SSM, it’s way more important to control both the carts at the same time, for the longest amount of time, than actually capturing either the carts or the crystal.

The crystal is more for when your team is unable to maintain both carts.

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100%. Time controlling the carts is even more important than actually capping them. This puts a heavy emphasis on a split fight for the carts at the beginning of the match.

Obviously, capping carts is good and capping crystal, as you said, is a fallback if you can’t consistently establish control of the carts.

1 Like

The carts go through mid… if you control mid and have the other team trapped in their gy then gg. It’s not rocket science and it’s terrible map design. No counter play.

It’s more important to control them from where they spawn.

Rather than having one and then maybe both when they cap.

Having both at the same time causes your team score to tick for more.

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They spawn by the graveyard and pass by them further incentivizing one team to camp the graveyard and control mid.

I know they do, you don’t have to describe the map.

It is more important to have them both, at the same time, for the longest amount of time.

If you’re camped in mid, you’re unlikely to be able to hold the enemy cart from where it spawns.

You can only get it when it passes mid.

Thus losing half the travel time of the cart.

Deephaul is not like SSM, where capping the carts is more important, in Deephaul, controlling them is more important.

1 Like

You control mid by trapping the other team in their spawn. I obviously need to explain the map because you either don’t know or you’re trying to be disingenuous. By pushing the enemy team into their spawn you control mid and take control of their cart.

This right here is why your opinion can be discarded

Well, yes, but then you control the entire map, not just mid and you’re steamrolling them.

You don’t, I have played it.

You could include all BGs in your ‘strategy’.

‘Push the enemy team into their graveyard’, well done, you described every game with reduced graveyard locations.

That’s my point. This map incentivizes pub stomps with zero counter play, because of the terrible design of the map.

What? It allows stomps to steamroll, it doesn’t incentivize them.

Same as WSG and Twin Peaks.

You have to have the strength on your team to cause a steamroll, it isn’t inherent in the map.

If your team can’t prevent a steamroll, they wouldn’t have been able to prevent one in Twin Peaks either.