Other feedback please remove the win an epic bg requirement from rank of bote.
Mr. dev person,
The players are still waiting on the following:
- Southshore vs Tarren Mill added as an epic bgā¦ perhaps replace it with āclassic Ashranā in the brawl rotation?
- ātime elapsedā tracker added back onto the bg scoreboard
- do something to alleviate the massive ability delay/lag that occurs during 40v40 teamfights, itās especially bad during the first hangar teamfight in Isle of Conquest (for some strange reason)
More feedback to comeā¦
As a quick side note, I notice most of the forum āregularsā are curiously absent from epic bgs.
Iāve continued to regularly queue up for epic bgs, but havenāt seen many of you in-game. For example I used to see/run into Inemia aaaaaallll the time, but havenāt seen him in like 2 months.
Maybe itās Classic? Just a random observation I thought Iād throw out there
I donāt know, i donāt like this
Taking 200k from the Airships Guns ā¦ without letting them mark the area they will hit makes it pretty stupid.
Where is the skill involved to sit in a Airship Gun and bombard the courtyard to decimate the Reinforcements?
Mr. dev person,
Please reconsider this decision to reduce the Ashran āreinforcementsā count from 300 to 150. Just played my first Ashran since 8.2.5 went live and honestly the game felt awfully short
Seemed like it was over in like 25 minutes. I miss the āoldā Ashran already since comebacks and ātide turningā teamfights made for interesting games - games made possible by the higher, more generous 300 reinforcements pool.
With these 8.2.5 patch changes, I fear we may see a rise in the popularity of ārushā strats since the smaller 150 reinforcements pool doesnāt leave nearly as much room for the losing team to make a comeback or take risks.
The game I was just in didnāt even see either side summon their boss to the field, kinda disappointing since I wanted to see what kind of damage they dish out now.
The reinforcement counters in the Wintergrasp Epic BG stay at 300 / 300 for both the Alliance, and Horde. This seems like a bug.
Wintergrasp doesnāt have reinforcementsā¦
Cool changes to ashran, WG is still a cluster.
Just did my first ashran since the changes its actually fun now love the new haste buff
Warzug:
Maybe that is the bug? When I played a few Wintergrasp games last night there were two bars at the top of my screen with 300 reinforcements for Horde, and Alliance. However they did not go down, or up during the games.
I personally am not a fan of the changes to Ancient Artifact in Ashran.
The Inferno is NOT always up at the start of the game, meaning that going to ROC is completely pointless. For both the Horde and Alliance, in fact.
Iām also definitely not a fan of the layout of the map with how big a disadvantage the Alliance has in comparison to the Horde. The problem in question is that the Horde can get to Dark Woods and loot next to every song flower before the Alliance gets even halfway across the map, thus causing a 15% stat disparity across the board in favor of the Horde team.
MQ, ABG, and Gorian Falls all give terrible buffs in comparison to a flat 15% stats buff, and, most of the time, a free rare kill via Darkweaver Kath. The Song Flower buff needs changed to only be 5%, not 15%.
Also really do not like how much health tank-specced players have on the main road when they get a song flower and the road buff. Iām regularly seeing the top damage as a tank class, and a lot of tanks are usually on both teams because they know they can top damage meters and are virtual raid bosses on their own.
I also think that with the reinforcements change from 300 to 150, the mages should NOT give -50 reinforcements when killed. It should be 25 at most.
Agreed on reducing the tower mage reinforcements hit, 50 points is just too much when the overall reinforcements pool is only 150.
A 25 reinforcements hit does sound more reasonableā¦ although my personal preference would be for them to simply revert the reinforcements change altogether - I like me some long drawn-out games
As for the whole āSong Flowerā issue, I honestly think thatās just an excuse Alliance use and a cop-out - something convenient to blame the loss on.
This is what I have seen in most Ashran games since 8.2 went live (assuming a random PUG group/not a premade/no raid leader):
- Alliance consistently lower damage than the Horde. The charts donāt lie, and usually the top of the scoreboard is all red.
- Horde actually focuses on quickly bursting people down/getting kills (which is what actually matters), Alliance seems to focus more on (relatively) harmless AOE pad damage.
- Alliance constantly ābackpedaling awayā in game after game, steadily getting pushed back to their base bridge, Horde steadily pushing forward on the the main road.
- The rather curious/strange phenomenon of people dying even when Alliance has a lot of healers, Iāve been in games where Alliance had 11-12 healersā¦ but people were still dying?
- Alliance seems to have more āfeedersā than Horde for some reason, I wonāt name namesā¦ but there are certain players that seem to do nothing but charge into the Horde deathball and get killed over and over and over. Highest Iāve seen was a Gnome Rogue that (somehow) racked up an impressive 36 deaths in one game Over the course of a long game, all the āfeederā deaths can easily add up to 50-60+ free points for the other team.
- Alliance tends to split up much more than Horde, they donāt stick together and get picked off easier as a result.
Iām sorry, but Alliance consistently losing Ashran by like a 50-100+ point margin is hard to explain away with the lazy excuse of āitās the flowersā - a lot of it really IS just bad play (splitting up, feeding kills, having low DPS, etc)
I hope i get to meet him on my next Ashran run, still need 30 gnomes.
I get what youāre saying. Do you think, however, that this could be in anyway influenced by the 15% stat buff horde get from the flower?
Mr. dev person,
Please reconsider this absurdly high summoning fee of 3000 artifact fragments for summoning the Ashran mini-bosses.
Perhaps consider something more reasonable for a random PUG team? Maybe tone it down to 1000 artifact fragments or 1500 artifact fragments?
3000 artifact fragments is just asking too much from a random PUG team, I havenāt seen Kronus summoned even once since the patch. Before the patch/before Tuesday I saw Kronus every night (same with Fangraal).
I doubt a minor +15% buff to stats can account for some of the stuff I regularly see on the bg scoreboard
Iāve seen Alliance healers somehow get outhealed by Blood DKās and Guardian Druids, Alliance ranged players sometimes losing in damage done to Horde melee players (and ranged should āalwaysā out-damage melee on this map), etc etc
Sometimes thereās just no excuse, which is why I think itās more often an issue of bad/poor play rather than some PvE flower item.
Also, Iāve been in games on Alliance side where we won despite not having the flower buff. The whole flower thing is overblown imo, and itās a lazy excuse for when a loss does happen.
I hardly ever saw Horde get the song flowers tbh. When I queued into this, they all just kinda ran mid.
Mr. dev person,
After playing quite a number of 8.2.5 Ashran games since Tuesday, this is what I recommend for hotfix changes to make this bg better:
- Reduce artifact fragments summoning cost from 3000 to 1000. 3000 artifact fragments is just asking too much of random casuals and PUGs, and plenty of casuals already complain about this in the chat. I feel like 1000 artifact fragments is more reasonable and much more doable for random/uncoordinated casuals. It seems you guys didnāt take into account the laziness of your average random bg casual when you decided to make this change
- Reduce reinforcements hit of losing a tower mage from 50 to 25.
- Seriously consider reverting the changes to the Ancient Artifact, make it so that the AA is simply a random drop that spawns in a random part of the map (like it was before the patch). Itās obvious that random casuals and PUGs preferred the old way that the AA was handled. People are too lazy to run all the way over to the inferno mini boss, casuals would be happier if the AA was simply a randomly spawned drop again.
Of course, a better solution to #1 and #2 might just be to revert the reinforcements count back up to 300, but thatās just me
3000 artifact fragments summoning cost could be fineā¦ IF games went long enough for random/uncoordinated casuals to actually farm 3000 fragments. As it stands, with the reduced 150 reinforcements count, 90% of games end long before either team can gather/turn in 3000 artifact fragments.
So despite being a āmain featureā of this bg map, and due to the excessive/high summoning cost, Fangraal and Kronus are very rarely seen anymore
anything would be greatā¦but itās been almost a year since I could get into any epic bgās I gave up
It really does seem like these patch changes to Ashran were not properly play-tested at all before being released One of the FIRST things I noticed when playing 8.2.5 Ashran is how neither team was getting their boss out (due to the 8.2.5 summoning cost being too high).
Perhaps the idea, on paper, was to encourage players to do more of the āsideā stuff on the map? Presumably to gather more fragments? Because thatās not what happens
From what I see, most games now just devolve into a giant road-fight in mid after the first 2 minutes or so, with neither boss summoned at all.