Please don't use 1.12 AV

Guys are dreaming if you think it’s going to be other than 1.12 in this Vanilla Classic Time Capsule. This is meant to make easy $$$, not constantly develop the product beyond bare minimum upkeep.

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Who said anything about constant development?

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Classic is an opportunity for Blizzard to study the vast differences between what is, and what was. As there has been clear demand for Classic, now is the time to better evaluate design direction for the future. This doesn’t mean they have to further develop or change Classic, but it very well could change how they develop future expansions, to include any potential “classic-like” content that doesn’t necessarily alter the intended time capsule.

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Uh… the horde entrance was moved farther back from it’s original spot in 1.8

You mean them fixing the fact horde spawned closer than alliance so that’s why they won. You had the favortism dude, then they fixed. Sorry you can’t win without your crutch.

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As an Alliance at the time, Alliance had far more “crutches” than Horde. This vid goes over many of them https://www.youtube.com/watch?v=zbpgWkPbNc4

Yea I agree when 1.12 changed AV it lost of all its luster, everyone just rushes past each other to take on whatever defense volunteers who stayed behind. Its usually no more then two small parties.

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Go look up some patch notes. The only thing BG wise that changed in 1.12 was cross realm BGs. I can’t remember a single AV in 1.12 that was shorter than a few hours.

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Why are you fixating on just 1.12 patch notes? Go read the patches between 1.5 and 1.12. AV had many changes. NPCs were nerfed into the ground. Entire parts of the map were removed.

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I think she is simply saying that the 1.12 on it’s own did not change much.

For the heck of it here are all of the changes up to and including that point (for those who did not feel like clicking the above posted links)

AV v1.5.0

  • Enemy NPC lieutenants and commanders now have a team bonus honor value.**
  • Enemy NPC lieutenants and commanders no longer respawn.**
  • Enemy towers are now destroyed rather than captured (a one-time event per tower). The mechanics for destroying a tower are very similar to their previous capture mechanic.
  • The enemy NPC mine layer no longer respawns when killed.
  • The respawn time for laying mines has been slowed.
  • All Alterac Valley quest items (ie: armor scraps) are zone-bound, and will be lost if taken outside the battleground instance.
  • Korrak’s respawn time has been increased to 30 minutes.
  • NPC’s in the entrance tunnels will no longer fight enemy NPCs, only enemy players.
  • Lok’holar the ice lord and Ivus the forest lord are now friendly to Horde and Alliance players (respectively), and will therefore no longer affect friendly players with area-of-effect spells.
  • Sound effects have been added to critical battleground events (ie: a graveyard being assaulted).
  • Additional items for purchasing have been added to the quartermasters in the entrance tunnels. The types of items you may purchase is based on your reputation with the quartermaster.
  • The Alliance and Horde NPC captains now periodically shout a “rallying cry”, granting a powerful effect to all friendly players in the battleground. Killing the enemy’s captain will deny the ability for the enemy to gain a rallying cry.
  • Ivus the Forest Lord now uses a winter Ancient Protector model rather than a Keeper of the Grove model

AV v1.6.0

  • Each team will now gain additional bonus honor if their towers are not destroyed by the end of the map. The more towers that remained intact, the more honor received.
  • If you manage to keep your faction’s Captain alive for the duration of a battle, you will be granted extra points upon victory.
  • Several Alterac Valley vendor items are now bind on acquire.
  • The respawn time for tower guards (assuming the tower has not been destroyed) has been greatly increased.
  • Korrak the Bloodrager has gained immunities to many different spell and ability effects.
  • The minimum reputation needed to send a cavalry charge has been reduced to Honored.
  • Players of Revered or higher reputation may now call offensive air strikes if they have managed to rescue their respective Wing Commanders.
  • Alterac Valley’s guard spawn is now controlled via a more intuitive mechanism. Please check the Officer Supply vendors for your faction to read up on the changes.
  • Fixed a bug that sometimes prevented the Alliance team from receiving honor for destroying towers.
  • Fixed a bug that was not awarding Horde credit for owning a mine at the end of a game.

AV 1.7.0 (general BG changes)

  • Battleground “holidays” have been added to Warsong Gulch, Alterac Valley and Arathi Basin. Holidays occur during most weekends, starting on Thursday night at midnight and continuing until Tuesday morning. During a holiday, emissaries from that Battleground will be found in the major cities, and honor/faction rewards for performing objectives in that battleground are increased.
  • Alterac Valley now correctly rewards honor for owning graveyards at the end of the game.
  • Fixed a bug that would cause players to stand up when a turnin was made in Alterac Valley.
  • Players will no longer be able to gain health by repeatedly entering and leaving the effect of a Battle Standard.
  • Entering a battleground now resets the timer for the AFK flag. This should prevent players being kicked by the AFK timer moments after they enter the Battleground instance.

BGs in general v 1.8.0:

  • Each Battleground has an individual turn-in quest associated with its related victory/loss condition. Upon completion of a Battleground, the winning side will be awarded three Marks of Honor while the losing side will be awarded one Mark of Honor. Three Marks of Honor may be turned in to the associated questgiver for Honor points and faction increase. Should players complete this turn-in quest, they will find that the bonus Honor Points for completion are twice that of normal turn-in conditions (individual).

AV v1.8.0:

  • In order to keep teams in Alterac Valley more numerically balanced, players will now enter Alterac Valley on a one-for-one basis (i.e. if there are 30 players in the battleground for each side with 10 players in the Alliance queue and 2 players in the Horde queue, only two players from each team will be added, bringing the total to 32 per side).
  • The minimum number of players required to start a battle in Alterac Valley has been lowered to 20 (the maximum is still 40).
  • Points for completing the map and winning have been slightly decreased.
  • Graveyards and graveyard capture points are now at different locations. The banners players must interact with in order to capture a graveyard have been distanced from each other somewhat in order to alleviate “graveyard zerging” and make graveyards more meaningful to both defense and offense.
  • Several terrain changes were made to fix some geometry exploits as well as to adjust for the new graveyard mechanic.
  • Iceblood Graveyard has been fortified.
  • The Frostwolf Relief Hut now has appropriate guards.
  • A great avalanche has closed off both the eastern and western segments of Alterac Valley. This has displaced the Syndicate, the Wildpaw Gnolls, and many of the Winterax Trolls.
  • Due to the avalanche, Korrak the Bloodrager and a small band of surviving Trolls have made the Snowfall Graveyard their new home. Players will find that Snowfall is now under Korrak’s control and they must defeat Korrak and his Troll guards if they wish to take Snowfall.
  • The quests Korrak the Bloodrager (Alliance), Korrak the Everliving (Alliance), The Legend of Korrak (Horde), and The Return of Korrak (Horde) have been removed from the game. The rewards for the initial quest involving Korrak have been moved and can be acquired by completing the quest associated with winning a match in Alterac Valley. We realize that some players may have had the Korrak quest and never completed it. These players may have already completed the quest for killing the General and thus might not be able to benefit from the rewards from the previous quest line. We have opted to add an extra quest step at the end of the General kill quests to reward players that fall under such conditions.
  • A new item has been added as one of the reward choices for the quests Hero of the Stormpike and Hero of the Frostwolf.
  • NPC difficulty has been scaled down. All NPCs have had their power reduced by 15-30%.
  • There is now a portcullis at the end of each of the entrance tunnels inside Alterac Valley. They will rise two minutes into the battle.

AV v1.9.0
No specific changes listed

AV v1.9.3

  • The default graveyards in Alterac Valley for each side were moved further up the tunnels away from the battleground exit. This should prevent accidentally leaving the battleground.

AV v1.10.0

  • Flavor items from player loot in Alterac Valley will now stack and can be sold for a small value. These are items like Documents from Boomstick Imports, Worn Running Shoes, etc.
  • Players in Alterac Valley will no longer drop Darkspear Troll Mojo, Dwarf Spines, Forsaken Hearts, Human Bone Chips, Orc Teeth, etc. and the quests have been removed for these items. Instead when a player is slain in Alterac Valley, any enemies that were in that player’s threat list will gain 1 point of reputation with either the Frostwolf or Stormpike factions.
  • Frostwolf and Stormpike faction will now be gained by killing players of the opposite faction. Reputation will no longer be split up among the entire raid group.
  • Tower Banners in Alterac Valley can no longer be used through walls.
  • Korrak the Bloodrager and his band of trolls have packed up their bags and left Alterac Valley for greener pastures.

AV v1.11.0

  • Most of the NPC guard units have been removed.
  • Players now drop more quest items.
  • Creatures that remain in Alterac Valley have had their hit points reduced.
  • The buff that is periodically cast by each faction’s Captain has been changed to a flat 20% hit point buff.
  • Upgrading troops through armor scrap turn-ins will also now result in your team’s General enabling a periodic buff to your melee and spell damage. This buff scales from 10% at the Seasoned unit level, 20% at the Veteran unit level, and 30% at the Champion unit level.

AV v1.12.0

  • When you join a battleground, you are automatically added to a raid group. You MAY NOT leave that group. To speak in this raid, use /bg instead of /ra.
  • Leadership of the battleground raid is granted to whomever has the highest PvP rank when the raid is formed (approximately 1 minute before the battleground starts).

EDIT: BOLDED THE CHANGES TO THE BG MOBS

One of the saddest, pointless, nerfy changes:
Players in Alterac Valley will no longer drop Darkspear Troll Mojo, Dwarf Spines, Forsaken Hearts, Human Bone Chips, Orc Teeth, etc. and the quests have been removed for these items.

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Original AV please.

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Pretty much this. I’m not saying AV didn’t change. But putting it on 1.12 is disingenuous.

It was moved slightly to accommodate some terrain changes but not enough to even change the map.

Well, then you shouldn’t mind if your crutch is taken away then. You had your 13 years of favoritism Alliance dog, its time we got back to the real AV, The Hordes AV. :raised_hands:

So you freely admit you don’t want it fair. Cool, Garbage opinion, but cool.

1.12 AV Is a lot fairer on both sides.

The map ‘imbalances’ only mattered when it became a zerg. In multi-day battles, it was irrelevant.

By the way, fair has sucked the heart and soul out of the game. Fun is what should be prioritized.

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There was never a fairer time than original AV, the spawns were far closer to being equal back then than they were after the change. Regardless, it was never the rush to boss in 20 sec zerg like it is now. Groups still had to fight their way through tons of mobs that were no joke, leading to several turtle games. On top of that the Alliance will still have their precious bridge to defend which was nearly impossible to cross with those archers.

Alliance still had the best def on the map because of that bridge and you are blind to think otherwise. They just lost to the superior Horde groups is all… Well till they made the guards not matter, moved you closer so all you had to do was slap down Drek’Thar after 2 towers.:roll_eyes:

In short, you won’t lose because of a closer zerg like we have been in retail, you will lose because we’re just better than you. :hearts:

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Drek’thar killed the most players because alliance got there more often.

It couldn’t have been just being more deadly? A whirlwind type ability that just AoEs everything to death. It’s the same reason Galvanger was terrible to kill without a bunch of healers. The single target damage was the same but they put out so much more damage overall. Stormpike was easy, have 2 tanks and when one got stunned it was still just a tank and spank.

Capturing towers without killing npcs

I was doing this on the 1.10 and 1.11 PTRs with a premade rogue I made constantly. Prior to that, as far back as 1.8 minimum I was watching my brother solo bunkers on his rogue main. It just took finesse.

Alliance mine location favorable location

Ok, maybe? For the same reason it was an advantage it was a disadvantage as alliance would ignore it also.

Alliance home base is easier to defend

…so there is a lot here, let’s break it down:

  1. Towers have the same range as any alliance player running past tower point can attest to.
  2. Only one bunker can attack until you get off the bridge a few yards.
  3. Horde base towers can both attack with more archers toward the hill bottleneck in which the alliance has severely limited vision and fighting uphill.

Stormpike graveyard has a hill and a ridge that can be climbed

  1. Horde can come up from under the bridge.
  2. The opposite side of the ridge is easily climbed by horde too for a wider angle of attack.
  3. Horde can come up the alliance entrance path to attack the the spawning players directly before they can see or respond.
  4. The only reason it is even a stop for horde is the narrow valley that mages like to take advantage of. Still I guess it is slightly better the an empty plain.

Isolation of horde RH is bad

Ok, but if it weren’t farther then it would be too close to the bottleneck and be OP.

Snowfall graveyard is closer to alliance for early game advantage

Anytime alliance held snowfall, horde would just bottleneck Iceblood with 20 or so while the other half would plow through and cap towers and GYs. Possessing it is just too disadvantageous.

Lost 7 in a row on horde and won 4 in a row on alliance

…ability and circumstance has no bearing in this opinion. If the alliance were stopped and the initial charge halted horde wins.

Should I mention the other advantages horde possesses? I guess I should.

  1. Iceblood chokepoint is the most tactically useful choke in all of AV. It’s a forward stop with an easy bypass for horde if they want.
  2. Stone hearth GY and the bunkers are positioned with easy access in mind for horde.
  3. Stone hearth chokepoint is in horde’s favor with the alliance fighting uphill, no bypass that doesn’t lead into fighting forces, and unable to protect even one tower or the GY.
  4. Need to repeat: Whirlwind is better than a blizzard or a weak thunderclap.
  5. Should I mention the shorter respawns times on the patrols? My brother and I timed them so we knew for sure.
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That was something that should have been fixed back in vanilla. Towers should never have been soloable.

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3 of the 4 towers had an npc in front of the entrance the problem was that little lip right by the door you could hide behind. In vanilla, you could glitch out the captain in the bunkers or use LoS to not get caught too.

But I do agree that it should never be soloed.