PvP With The Blues - December 15 at 1:00 p.m. PST

I mean, during that third game, most of our team was trying to kill their boss while the Alliance had free reign on the map.

1 Like

Second game we went refinery and nothing happened with it.

It must be linked to the 2 towers in the middle of the map since we didn’t control those long.

1 Like

Zero information given. A splash screen might have been nice so we’d be on a level playing field instead of one side having all the mechanics knowledge and one side having zero.

2 Likes

Boss fight is kind of annoying, does no damage except for the knockback. Rather annoying as healer just running back in healing everyone up again, rinse and repeat

1 Like

My feedback! (Outside of MM being dogwater but I think going by the general consensus in the Hunter thread I think that’s just understood at this stage, at least we can do damage if the enemy basically stands still)

-It’s really pretty! I love the look of it!

-It’s open ended! There are a number of points and objectives to go for, and a number of strategies to employ. It’s thankfully not ‘cap one point and win’ like most Epic BGs. This actually feels like a WPvP zone which is really cool.

-It’s perhaps too open ended. The map is huge, and there’s like six objectives. What do any of them do? What do we need to help us win? Rushing boss isn’t a viable strat as we learned as this is no Vandaar, the Void Thing is a tank and does a ton of damage.

Should we kill the NPC mobs? Are they contributing to the reinforcements? What is? This is way more complex than other Epic BGs, as mentioned, but that also comes to it’s detriment.

-No way to cut the 'chute. If you’re high up by golly you’re gonna be falling for a long time. Unlike other parachute effects there’s nothing to right click or cancel out of. You’re just falling until you land and that can be a very long time.

There was one instance where the Spirit Healer decided not to show up which meant a 600 meter walk to my corpse, but that only happened the first out of three times.

I think it’s a great BG, just because you can do more than win the first point and then snowball to win the rest of the match, or end it in five minutes by rushing the AV boss if you get a tank. i just think it needs to be a lot more clear as to what is expected from the players. I guarantee the first time everyone does the BG in live, it will be a very confusing mess.

Although that can be fun too!

4 Likes

Did 3 matches of it Alliance side. Definitely a fun map but has some issues that I hope can be worked on.

Needs clear objective info on the map. What capping each base actually does for your team.
While we’re at it, please put in capture timers and objective/boss status in the UI. There was no way to see the health of either boss nor how long until an objective was captured.
The boss should call out objectives during prep. Like mentioning the flight buffs.
After 3 matches there’s still objectives I have no idea how to use or what they do. I got 3 shot by a cannon, stole a manacell (?) from a Horde, and am not sure how many reinforcements if any killing random NPCs removes.

The black holes that give you flight need to show on the map.
You can’t cancel the parachute, I didn’t see a buff for it at least. This can leave you in an awkward state as you’re stuck falling.

The mini-bosses summoned by some of the side objectives need to move much faster. I summoned 2 of them but the game was over before they even reached a Horde base.
The matches in general felt like they ended a bit too quickly. I’d cap a base or two, get a few kills, and then the match was almost over. I don’t think any of the 3 matches ended by killing the Horde boss.
The faster pace is nice, but that seems to run counter to a large, open map with multiple objectives.

The boss getting a buff based on reinforcements remaining is good. Also it has a lot of health so it can’t be rushed down in 10 seconds. In the last match the Horde tried to take out our boss but we were able to actually defend it. Much better than what happens to the boss in Ashran.
NPCs could use a buff. I shouldn’t be able to charge solo into the middle of 5 guards and AOE them down without a care. They don’t need to be dungeon bosses but they should make you think twice about engaging a group of them solo.

Consider dropping player count to 35v35 to help with lag.

All it looks like it will be a fun map with some tweaks.

Also I’d point out that making battlegrounds cross faction would have probably led to a more contested match. We crushed the Horde pretty hard all 3 matches and except for when I defended the boss when they attacked it, I didn’t really feel like I was contributing to the win. It was just kind of happening regardless.

Thanks for making a new battleground. It’s appreciated.

2 Likes

BG has a lot of potential. I noticed resources changing (increasing) because the games where to fast?
Suggestion: Don’t slow it down to much

Biggest issue for me with this BG and any Epic honestly is always the lag. I know that isn’t just me either. Even people with good machines get the lag.

Second issue is BGs just need to be cross faction. Would improve queues, balance queues and even in relation to this testing having to worry about 40 on each side instead of just 80 players. To me at this point the only place cross faction maybe shouldn’t exist is WPvP or War Mode. All though all the pvp areas are already free for all there as well.

Also there needs to be something either in game or at minimum a video explaining the objectives work that is easy to access (link in game first time entering BG?). There needs to be a dungeon journal for BGs at this point though. Even the same BG can operate in different ways in different modes.

7 Likes

For those wondering, looks like killing a mini-boss such as Hateseeker at Bastion of Might reduces reinforcements by 100, while killing Voidcallers or Wardens of Hate reduces reinforcements by 5.

1 Like

I figured that was maybe the case! So I’m betting downing mini bosses and mobs would be the best strat in addition to capping points. I do wonder if there will be a point where you’re geared enough where boss rushing is a viable strat? Kinda like how vehicles become less relevant as they don’t scale properly to higher ilvls.

I think that’s it’s biggest strength though, just a lot of stuff to go for! Once you understand what it all does. :stuck_out_tongue:

1 Like

The only good thing about this map is the size. I’m not going to run around killing NPCs in another boss rush zerg fest. I’ll treat the map as a WPvP zone… and hunt down stragglers. Now, that it does right.

No one cares about killing NPCs in a BG.

It also needs to be 35 vs. 35 to reduce lag.

And add another vote to cross faction BGs. It’s time.

5 Likes

It really feels different from the other maps, so far.

It’s a massive, wide open map. Think like the field of strife in AV but like 8x bigger.
There’s black holes around the map that allow you to fly for a short duration to help you get around.

There’s 2 “lanes” of objectives similar to Ashran (which has one lane), though they are all flag capture nodes like in IoC.
There’s roaming and static NPCs.
There’s some mini-bosses for each faction on the map. Think like the captains from AV or the mages from Ashran.

There’s some side objectives. Capturing them spawns a mini-boss that patrols around, like the Ashran summoned elemental boss. They move really slow though so the game ended before I saw any of them even reach a Horde base.
There’s cannons players can take control of and three shot people with, but I have no idea how.
There’s some kind of manacell you can hold and it makes you show on the map with a flag icon. No clue what it does either.

Winning is either from killing the enemy’s main boss, or reducing their reinforcement count to 0.
You remove reinforcements from killing NPCs, NPC mini-bosses, and players. I am unsure if holding bases does anything for reinforcements.

The main boss has a lot of health and a stacking 1% damage buff for each reinforcement that team has remaining. Meaning at the beginning of the match it will have +1000% damage.

2 Likes

I don’t even know if the boss does any damage except for the avoidable stuff. The Horde attacked our boss when we still had about 600 reinforcements left and the only time I saw them die from the boss was when we stunned them inside the AOE zones which would one shot them.

So it would probably be viable since most of the damage appears avoidable.

1 Like

The knockback does about 230k damage (and cancels my Aimed Shot casts…) and it sometimes flings a void bolt at you for a one shot. Other than that, yeah, don’t stand in the circles.

It just has way too much health to rush down. The damage isn’t the problem!

2 Likes

Regular NPCs reducing 5 reinforcements seems too much.
I would prefer more mini-bosses to fight over rather than NPCs spread out all over the map. You can’t realistically defend them because they are too spread out and too easily killed. Killing a NPC drops reinforcements by 5 whereas killing a player drops them by 1 so it’s literally better to spend the whole time killing NPCs while avoiding player combat.

Edit: This is really bad because instead of giving players a mini-boss or objective to fight over, it encourages players to prioritize killing random guards and avoid PvP combat entirely as the most efficient means to win the battleground.

3 Likes

Nerf the NPC reinforcements. A regular NPC pack should’t drop 25-30 reinforcements from 1 player.

6 Likes

The pain points for me came down to two things.

1. Nothing is intuitive.

I’m sure this will be less of an issue for the regular epic BG crowd once we’ve all had a few months of queueing after it goes live. But this map is so open with so many objectives and the game does not appear to try and explain what any of them do.
This isn’t really unique to Slayer’s Rise though. I don’t really expect this to be addressed. :dracthyr_cry_animated:

2. Friendly / Enemy nameplates

The lack of nameplate options makes it difficult to differentiate friendly and enemy players. It feels impossible to tell whether I am standing in the middle of my own team or the enemy team. I ended up just turning off enemy nameplates so I could see where my allies were positioned.
This was from a preservation evoker point of view.

I slowly came to the realization that this might just become a race to see who can AoE grind NPCs faster. it seemed like Horde’s problem for the first two games was trying to PvP.

Oh yeah also people were randomly unable to res at the graveyard in the middle of the map and we had to corpse run like 700m to revive at our body.

5 Likes

Always fun to have new toys. I joined the second and third Slayer’s Rise as a healer. Still unsure of how it works, will find out while playing more eventually. Recap of my experience.

Some informations came quickly from other players in my first (but second game of the night for others) Slayer’s Rise about using the void sphere to fly with your flying mount. I didn’t know until then that it was a Battleground with flying mount useable, I must have missed the memo. I’m not sure that’s a good thing… The void sphere gives a short term buff to fly and you can cross half the map with it. You have to jump into the orb, but it didn’t always work first try so I ended up jumping a few times into it. That’s an interesting choice that could be problematic over the year if NPCs in the battleground aren’t balanced (See Alterac Valley rush, but with flying mounts!).

First game, I went north lane to the “refinery” (I hope that’s the right name, the northern one) and healed in a brawl fight inside the building. Many areas are using void building like those in Karesh around the raid entrance. The refinery-like building is one of those. Healing inside a building is a pain because there’s a lot of line of sight issues with them. They’re not fully stripped of their assets, the entrance from the Alliance base is not flat and the edge caused many moments of “Where the hell is my target” as a healer. I’m used to it in Alterac Valley towers/bunkers/base, but these are a bit more unleveled and cross-shaped with stuff inside. It does give more opportunity for others like warlock and mages. There was a well-placed ice wall that saved quite a few Alliance and slowed down the Horde from coming in. Sadly, that point came to a loss and Horde overran the area. If buildings are giving tons of line of sight, trying to run away outside felt like a deer in a plain, easy to spot and shoot and far from everything.

In the same BG, I learned that you can chain void orbs to fly from your base to the opposite side’s base. They’re not on the map visually, but once your buff is almost over, you can fly into another one to keep going. I spotted one south side. I went in with a group to the boss. Boss are big sponges, lot of health. Doing void zones and knockbacks. The knockback was annoying since I got pushed in a different direction from the tank. It was very slow, and Horde came in and cleaned up the area as they had plenty of time to come defend. Reminder that doing Epic Battlegrounds with NPC will require devs to balance these NPC every expansion AND seasons (See Isle of Conquest glaives…)

Tried to go back, but apparently players can “net” down the opposite faction and I didn’t make it. Unknown how I got netted, but probably a player with an item that I don’t know.

Second Battleground, went south lane, there was not much resistance. The roaming NPC didn’t feel threatening and I could kill them easily as a Holy Priest. Did a mini-boss fight with a couple of players. Some people continued on, I defended for a bit at the Horde side “Gate” point. There’s a flag capture in a small gazeebo like structure. Some Horde flew inside from one of the open sides and tried to capture the point while 2-3 alliance of us were at the opposite entrance. I can feel flying is gonna lead to sneaky capture in there, especially with “open” buildings and flying, gotta check all sides!

Horde were on our boss and it was down to 65% before I saw the callout in chat. I tried to use Mind Vision on players near the boss area, and it didn’t let me through. Couldn’t scout our boss from the middle of the map, which is sad. I can usually do it in Ashran with the mage NPC and chain-vision to the boss with a /target. There was no void orb around me to my knowledge, so I used my mount and just painfully ran to my base. I really need to note where those void sphere are and I missed my AV teleport trinket deeply at that moment. Made it there, ran up the stairs while keeping myself alive from Horde. Positioned myself behind my boss (It’s quite an open area, but people seemed to want to stay in front, don’t know why!) and healed all my mana on it. It barely scratched his health. Their health is definitely massive for us right now.

Boss have buffs from the points controlled by your faction from what I understand, but it’s not like AV where you get one-shot and quickly learn your lesson?

The map is big, the theme is void storm and not so different from Karesh/Eye of the Storm. I always prefered less particule-oriented theme for battlegrounds. There’s more graphical effects on this kind of map compared to a simple theme like the snow of AV or the quiet Warsong Gulch, etc. Having 40vs40 in a map with lots of non-combat effects like the mana storm around the buildings is probably adding to the lag. If this was a snow plain, there would be less lag just from having a sunny sky and boring towers. In between capture points didn’t feel that amazing, I feel like there’s empty area compared to AV or Ashran. After I got down from a net and fell in a random spot, it took a while to be back on track and reach a constructive objective from where I fell off with my parachute.

Definitely need to tune the reinforcements. Can’t say the wins from them felt rewarding in term of PvP.

3 Likes

Adding to the cross-faction idea for faster queues, I think their separate “under Honor Level 30” beginner bracket of matchmaking/queues should just be scrapped altogether

If you just put everyone into the same large matchmaking/queue pool queue times for BGs would a little lower on average. Just seems like matchmaking in general would be smoother with only 1 matchmaking pool instead of 2 (currently the “under Honor Level 30” queue-pool and the “over Honor Level 30” queue-pool)

As a side-note, I notice I just dinged 10000 posts, my goodness time flies :flushed_face:

5 Likes

It was a fun overall experience! I certainly can say a splash screen explaining the BG’s mechanics would have been useful, as I don’t feel we got a “true” test of what Slayer’s Rise is about. Everyone was mostly bumbling their way through the BG to figure it out!

I’d like to add a vote to the call to Crossfaction instanced content queueing for BG’s/Dungeons, as I also feel the battleground had a severe faction imbalance going on. The local “duel yard” has been Alliance side outside Stormwind, where as Orgrimmar has 1-3 people outside dueling at best, usually.

3 Likes

The length of the matches from when the gates opened were 15, 12, and 11 minutes.
Consider that nobody knew how the objectives worked yet either.

2 Likes