Just want to echo, Jeron’s knockback is incredibly annoying!
These are the same people that made balinda a pushover while galv tears people’s faces off
I honestly think the only change, other than the one they have made to tubes/flowers, that really needs to happen in Ashran is to either remove Jeron’s knockback ability or have Crestfall have the ability to knock people out of her tower.
It just doesn’t make sense in a LFR environment that Alliance have to be super coordinated in their positioning to kill the Horde mage while the Horde can just smash away unworried on top of the Alliance tower.
This is huge. I can’t wait to play with these changes (maybe even as alliance, finally).
IoC: Definitely appreciate emphasis being shifted to nodes other than hangar, but I still wish that horde would be given a fair shot at hangar at the start. Alliance arrive there first and stand formed up on the high ground as horde trickle in. The terrain alliance-side should be modified to lengthen their arrival time to hangar.
The changes to WG and ashran all sound great. Jeron’s knockback should be removed but otherwise, what’s on the table should be sufficient.
Thank you for remembering us. Epic BG’s are my favorite activity in-game and they’ve been in dire need of a little love for some time now.
Given I always play horde I wasn’t even aware the Horde mage had his own knockback. I agree that they should take that away and replace it with something else.
nice changes but I would love to see some nerfs to catapult in wintergrasp also. in low lvl bgs 1 catapult can almost wipe a raid with the amount of fire damage it does plus it ignores a lot of walls. 2nd change I would love is having rockets available at all workshops.
Yeah, that’s a huge advantage for Horde. The flowers change is obviously big for balancing though.
Ya it’s common on Alliance for almost the entire group to just get tossed off the tower. Super annoying!
Thanks for the info Linxy! These changes are huge. I was calling for WG to start with corporal rank, but having control of SR and BT is going to be epic!
Just a bit. Can’t wait for these changes to go live. Thanks Blizzard!
Still too much, should be 300-500 tops, if not lower.
Anybody know how these numbers stack verses current numbers?
decent changes overall. Im guessing the new meta will be docks with a side of mid.
Wow, somebody at blizz actually reads this forum?
Well hot damn, Blizzard actually came through with decent PvP changes.
Horde mage is still clearly far superior to Alliances though. Kinda amazed that’s not being changed.
https://us.forums.blizzard.com/en/wow/t/please-address-epic-battlegrounds-in-patch-905/864603
Thanks for listening and responding to player feedback. I will cross post the below into the PTR thread as I can’t find a PTR-specific thread, but as it is unlikely that we will get any epic battlegrounds to run on there to test these changes, these are my immediate thoughts:
ASHRAN
- Mage damage being equalized is good, however, the primary problem with Jeron’s knockback on Living Bomb still exists. This needs to be removed (or Rylai given a knockback)
- The change to % health on Lava Fury damage is fine, but he can summon multiple ads whereas Rylai will only ever summon one Ice Shard per combat sequence.
- Her Ice Shard is presumably now completely useless as % based abilities aren’t usually amplified by damage buffs? Perhaps she should summon a water elemental instead, dealing the same damage as the Lava Fury?
- I will be interested to see if Fangraal and Kronus come back after this change. The reduction in mage reinforcements when slain and the additional 25 reinforcements hopefully means we’ll see them again!
WINTERGRASP
- Tower health should be increased (particularly if they are even more important now)
- Please fix the bug preventing boulders from demos and siege engines hitting the walls.
- Catapults should do a little less damage to both players and sieges
- The Sunken Ring and BT changes are interesting, but defense will always reach those two nodes first. Will see how this one plays out.
ISLE OF CONQUEST
- Good changes, please buff commander damage and make them immune to pet taunts - having more health doesn’t mean much if they can’t do any damage to players.
ALTERAC VALLEY
- Please don’t forget AV. All the NPCs need a health and damage increase; players are now going in with 2 towers again due to gear (post-hotfix people were still going up with one even though we were still quite early in the expansion)
Easy fix is to use the AV zone aura to increase health and damage by x% (my suggestion is 200% - this would take graveyard guards to approx 115k hp, bowmen to 280k hp, generals no towers approx 7m - they’d probably need a slight reduction in base health) https://www.wowhead.com/spell=247743/alterac-valley-mob-scaling-aura
- War Marshals and War Masters need their health to be increased outside of the above suggestion too, as players have started just killing them as they have so few hitpoints. Or their aura should be increased to 125% per stack.
I’m sorry, I just woke up.
Is…is this a blue post on the PvP forums that addressed the issues we had with these 3 bgs?
All good changes .
What about AV ? Buff all NPC’s please .
Well done blizz. I can’t wait to try these out
I like everything but the glaive health buff, if they’re gonna buff the health they gotta nerf the dmg. You can already win with just glaives if you commit hard to defending them.
While I agree, I’ve watched a single convoke boomie nuke all three and shrug of whatever damage the handful of defenders threw at them.
Not necessarily.
Glaives are easily dealt with, from my experience.
The trick is to not value your own character’s life.
(Rush in, do AS MUCH DAMAGE AS POSSIBLE TO GLAIVES, die, respawn, rush in again, repeat. If enough people do this, glaives die easily.)
Long time epic battleground player. Changes are appreciated and will probably improve balance a little bit but don’t solve the underlying problems of the battlegrounds.
Wintergrasp
This is going to continue to be a defense waits at Sunken Ring and then either slaughters the offensive team and easily crushes them with catapaults and breaks all towers or loses the fight and most of them turtle in base while a few capture workshops in the background. Even with the automatically captured workshop defense will still take up the Sunken Ring position earlier than the offensive side and further bombard them with turrets winning most battles. In fact if offensive team wipes at Sunken Ring and resurrects there shortly before defense captures it that’ll just make the entire southern position harder to defend. Turtling your base is also quite easy with a column of demolishers that do 25% damage to players and very high damage to siege tanks as well. Having natural workshops at the fortress which cannot be captured absolutely compounds this.
Ashran
Assuming the flower problem is solved and both teams meet in mid for early skirmishes and then an ogre fight the only issue becomes healers. Melee drive this match because of their ridiculous health pools and when backed by a large amount of healers become virtually unstoppable with 200,000 health. You need to ensure healer numbers are always fairly even. Not a fan of the solar sphere because it becomes an actual chore to fight over it since so little know where the mine entrances are. If you want to keep that you should put a teleport somewhere and mark it on the map.
Isle of Conquest
Hangar is so good because you can’t defend against the airship. It’s basically guaranteed damage on each pass. If you have no intention to change it from this slow and steady pace of damage that’s understandable but there are basic reasons the other nodes fail. The workshop vehicles are often driven by people who go straight for the gate and take colossal damage from turrets before anyone can react. Turrets deal 10% of vehicle health per shot currently which is absolutely ridiculous and causes them to melt. Even the health buff to demolishers won’t do much. Your solution for the glaives has always been to increase the health throughout the expansion as players get more powerful but you cannot do much against a Rogue who popped evasion or a Pally who pops bubble. A moderate cooldown speed boost on the glaives which makes you immune to slow effects for a few seconds might help so the glaives can temporarily retreat from solo agitators. Also you should change the catapault’s launch mechanic back to how it performed originally because the current arc is just weird and makes it hard to get on towers and take out turrets. Another common issue includes Alliance getting more shots in with the airship compared to Horde and getting to hangar faster and taking up a better position to capture it. Then we have problems like bringing demolishers to hangar and basically locking out workshop captures.
That’s how I play it, but I’ve been in several where they commit their entire team to glaive defense and only rogues and druids can even get to them, and in those same matches all we have is a few druid healers and 1 rogue.