Welcome back to beautiful Alterac
The forums have been quiet lately. Quiet about Alterac Valley, that is. Whereas the changes brought about by Patch 2.3 resulted in an uproar, with reports of entire realms reportedly boycotting the Battleground, Patch 2.4 seems to have delivered a modicum of balance at long last. Prior to the last patch, some people seemed to believe that the new mechanic prevented the Alliance from winning the Battleground unless the Horde played below par. The stink brought about by the supposed imbalance was so huge, in fact, that Blizzard quickly hotfixed Balinda Stonehearth and Vanndar Stormpike to have more life in an effort to "assist in balancing the opposing sides."In Patch 2.4, Balinda and Vanndar were restored to their original (lower) health totals and included minor tweaks in order to further balance the ambitious map. The biggest change in the patch, however, was a geographical one. The Horde starting cave -- which was reputedly so close to the game objectives that it gave the Horde side an unfair advantage under the new mechanics -- was abandoned and a new one created further South. The old cave is still there, oddly, except that now it's just an empty hollow where people can presumably AFK in peace.
The time is now
If you've never played Alterac Valley, there's never been a better time to start. The Battleground has gone through numerous iterations, but it looks to be in its best version yet. In a recent Breakfast Topic, Amanda asked if AV has been fixed with the new changes. The general consensus seems to be that status quo has been maintained, but at least there's no longer the perception of a gross imbalance created by the mechanics change in Patch 2.3.
On the other hand, the same geographical ills still plague the map. Frostwolf Graveyard is still on an open plain, the bridge to Dun Baldar is still a bottleneck while Alliance can still leap over the Frostwolf Keep fence, Relief Hut is still unreachable by NPC archers while Aid Station is, and Snowfall Graveyard is still oriented towards an Alliance capture (the natural tendency in the map is to stick to the right).
Perhaps the one good note is that the new Horde starting area further South encourages Horde defense in a way that the previous area never did. With Frostwolf Keep and Graveyard within such close proximity, players gravitate towards them more naturally. It was an unintended side effect that results from a combination of player psychology and game geometry.
Guerrilla tactics
One crucial change to the game was the partial return of group AV. Even without the AddOn Preform AV Enabler, players could now join Alterac Valley as a party of five. This small change allowed small groups of friends or guildmates to participate in AV in small guerrilla units. It's not quite the original iteration that allowed players to join as a raid of 40 people, but it encourages teamwork to a degree. Given the objectives of the game, it's easy enough to send one or two parties to defend while the rest goes on offense.
In theory, it becomes like a cooperative unit of eight groups rather than forty raucous ruffians. In theory. In practice, parties of five get thrown into a mix of individual players who still refuse to listen. But it's a good start, and players are easily accountable for leaving a tower or graveyard that has just been capped. Small teams, even as small as two people, can easily coordinate staying at a tower until it burns down. In fact, in the new Alterac Valley, coordination counts more than blind rushes to the General.
By keeping the pre-made teams to groups of five, queue times are kept short while maintaining the option to work as a coordinated unit. In fact, it becomes even more fun because players can assume the role of specialized teams -- tower or graveyard defense, mine capture, or even five stealth-enabled classes working as ninja units going behind enemy lines. It not only adds a small measure of order in a usually chaotic free-for-all Battleground, but it adds flavor to the game. Even Role-Players can enter Alterac Valley as a group with a mission in mind, like some sort of Azerothian Rainbow unit.
Piece by piece
Now that each Marshal or Warmaster contributes to their General's strength by a stacking 25% effect, it becomes progressively easier to kill the enemy General by taking down towers. It is important to burn down each tower or bunker no longer just for the reinforcement count of 75 but in order to allow your offense to progress at the General at the end of the map. Conversely, it is important to defend towers and bunkers because one lost tower means that your faction's General is 25% easier to kill.
Alterac Valley is a progressive game. It is no longer a tenable proposition to rush blindly into the General's den because he will crush your army. The best approach is to take the map piece by piece, advancing only as your side defends. Again, this is now easier to do because of the option to join as a group. Even with the new rules in place, AV yields the highest Honor per hour among the Battlegrounds, particularly with the removal of diminishing returns in Honorable Kills. Staying within the proximity of a battle yields high Honor returns because of the sheer number of players on the field continuously dying and returning to assault or defend.
Small change, big ambitions
The changes that arrived in Patch 2.4 were relatively small, but combined with the cumulative changes that the Battleground has had over the years, Blizzard seems to have arrived at a moderate compromise. Alterac Valley is more balanced now than it has ever been, regardless of what people may say. What it has become is a more involved game where strategy and coordination count for more than speed in getting to the other end of the map.
The map is still too big, of course, as it was designed with an entirely different, ambitious, epic feel. Originally containing numerous NPCs, the map's inhabitants were pared down to bare essentials, leaving the sprawling geography feeling empty. This little quirk caters to small movement, making it easier for one or two stragglers to bypass a defended area as opposed to a large unit.
Overall, Alterac Valley is a much improved Battleground. It is still prone to prolonged stalemates -- more now than prior to the patch -- but the game was designed to feel epic. It wasn't meant to be finished in fifteen minutes as was the norm when AV races were all the rage. With Honorable Kills delivering instant gratification, the Battleground is a great place to rack up Honor points. While AV still has its troubles, there's more actual PvP in the Battleground now. And that's just the way it should be.
Filed under: Analysis / Opinion, PvP, Battlegrounds






Reader Comments (Page 1 of 2)
Rob May 31st 2008 6:11PM
Oddly enough, on my main's server (Ghostlands), pre 2.4 Alliance would win the majority of the time, whereas now it's more like 1 win to 9 losses. The push-back forced Horde to pay more attention to IBGY.
Meanwhile on my alt's server (Blackwater Raiders)...Nothing has changed, Alliance still zergs and wins the majority of the time in 15 min or less. Very odd and interesting.
Jay May 31st 2008 6:37PM
On my battlegroup its actually more fair now. The Alliance don't win every single time :)
damoronsonline May 31st 2008 6:38PM
Ever since the change to the Horde starting area it seems as if we have to play defense the entire game or we lose.
Balius May 31st 2008 8:06PM
I've never lost an AV on my server as Horde, before or after the patch. Horde can't as easily zerg now, so the tactic has changed to more balanced offense and defense, but even outnumbered and with half the players AFKed in the starting area or graveyards in a particularly close match, we managed to squeak out a win. Having people on defense is a better way to play, and with less reason to make a mad dash for the finish line in the beginning, horde is better organized, and with increased incentive for alliance to play offense they seem to be ignoring defense almost entirely.
The changes have changed the way the game is played, but I wouldn't say that the horde or alliance are worse off now than before...
Not to say Horde is unilaterally better. Horde has certainly lost AV, I simply haven't been in those particular AVs. I have to join a premade to get a full team in EotS, and at times Horde can't win an AB or WSG to save their lives. There are times of day when horde in my battlegroup is disastrously unorganized, unreasonably aggressive, and under-represented in general, so I generally avoid BGs during that time. It isn't my intent to insult the Alliance in my Battlegroup, most of them can pretty easily kill my pathetic little rogue.
Procris Jun 1st 2008 3:51AM
I think half the problem is horde never has defence in the first place. Countless times playing on my horde priest pre-2.4, alliance can just rush straight to the relief hut and capture it with 0 resistance. Doesn't take a genius to work out that shouldn't happen so early on in the game. It would take at most, 3 horde to stop that from happening and yet no one bothers.
Now flip the coin over, i've never ever seen horde capture the alliances aid station that early in a game. Horde have to fight pretty hard to just get the SP GY because in most cases, alliance actually defend it. Not all the time but there are some games were they make it hard.
Preston Jun 2nd 2008 4:00AM
I'm really confused. What on earth is Zach Yonzon talking about in saying the forums have been quiet about 2.4 AV? AV is complained about every week, every day. The Alliance can rush to the Relief Hut and solo cap it before the Horde has even reached Stormpike Graveyard. Horde has to manage defense to have a winning chance, while the Alliance doesn't defend anything and rushes with a 40-man zerg.
Perderedeus May 31st 2008 10:26PM
AV remains unbalanced. When the Alliance can no longer jump the fence to enter the Horde base, THEN it will be more fair. The Stormpike bridge is a far better bottleneck than the one present in the Horde base (no, there are not two bottlenecks - Alliance can wind their way up and around the Frostwolf towers, sneaking through a hole in the fence). Horde tower archers reaching the Relief Hut would just be gravy.
Jason May 31st 2008 10:45PM
Although I agree on the Stormpike bridge to no doubt be a big plus for Alliance, you conveniently forgot to mention, when talking about bottlenecks, that Iceblood Graveyard is far better fenced than the open Stoneheart Graveyard. That is a huge bottleneck that Horde rarely use to their advantage.
Khanmora May 31st 2008 11:43PM
When they do use IBGY bottleneck to their advantage (at least in my BG) it spells doom for the Alliance. Horde may only win by resources but either way the Alliance is gonna lose.
David Hill Jun 1st 2008 5:56PM
The problem with AV is it was built for (up to) level 60's. When Burning Crusade came out, level 70's took advantage of the battleground with their new spells and talents. One solution Blizzard should of look at was the level. (e.g. over 60's get additional forces in the battleground, Bel is harder to hit etc etc).
ILikePvPbuthatePvPers May 31st 2008 6:55PM
I wish they'd bring back the epic-ness of Alterac Valley that lasts for days...
I wanna be able to do the quests in game and summon reinforcements and the Forest Lord/Ice Lord.
RogueJedi86 May 31st 2008 9:16PM
Seconded
Michel May 31st 2008 10:43PM
I loved that.
Woad Jun 1st 2008 6:18AM
Fourthed...
AV is almost now not a 'Battleground' at all... to be called that people would have to fight each other. Instead the Alliance and Horde run past each other in a race to down the General 1st.
There is nothing wrong with this ofc, it's just that on a personal level I enjoyed the epic feel of the old AV. It would be nice to maybe see it brought back as a seperate BG from new AV!
Rodger May 31st 2008 7:00PM
I think its quiet because alliance is winning more now and horde players are either too proud or too busy to go whining to blizzard. In my battlegroup we still win, but i think thats more because we actually have good defense and keep graveyards. Alliance people win too but if they do that means they played intelligently instead of the usual rush to towers, lose grave yards along the way, respawn at stormpike and then turtle till the end.
Jason May 31st 2008 10:26PM
It doesn't take a genius to glance at your reply and notice it is colored by a clear favor for one particular side.
I do not think it can all be blamed on the map balance itself. In my experience a huge influence is the general prediction of winning or losing ahead of the actual battle. That prediction/attitude is clearly reflected in the effort they put into the match.
This is backed up by the fact it differs completely per server.
rodger Jun 1st 2008 7:57AM
Your right, it seems more of a confidence issue. On my battlegroup for example, horde and alliance in AV tend to be 60-40. However 51-60 AV i rarely ever see a Horde win( im not kidding, i did 28 AV's just so that i could get enough marks for my epic mount)(this might however be because we usually start off 15 horde to 40 alliance and maybe even out by the time we are down to 10 reinforcements). But it almost seems like the wins and losses are divided between brackets. For example 19 WSG is alliance 100-0(so many rogue twinks). but 49 AB, i lost many once out of the 30-40 times i did it. However i still think alliance needs to do something if they want to win.
for example, i was in an AB recently. We started off 8 Horde - 14 alliance. It evened out to 15-15 by the time alliance got to 1500, we had around 1000. But when people were giving instructions, everyone listened(no rushing stables, people actually defending, when a site was getting attacked, people going there but some staying back for defense) we evetually won 2000-1940. However when i logon to my friends Alliance toon, I see none of this. If you say"don't take farm, concentrate on the 3 we have" someone will say "who made you leader" or "go screw yourself".
Just my thoughts. I maybe wrong about alliance, but I dont think i ever want to go into a Bg as an alliance toon.
haust May 31st 2008 7:13PM
Funnily on my server, we, the Alliance, seem to nearly always lose.
By reading the previous comments, I would say that Alterac changes don't benefit one faction or another. These changes only benefit to those who use them :)
Sadly enough, on EU Vengeance battle group the Alliance doesn't use these changes. That's why we lose, lose and lose....
PJ May 31st 2008 7:38PM
Naa, the bastards destroyed it a long time ago
Anaughtybear May 31st 2008 7:54PM
This didn't fix anything. It's still a race to kill the general, barely stopping to take a graveyard along the way. Now Horde lose 95% of the time in AV instead of 75%. At least it's not like the old days where you had to call in to work because the damn battleground is still going after 72 hours. The only reason most people do this one is because there is no queue time and they are hoping to get a few kills before their preferred BG starts. Oh well, anything is better than WSG. I'd rather pluck out my eyes and pour acid in the sockets than do WSG.