Twin Peaks, Part 2

What classes will thrive in this environment? As with all PvP, mobility is key. As mentioned, in this case, classes that can traverse water with impunity will have a significant advantage over those who must cross it conventionally. Teams will be tasked with sticking together through the numerous bottlenecks in the map, from bridges to uphill passages, so group buffs such as Path of Frost or Crusader Aura can miss a member or two along the way. It's not always wise to stick close together, either, as that's just as easily countered by AoE effects, such as a well-laid Frost Trap.
Hunters look to do excellently here, as the bottlenecks will be excellent places to drop traps. With the new Trap Launcher ability that allows them to deploy traps from a distance, hunters can use traps reactively instead of the typical preemptive method. Hunters can scout where groups are passing and unleash traps accordingly along one of the pathways. The higher ground of the Wildhammer Longhouse is conducive to sniping away at opponents, as well, and ranged classes enjoy a small advantage over melee classes in the sprawling area, as is expected for the battlegrounds.
Druids, the best flag carriers in the game, will continue to thrive in Twin Peaks. In fact, they get even more options here as they can employ Aquatic Form as a means to escape or hide and Cat Form to negate the fall damage from the Alliance base. Players who enjoy the shapeshifting aspect of druids will employ it well in this map, as long as they can manage the mana. I'm personally not digging the troll druid forms, but I'm quite likely to roll one, anyway, if only to enjoy the class in the Twin Peaks environment. Balance druids can knock back enemies in plenty of spots, too, and the new abilities Stampeding Roar and Wild Mushroom are perfect here.
Likewise, shaman get better in this map because they can utilize Water Walking in addition to Ghost Wolf. As with hunters, they also have more effective spots to drop Earthbind Totem as opposed to, say, Warsong Gulch. A well-timed Earthbind Totem dropped on top of the bridge in the middle of the map will slow down a group of mounted pursuers, one of whom will probably dismount just to destroy the totem. As mentioned, Thunderstorm will also see great use in this map. Overall, a great battleground for shaman on various levels.
Warlocks should have a lot of fun with Demonic Circle, and some forethought will create problems for enemies the same way that it causes consternation in Warsong Gulch now. Clever warlocks place Demonic Circles on the upper floor overlooking the flag room, allowing them quick escape after nabbing the flag. In Twin Peaks, there'll be a lot more options, and warlocks can use it as a means to quickly traverse the different levels on both ends, particularly the Alliance base. In conjunction with Soul Burn, warlocks can get that extra burst of speed after teleporting, making pursuit extremely difficult. We won't even discuss how much fun warlocks can have just applying DoTs on everyone in a battleground.
Mages aren't left out on the fun, either. I've sung praises about the Wall of Fog ability that mages will receive in Cataclysm, and like hunters and shaman, mages have plenty of spots to detonate it. Rogues' Smoke Bomb won't have the same utility, but will be great fun to unleash in the flag room or even just to confuse pursuers. If Heroic Leap makes it through the beta this time around, even warriors will get an improved experience in this battleground provided the spell's pathing allows them to circumvent traditional movement barriers such as elevation. In the past years, I would've doubted it, but the developers are approaching the game with a new perspective, so I wouldn't rule it out.
Paladins don't get anything particularly exciting in terms of group or battleground PvP aside from new group heal utility, but that lends itself well to any battleground. Their notable lack of mobility will continue to hound them in this map, but protection paladins should naturally do well as carriers. Death knights don't get anything, either, but at least they have Path of Frost to play with. Priests get their Leap of Faith, which I mentioned last week and makes them the ideal healers for the flag carrier, especially in an interesting map such as this one.
Overall, almost all classes will have an improved experience in Twin Peaks, with the map pushing players to use their abilities creatively. Two graveyards on each side will eliminate graveyard camping and give groups who don't have as much combat expertise as the opposing team a fair chance at winning the game through completing the objective. The asymmetry is such that strategies per side will vary slightly, but not so much that it should cause outcries of imbalance. Think of it as Warsong Gulch 2.0, new and improved. As exciting as the map will be to test out in beta, it will be crazy fun when it's finally unleashed to an 11-million-player community. The clock is ticking, and I can hardly wait.






Reader Comments (Page 1 of 2)
Shinimaru Jul 1st 2010 8:06PM
Woah looks amazing!
Derrek Jul 1st 2010 8:21PM
Ah, the dreaded "imbalance" word. It's been hanging around at the back of my mind ever since I first saw the preview of this place. There's something about asymmetrical maps that just implies it. I'm hoping it will never be uttered but only time will tell.
Felix_NZ Jul 1st 2010 9:52PM
That, and I was hoping that the map would be a little more 'intimate' too - Warsong gulch's biig letdown is the sprawl. From my initial readings I thought this was going to b very Team Fortress '2Fort' inspired. I guess it still kinda is, but will be interesting to see how it plays out.
Possum Jul 2nd 2010 5:07AM
It's a strange tack for them to take. I hope they're *really* confident about how balanced this is.
Dameblanche Jul 2nd 2010 5:09AM
Um... yes. I might be too negative, but at first glance it looks like the horde got themselves a very easy to defend stronghold, with their base surrounded by water and complicated entrances.
They can simply dig in while the alliance struggles with their most important challenge in this BG: how to not drop to certain death while leaving the building.
Jack Miles Jul 2nd 2010 7:00AM
Even if it is, somehow, perfectly balanced, one team will constantly complain that it's bias against them. All it'll take is a few losses in a row and most players will decide it must be unfair to them, and give up actually trying, thus making other players on their team lose. One team will pretty much blackhole and you'll never see a victory without a faction change.
Hopefully rated battlegrounds will avoid this. but PuGs wills still probably be affected.
Qot Jul 1st 2010 8:21PM
This article contains a startling lack of Dale Cooper.
RndySasqatch Jul 1st 2010 9:27PM
Damn Fine coffee., but HOT !
Ztk Jul 1st 2010 8:22PM
Guild perks, talent changes, proffesion changes, insane health pools, new battlegrounds, AND an adorabley evil dragon of fire and brimstone?
*head implodes*
MusedMoose Jul 1st 2010 8:23PM
Considering how dragged-out and boring Warsong Gulch matches usually end up (at least in my battlegroup), I'm looking forward to seeing how this one plays out.
Spiraea Jul 1st 2010 8:24PM
Capture the Flag is one of my all time favorite game types (meaning I've spent alot of time in WSG lol). My favorite flag runner to be is actually a Resto Shaman with instant Ghost Wolf, much much win. Can't wait for this!
PvtDeth Jul 1st 2010 8:26PM
I've been waiting a long time for this. New battlegrounds don't have to be a completely new type of battle, just making new maps can completely revitalize a fight. Honestly, I don't know why they haven't simply made new maps before, it would seem to be much easier than inventing a whole new game for each new BG.
Possum Jul 2nd 2010 5:09AM
Only thing better would be a new Arathi Basin
Telerion Jul 1st 2010 8:37PM
Frankly, I'm bored with capture the flag. At least they haven't put in a bowling game (although they could put in bowling with gnomes/goblins, hmmmmm...)
fromtheboxofweasel@gmail.com Jul 1st 2010 8:39PM
During the Second War, when the Wildhammer fought alongside the Alliance on their famous Gryphons, their most dangerous and greatest foes were the Dragon mounted orcs; in other words, the Dragonmaw. They were primary foes during the second war, similar to how trolls were the Horde's direct answer and rival to the High Elves. They are old enemies.
vazhkatsi Jul 1st 2010 11:42PM
yes, they're enemies, but why are they fighting over an obscure valley in the middle of the mountains? this makes as little sense as blood gulch in RvB. Box canyons are useless
fromtheboxofweasel@gmail.com Jul 2nd 2010 3:00PM
Right. But I was pointing out that their dislike of each other isn't as random as the article would have you believe. The author says
"The nature-loving Wildhammer clan have a deep respect for most creatures, even forming a special bond with gryphons. On the flip side, the Dragonmaw orcs having been working to slay or enslave red dragons for most of their clans existence (quite possibly instructed to work on the Black Dragonflight this time). Heck, their windmill is made from dragon wings! They're just a nasty bunch who probably prefer to chug demon blood instead of beer. You just know that's got to tick off the Dwarves."
I was pointing out that their rivalry and mutual enmity was just a little more deep seeded than what the article lead one to believe. They had a presence in the same zone as the Wildhammer of Outland, they occupied huge swaths of Khaz Modan, and it was primarily because of Dragonmaw activity that Grim Batol became the Black Dragon hideout it more or less is now (it was their base of operations in the second war). More than any other group, the Dragonwmaw have collectively been stuck in the craw of the Wildhammer since they stepped into Azeroth. Their selection as enemies is far from "Dwarves just wouldn't like dem."
underground_slacker Jul 1st 2010 8:41PM
Harry, I have no idea where this will lead us, but I have a definite feeling it will be a place both wonderful and strange.
RndySasqatch Jul 1st 2010 9:27PM
wonderful comment sir ! lol
Cyanea Jul 1st 2010 9:51PM
I'd rather they used all these sweet ideas to fix up Warsong Gulch and then made Cata's inaugural BG something new.
I still wanna play a 15v15 deathmatch. :P