Topic Change Tol Barad. Pls Read!
Kudi
Kil'jaeden
Kudi
85 Undead Priest
6155
Edited by Zarhym on 12/12/10 8:53 PM (PST)
Introduction:
This post is to get Blizzard to stop ignoring our demands to hear how they plan to fix Tol Barad. The mechanics of the fight are very broken and I refuse to acknowledge the fact that the people at Blizzard are too ignorant to realize how flawed the fight mechanics are. To realize how utterly ridiculous the fight is, all you have to do is go into a Tol Barad. As defense, the fight is stupid how easy and as offense, your better off not attacking the towers so that the inevitable defeat does not come as swiftly.

=Why is Tol Barad broken?=
--On my realm, Tol Barad has changed hands exactly twice and both times came at 3 in the morning. However, there are many realms in which Tol Barad is yet to change factions! That is nearly a week of content people have not had the ability to experience some of the new content and complete the dailies available in Tol Barad. That is absurd. There is no way the entire player base is just to incompetent to successfully take Tol Barad, the problem is strictly due in part to a flawed fight.

----->Main Problem: The Circle Jerk/Zerg<------
--The defending team is attacking most of the time and the attacking team spends more time defending. That makes no sense to me. There is no reason to defend and, most importantly, it is detrimental. Why should the defending team try to sit and defend a node when they rez can just go to another node? There is absolutely no incentive for the defending team to fight at all! The most fighting that I see in Tol Barad is the small group of players on the attacking team defending a node and then just getting rolled by a 40 man zerg. Sometimes, if your lucky, the defending team will run into the attacking teams zerg that finally catches its tail that it has finally caught. However, by the time the defense zerg dies, they are back on the road taking nodes and zerging once again to one that is not defended.

The elements of the fight that cause the Circle Jerk/Zerg:
--Graveyards -- Poorly placed. They are outside the nodes so it is the defending team's one way ticket out of the node and off to another node.
--The Main Keep-- Sure, use it as a strategical advantage, but don't use it to exploit the flawed mechanics of the fight. It's not even fought over and I'm not sure why. Ultimately, we are fighting for the perks of this keep yet there is no regard for this place in the fight. However, what is worst of all is that this place has a graveyard that the defending team can use to get to any node in no time at all. If the attacking team goes here, it's dooming the players to fight on roads which is the well known key to failure of every BG Blizzard has ever created.
--The Towers-- Due to the flawed mechanics of the fight, there is no incentive for the defending team to defend these towers. Every single time, these towers fall with no resistance at all. In Tol Barad's current state, this is just guaranteed extra time that no one will dispute.

Solutions: **I have put much thought into this post and have been considering some solutions that seem to resolve the problems with Tol Barad. It's just my two cents but in return I would like to request two seconds of you time to at least put them on the table.**

--The Towers and Graveyard Problem Resolved--
1. Make them graveyards for the defending team as well. Scrap the graveyards by the nodes and make it so that it is worth defending so that the defending team can retain a strategical advantage by holding these towers.
2. Put the Graveyards in the back of the nodes so that the defending team can't just run away without caring that they lose that node.
**For any of these Graveyards solutions to work though, the middle can't be merely a graveyard for the defending team and a one way ticket out of battle.**

--The Mechanics of the Nodes--
1. Have the ability to destroy these buildings. The defending team will not just up and leave as soon as they see someone coming if they know that they won't be getting it back.
2. Give the attacking team "diminishing returns" for retaking nodes. If they lose a node, make it so the next time around they can't capture the node as quickly. Soon or later, the defending team will be forced to actually defend the nodes.

--The Main Keep--
1. After the nodes are destroyed or the towers fall, fight over the Keep. Give the Keep some sort of significance in the fight.
2. The attacking team can destroy the keep walls. Personally, not a fan of this solution but at least it won't let the defending team run laps around the zone until time runs up.
Barithor
Stormscale
Barithor
85 Human Paladin
5930
I agree 100% bump
Visu
Zul'jin
Visu
85 Orc Warrior
3495
Edited by Rájah on 12/12/10 6:16 PM (PST)
/signed


Add Gates (that have a decent amount of health) that drop from each of the three buildings AFTER the attackers capture it...so the defending team cant just waltz in and out.
Lovefool
Alterac Mountains
Lovefool
85 Orc Shaman
7135
I just got out of my first Tol Barad match, and I wasn't impressed at all. To say the least I think that Tol Barad in its current form is nothing but garbage. I found the match to be absurdly unbalanced. The 3 node design is a joke, because all the defender has to do is stone wall one node. Should they fail to keep that node they just run to one of the attackers nodes and steal it. Rinse and repeat as needed and they can't lose. With this concept in mind the attacker is only going to get 1 or 2 of the nodes and be unable to win. Essentially the defenders mentality is "My job isn't to win just not to lose". With this 3 node design it is exactly that happens.

To somebody I'm sure this design looked good on paper, but it is a terrible design. How exactly it made it past testing and into implementation baffles me. Tol Barad needs heavy patching so that it is "Fixed" or it needs to be thrown out.


/SIGNED
Avai
Windrunner
Avai
80 Night Elf Priest
2130
Tol Barad is hands down the worst implemented pvp zone/event Blizzard has ever put in the game. It is next to impossible with current mechanics and they should feel ashamed for even thinking that this was balanced. Honestly whoever let this slip into cata release in its current incarnation should be fired for stupidity.
Velforte
Earthen Ring
Velforte
71 Worgen Druid
490
How did this even make it through testing as being a fair fight?
Leiton
Frostmourne
Leiton
85 Goblin Warrior
4620
Defenders are spawned in the middle whilst offenders are spawned just outside the base if it's already captured.

The reason people are complaining is because it requires a mild amount of coordination in order to succeed.
Boneshockz
Gurubashi
Boneshockz
85 Goblin Warlock
3815
100% agree bliz really screwed this up
Benjina
Nesingwary
Benjina
85 Orc Hunter
5600
You know this place is bad when all 6 people in the raid group are just mining and we still win... When the alliance was still trying to attack and win...
Community Manager
I've removed "petition" from the title of this thread, as it's not going to serve as good a purpose if people just keep bumping it with "/signed". That said, please keep the constructive feedback coming so we can compile the resounding points. :)
Awesome
Spirestone
Awesome
70 Human Mage
660
Haven't done it yet, but it seems Horde has had it non-stop all week (which is good for me) but...

No one is there :(
Dervadots
Mannoroth
Dervadots
85 Orc Warlock
7340
Edited by Dervadots on 12/12/10 9:03 PM (PST)
Just had an idea on solving the "tower signifgance" and "offense difficulty" problems at the same time.

Destroying a tower (as offense) decreases the time to cap a node, and increases the time for the defense to recap :-)

the DR idea sounds nice, the more defense loses nodes,t he harder it is to take them.

The other possibility to ease it for theoffense is to possibly extend the "cap bars" so that the controlled sections are larger, and the "uncontrolled" neutral section is shorter. this requires defense to be more reactive, because you only have something like 30 sec to get to a node once you see the warning, and it gives offense a chance to sneak in that last cap before the defense to recover.

O.T. : Predicting thread spam 3 weeks from now "CHANGE TB TOO EASY FOR OFFENSE"


Edit: another variant solution: combine the 2 above ideas, every time you destroy a tower, increase the size of the attacking teams cap bar
Necropronoia
The Forgotten Coast
Necropronoia
85 Human Mage
3710
Change it to 2 out of 3 to win and I think it'd be perfect.

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