An idea for fixing Alterac Pass?

General Discussion
*takes a deep breath*

Part 1 The Reasoning
Many players simply do not like the objective of the map as well as mention how they feel the map itself is too small as things can feel a little claustrophobic at times. The objective rewards feel a bit too strong since not only do they spawn a zerging minion (the frost wolf or stormpike minions) in every lane to help you push but it also increases the damage of every friendly target in it's little cuddle zones. Comparing the objective rewards to a similar small 3 lane map, Tomb of the Spider Queen, the reward feels unbalanced as the 3 giant spider mini bosses are gradually decreasing in health from the moment they spawn making it easier to kill them. Plus the spiders themselves slowly spawn adds with smaller health pools to help push. Compare this to the aoe damage buff you get from the stormpike and frostwolf minions from Alterac Pass, your push potential for Tomb of the Spider Queen is noticeably lower making the objective reward feel important and balanced rather then over powered.

Part 2 The Proposal
My proposal for Alterac Pass is to have not one but two map objectives....HEAR ME OUT! Keep the current objective the same but for the reward to be only one or two frost wolf/stormpike minions to spawn and have them focus the lanes that have less siege damage similar to the immortals of Battlefield of Eternity. This would tone down their crazy push potential and have the map be less snowbally. Meanwhile the 2nd objective and it's reward would be a combination of both Tomb of the Spider Queen and Battlefield of Eternity. Minions and enemy players drop war resources that can be collected and turn in to an npc. When enough resources have been gathered a giant elemental like the ones in Alterac Valley will march down a lane and help your side push.

This 2nd objective is designed so that if an enemy team is far ahead in level, your team can always farm the collectible war resources instead of forcing a team fight when a captured horde or alliance soldier shows up on the map as well as soaking side lanes for exp catch up when the enemy team is busy dealing with your elemental. Both players would have their own war resource meter and when the elemental is damaged and killed the meter would return to zero and that side would have to start their resource climb back up again. Enemy players would drop resources on death encouraging players to roam or team fight before one side collects too many resources.

Part 3 The Conclusion
Coupled with making the map slightly larger so players feel less claustrophobic, this would capture a similar feeling of going behind enemy lines to rescue captured soldiers as well as summoning giant elemental just like the original Alterac Valley while fixing the current problems of Alterac Pass...but of course this is just an idea.
What if "Azerite Tributes" showed up, and anytime a team collected three a Calvary comes and takes out one fort in each lane?
09/30/2018 12:53 PMPosted by Shadowzolo
*takes a deep breath*

Part 1 The Reasoning
Many players simply do not like the objective of the map as well as mention how they feel the map itself is too small as things can feel a little claustrophobic at times. The objective rewards feel a bit too strong since not only do they spawn a zerging minion (the frost wolf or stormpike minions) in every lane to help you push but it also increases the damage of every friendly target in it's little cuddle zones. Comparing the objective rewards to a similar small 3 lane map, Tomb of the Spider Queen, the reward feels unbalanced as the 3 giant spider mini bosses are gradually decreasing in health from the moment they spawn making it easier to kill them. Plus the spiders themselves slowly spawn adds with smaller health pools to help push. Compare this to the aoe damage buff you get from the stormpike and frostwolf minions from Alterac Pass, your push potential for Tomb of the Spider Queen is noticeably lower making the objective reward feel important and balanced rather then over powered.

Part 2 The Proposal
My proposal for Alterac Pass is to have not one but two map objectives....HEAR ME OUT! Keep the current objective the same but for the reward to be only one or two frost wolf/stormpike minions to spawn and have them focus the lanes that have less siege damage similar to the immortals of Battlefield of Eternity. This would tone down their crazy push potential and have the map be less snowbally. Meanwhile the 2nd objective and it's reward would be a combination of both Tomb of the Spider Queen and Battlefield of Eternity. Minions and enemy players drop war resources that can be collected and turn in to an npc. When enough resources have been gathered a giant elemental like the ones in Alterac Valley will march down a lane and help your side push.

This 2nd objective is designed so that if an enemy team is far ahead in level, your team can always farm the collectible war resources instead of forcing a team fight when a captured horde or alliance soldier shows up on the map as well as soaking side lanes for exp catch up when the enemy team is busy dealing with your elemental. Both players would have their own war resource meter and when the elemental is damaged and killed the meter would return to zero and that side would have to start their resource climb back up again. Enemy players would drop resources on death encouraging players to roam or team fight before one side collects too many resources.

Part 3 The Conclusion
Coupled with making the map slightly larger so players feel less claustrophobic, this would capture a similar feeling of going behind enemy lines to rescue captured soldiers as well as summoning giant elemental just like the original Alterac Valley while fixing the current problems of Alterac Pass...but of course this is just an idea.


Alterac Vally is fine imo. If you want to talk about unbalanced that's the new garden terror map. It's basically AV on roids.
The problem with AV is that the first team who gets to the objective wins. I got a near 100% win rate by simply taking over the grounds near the objective 10 seconds before the spawn. This is because the objective spawns in places which are too easy to defend and too hard to attack. This is simply a flaw in the map terrain.
I like the map

I don't see anything wrong with it EXPECT the minions that spawn. They need to spawn at a high rate at the time ticks down.
Y'know... Alterac Pass doesn't feel unique anymore; It definitely needs some fixing, if not a rework.

In other words; fix Garden of Terror to be unique like it used to, then, Alterac Pass will be Alterac Pass.
I think this is the first time I see someone describe this map as too small.
Objective is too strong, and moves too quickly.

Three easy fixes:

1. Make the timer require another 5 seconds for the winning team for the next objective. Ex: team A wins the first objective, so for the 2nd obj they need to hold it for 45 seconds, while team B needs to hold it only for 40.

2. Remove the movespeed buff (and aura) from the cavalry.

3. Rework the areas around the objectives. They are WAY too cluttered and narrow. Special mention to the tiny 2 bushes near the horde team's middle lane outer walls (northeast spawn).
What if they stopped with teh "winner take all" aspect, and had both sides break out if some capturing was done (So if say the horde side had captured up to the 10 second point), but the side that fully captured had the strongest ones but the weaker side had less health or only 1 calvary (thus essentially neutralizing one of the other team's calvary)?
It's a fun map, no need to change
Wtf Alterac one of the best maps today
09/30/2018 12:53 PMPosted by Shadowzolo
*takes a deep breath*

Part 1 The Reasoning
Many players simply do not like the objective of the map as well as mention how they feel the map itself is too small as things can feel a little claustrophobic at times. The objective rewards feel a bit too strong since not only do they spawn a zerging minion (the frost wolf or stormpike minions) in every lane to help you push but it also increases the damage of every friendly target in it's little cuddle zones. Comparing the objective rewards to a similar small 3 lane map, Tomb of the Spider Queen, the reward feels unbalanced as the 3 giant spider mini bosses are gradually decreasing in health from the moment they spawn making it easier to kill them. Plus the spiders themselves slowly spawn adds with smaller health pools to help push. Compare this to the aoe damage buff you get from the stormpike and frostwolf minions from Alterac Pass, your push potential for Tomb of the Spider Queen is noticeably lower making the objective reward feel important and balanced rather then over powered.

Part 2 The Proposal
My proposal for Alterac Pass is to have not one but two map objectives....HEAR ME OUT! Keep the current objective the same but for the reward to be only one or two frost wolf/stormpike minions to spawn and have them focus the lanes that have less siege damage similar to the immortals of Battlefield of Eternity. This would tone down their crazy push potential and have the map be less snowbally. Meanwhile the 2nd objective and it's reward would be a combination of both Tomb of the Spider Queen and Battlefield of Eternity. Minions and enemy players drop war resources that can be collected and turn in to an npc. When enough resources have been gathered a giant elemental like the ones in Alterac Valley will march down a lane and help your side push.

This 2nd objective is designed so that if an enemy team is far ahead in level, your team can always farm the collectible war resources instead of forcing a team fight when a captured horde or alliance soldier shows up on the map as well as soaking side lanes for exp catch up when the enemy team is busy dealing with your elemental. Both players would have their own war resource meter and when the elemental is damaged and killed the meter would return to zero and that side would have to start their resource climb back up again. Enemy players would drop resources on death encouraging players to roam or team fight before one side collects too many resources.

Part 3 The Conclusion
Coupled with making the map slightly larger so players feel less claustrophobic, this would capture a similar feeling of going behind enemy lines to rescue captured soldiers as well as summoning giant elemental just like the original Alterac Valley while fixing the current problems of Alterac Pass...but of course this is just an idea.


After you see what had they done to garden of terror(Now even with bug that make the 3 terro push to 1 lane) and certain heroes rework, you still dare to ask them to fix something? Their expertise is break things not fix things. Match making already 3-4 years which impact almost all players but they still not fix it. Sometime they say they fixed already but we found out it become worst and worst which sometime, 1 side not even got dmg dealer while another side got heavy dmg and cc, sometime 3 specialist vs 3 dmg dealer.
The crucial difference between Tomb of the Spider Queen and Alterac Valley and their summons in all 3 lanes is the objective itself. In Tomb you mostly lane and rotate the small map to gather gems, so when your team eventually collects and channels enough, the summons in the lanes help you push further. In Alterac you have to focus a lot on the objective itself, so the summons have to provide great siege, otherwise there will be no end to the map. Besides, Alterac is the only map where cores regenarate and have more effective HP if the keeps still stand - on other maps it's easier to win with just 1 keep down.
09/30/2018 09:07 PMPosted by aleksandor
What if they stopped with teh "winner take all" aspect, and had both sides break out if some capturing was done (So if say the horde side had captured up to the 10 second point), but the side that fully captured had the strongest ones but the weaker side had less health or only 1 calvary (thus essentially neutralizing one of the other team's calvary)?
I think instead they should make it so the objectives last indefinitely until they were captured. If one team captures their objective, they spawn cavalry, but the other team can still capture their objective to spawn their own cavalry. This would prevent the winner-takes all BS and allow you to make something of your situation even if you lose the first objective.

Join the Conversation

Return to Forum