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Author Topic: Tol Barad: Honor = Nerfed [Locked]
sarnsereg  1 star
Title: I HAS A TITLE?
Posts: 117
Registered: 2001-6-17 21:19:51
it's so easy to fix TB it's stupid.


1. having all 3 towers is an instant win.

2. having 2 towers is a win when time runs if you have destroyed all the towers.

3. winning with 3 towers gives more honor/marks than 2 towers and having the time run out.


pretty simple fix. blizz just give me some credit for it and take this strat(doubt they read these forums lol).


anyways.. pretty simple if you cap 3 towers you win and get 3 marks and 360 honor. towers still extend time as you still "want" to win by getting all 3 nodes and to win with 2 towers you still have to destroy all 3. if time runs out and you destroyed all 3 towers and were unable to control all 3 but you control 2 you get 1 mark and 180 honor. seems pretty fair to me.


this does a few things - it makes the defenders try to actually defend the towers and also makes it so they can't just zerg attack 1 place for defense to stop a team from winning since they need to hold 2... essentially when time runs out whoever hold 2 (or for defense 1.5) towers will win. and attackers will hopefully be encouraged to really try and cap all 3 so that they get more reward out of it.


i'm not seeing how this isn't an easy fix.

 

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Sociop  2 stars
Posts: 264
Registered: 2009-12-8 15:10:16
Elaok posted:

_Warlucky_ posted:

I wonder if the bridge exploit was fixed also?



they are working on it


WAS FUN WHILE IT LASTED


I seriously hope they do something to fix numbers though even before the buff to honor gain i rarily got in TB because so few alliance bother queuing for it cause it was so easy for them to defend



Same with mine, as soon as everyone learned the nerf was in affect they stopped queing for it again.
Sociop  2 stars
Posts: 264
Registered: 2009-12-8 15:10:16
sarnsereg posted:

it's so easy to fix TB it's stupid.


1. having all 3 towers is an instant win.

2. having 2 towers is a win when time runs if you have destroyed all the towers.

3. winning with 3 towers gives more honor/marks than 2 towers and having the time run out.


pretty simple fix. blizz just give me some credit for it and take this strat(doubt they read these forums lol).


anyways.. pretty simple if you cap 3 towers you win and get 3 marks and 360 honor. towers still extend time as you still "want" to win by getting all 3 nodes and to win with 2 towers you still have to destroy all 3. if time runs out and you destroyed all 3 towers and were unable to control all 3 but you control 2 you get 1 mark and 180 honor. seems pretty fair to me.


this does a few things - it makes the defenders try to actually defend the towers and also makes it so they can't just zerg attack 1 place for defense to stop a team from winning since they need to hold 2... essentially when time runs out whoever hold 2 (or for defense 1.5) towers will win. and attackers will hopefully be encouraged to really try and cap all 3 so that they get more reward out of it.


i'm not seeing how this isn't an easy fix.



Not simple at all, most of the time you can only ever hold one and not for very long, then you cap another , they take it and so on, it is basically a tower to tower chase, the entire design is flawed.
formerly_addicted  1 star
Posts: 74
Registered: 2010-5-18 02:57:10
^^^ this! blizz, dump this broken round_robin_tower_zerg!!!

 

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vn_cuch  1 star
Posts: 59
Registered:
pretty easy fix should make it "playable"

1. One time capture per tower or
2. Tower capture by attacker = "locked" for 3 mins. Then it is open again to be re-captured by defender (no lock from defender). or
3. Add flag at centre base -> 2 towers + flag returned to owned base = win.

This is perfectly fixable, current design is wrong wrong and wrong.
DragonKeeperofThi
Posts: 34
Registered: 2005-1-23 00:34:55
i'm 5/5, relic and trinket. was fun while it lasted.

 

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st0rmie  1 star
Posts: 108
Registered: 2005-4-20 00:33:25
Flesh_Wound posted:

May as well just wipe pvp from the islands. It's better served as Quel Isle 2.0 anyway.


The ironic thing, imho, is that while the actual Tol Barad PvP zone has been one of the most laughable fails in the history of WoW, the dailies on the peninsula have led to some of the most entertaining world PvP I have encountered. Take large numbers of players from both factions, give them incentives to do a bunch of dailies in a relatively small area, add boss mob spawns to get impatient over, and watch the hilarity ensue. I've been having a wonderful time.

 

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Shenron_  3 stars
Posts: 543
Registered: 2002-12-8 21:34:16
isle of quel was BETTER pvp for me than tol barad is (both the bg area and the non-bg one). the problem with tol barad pvp during non-battle times is the spirit rezzer. people just run in and charge at anyone knowing they can rez a few seconds later without having to corpse run. makes for a really lame fast food pvp experience. too similar to bgs.
Sociop  2 stars
Posts: 264
Registered: 2009-12-8 15:10:16
vn_cuch posted:

pretty easy fix should make it "playable"


1. One time capture per tower or

2. Tower capture by attacker = "locked" for 3 mins. Then it is open again to be re-captured by defender (no lock from defender). or

3. Add flag at centre base -> 2 towers + flag returned to owned base = win.


This is perfectly fixable, current design is wrong wrong and wrong.



There would have to be only one tower that could be caped at a time or else you would have the reverse of what is going on now, with the offense traveling in one pack and the defense spread out between three towers incapable of stopping a such a large onslaught at any one of them.

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