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Old 05-13-2005, 12:39 PM   #46 (permalink)
Kaxmax
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Quote:
Originally posted by Phoenix
And the odds of getting 5 paladins for gulch is zero to none.

Its no different than fucking tauren spamming warstomp.
Did you really just make that comparison? A 2 second stun compared to complete invulnerability while carrying the flag for 10 seconds (which is a hell of a long time in a map as small as Gulch). Seriously, that's a retarded statement even for you.
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Old 05-13-2005, 12:42 PM   #47 (permalink)
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Quote:
Originally posted by Phoenix
And the odds of getting 5 paladins for gulch is zero to none.

Its no different than fucking tauren spamming warstomp.
Phoenix....what's wrong with you
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Old 05-13-2005, 12:43 PM   #48 (permalink)
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Quote:
Originally posted by Bizanich
Phoenix....what's wrong with you
Hes a fucking pally, is my guess.
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Old 05-13-2005, 12:44 PM   #49 (permalink)
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Quote:
Originally posted by Phoenix
And the odds of getting 5 paladins for gulch is zero to none.

Its no different than fucking tauren spamming warstomp.
I zoned into SM the other day.

You know how many paladins I counted in just the little opening area before the instances?

SEVEN.

Out of the ten alliance there, SEVEN were paladins.

I'm not joking.

Aside from the issue of pally shields being way different from warstomp, paladins aren't even close to being scarce. Hell, if night elves could be paladins you'd probably never see another alliance class.
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Old 05-13-2005, 12:45 PM   #50 (permalink)
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Quote:
Originally posted by Chantado
The biggest problem I've had so far is the imbalance of paladins..I've not lost a BG yet thanks to playing against inexperienced level 33-40 paladins, but when you do Gulch and 5 out of the 10 players are paladins and they grab the flag and immune, it makes shit very fucking hard.. they're going to have to change immune somehow because it's really fucking hard to take even a retarded paladin down compared to the ease with which they bring any horde players down..I can't imagine playing against more experienced paladins that use some team work.
Good paladins don't exist anymore.

Everyone that I've had any respect for rerolled to the Horde side. They get tired of playing that lameass, one-trick pony of a class and being associated with all the dorks who gravitated to it.
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Old 05-13-2005, 12:56 PM   #51 (permalink)
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Quote:
Originally posted by Mkopec1
Hes a fucking pally, is my guess.
You'd guess right. I'd link to his 'Paladins aren't overpowered!' thread (which was made pre-SotC fix) if I could be bothered to search for it.
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Old 05-13-2005, 01:04 PM   #52 (permalink)
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Originally posted by Xen
It's not live. . it's on test, get it? Test?

/bug it /feedback it and do what it is you feel needs the devs attention.
Yeah, and it's not like BGs have been under developement for months. You'd guess devs would have figured out such stupid design mistakes by themselves...
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Old 05-13-2005, 01:06 PM   #53 (permalink)
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Originally posted by Itzena
You'd guess right. I'd link to his 'Paladins aren't overpowered!' thread (which was made pre-SotC fix) if I could be bothered to search for it.
http://www.fohguild.org/forums/showt...threadid=13534

Ask and ye shall receive.
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Old 05-13-2005, 01:10 PM   #54 (permalink)
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You, sir, are a scholar and a gentleman.
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Old 05-13-2005, 01:32 PM   #55 (permalink)
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Other than the paladin and speed problems with regard to Flag carriers, the Gulch map is fairly decent, and I would see myself prefering it to Alterac not because I like it at all, but ...

The Alterac fight is absolutely stupid. I don't know what they were thinking. I was in one for approximately six hours yesterday, and I'm not even going to start in on the lag or the stupid players.

This map is so incredibly defensive that it takes HOURS of back and forth to take any position. The only time we made any headway at all against the palliance was when we summoned Lokholar the Ice Lord. I've got to give it to Blizzard, Lokholar rocks my socks. But until we had him summoned, we were stuck trying to fight from the Snowfall GY into the towers and GY around Stonehearth so that we could assault the outpost itself. Hours. The whole thing reminded me of accounts from the Battle of Bulge -- sitting in the snow for weeks sniping back and forth across no man's land, periodically punctuated by lots of people dying and reinforcements coming in -- but not with enough force to break the stalemate.

The real comedy started when we finally pushed the mangina armada back into their final complex. Crossing that bridge and getting into one of the towers took TWO HOURS. And this is with the real ultimate power that is Lokholar. We finally captured the northern Dun Whatever and had a small respite from the crossfire, but not the damn landmines that 5 rogues could not disarm fast enough, and eventually lost it as half our players gave up and left the zone.

Of course, anyone making the run back to our base down yonder still had to run through dozen and dozens of Alliance ranged-attacking chase-you-ten-mile guard packs, despite us owning *every* *single* tower and graveyard and having killed the uber-dwarf. With players dropping like flies, eventually some alliance managed to make it out south and retook a number of their towers and graveyards -- not that it mattered, even with reduced live defenders it was still next to impossible to push into the final base.

As far as I can tell there is no point in taking the towers at all. You still have guard NPCs everywhere. There is also no points in holding anything other than the GY you are currently using. There is no point in defeating the uber-captain. There is no point in trying to beat the map either, because unless the other side leaves in boredom, you won't.

I assume in Blizzard Fantasy Land, everyone split up into 5-10 man groups and went and had lots of fun little crawls all over. What players actually do is re-enacted Hillsbrad. And it sucks.

30 second rez timers mean you get a zerg-rush every 30 seconds as the defenders come back from a GY 5 feet away from the NPC positions you're trying to take - people you haven't even recovered the hp/mana from killing yet. Fast respawning guards you can not disable mean you are under constant attack by 3-10 NPCs any time you are on the other side of the map. Land mine walls that kill you with durability loss and get re-laid every 10 seconds by lagged out Mine Layer NPCs you can't see prevent you from flanking or taking secondary objects while the main forces zerg each other. And then you get to the guard gauntlet archer crossfire slaughterhouse of the Alliance base.

That auto-rez timer needs to be about 2 minutes, and 5 minutes for paladins. The single-minded INSTANUKE NUKE NUKE priest mentality of this game is only getting reinforced, as no one bothers to heal or rez since you're back in 15 seconds anyway. There has to be some way to disable the NPC guards, either by killing specific commanders or holding the towers. That might even give you a reason to bother holding the towers, as they really seem to serve no purpose currently except being near GYs.

Last edited by Malse : 05-13-2005 at 03:10 PM.
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Old 05-13-2005, 01:50 PM   #56 (permalink)
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has anyone actually won an alterac valley battleground? Everyone i talked to said after 8+ hours in the same one, they were still not very close to winning
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Old 05-13-2005, 02:29 PM   #57 (permalink)
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Ohh shit, ive been flamed by the same 3 people who hate paladins and think they are gods! What am I to do?

If you cant stop a paladin with the flag, you suck. Its not that hard if you have any brains. Or are you the horde who do war stomp+fear+war stomp+fear over and over to get the flag?
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haven't most guys tried that anyways, like, the "shooting" method?
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Old 05-13-2005, 02:36 PM   #58 (permalink)
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Quote:
Originally posted by Phoenix
If you cant stop a paladin with the flag, you suck.
Please list a method while the paladin has DA up. Otherwise go fuck yourself dumbass. Because that is the complaint.
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Old 05-13-2005, 02:48 PM   #59 (permalink)
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Doesn't a shaman's purge spell take off a Paladin's shield?
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Old 05-13-2005, 02:55 PM   #60 (permalink)
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No.
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