Poèet pøíspìvkù : 379 Body : 70274 Reputace : 13 Join date : 06. 06. 09 Age : 32 Location : Morava
Předmět: Cataclysm PvP Wed Jul 14, 2010 12:40 pm
Twin Peaks:
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The Wildhammer dwarves and the Dragonmaw orcs clash in Twin Peaks, located somewhere deep within the new Twilight Highlands. The feral and insular Wildhammer clan have long been allies of the Alliance and now make their stand from the Wildhammer Longhouse, situated North of the map. The Dragonmaw clan have also been steadfast allies of the Horde -- the old Horde, that is -- until their subjugation to Illidan in the Burning Crusade. The very orcs that tried to lop your head off in Shadowmoon Valley have rejoined the new Horde (or the new old Horde, depending on how you view new Warchief Garrosh's approach to things), their expertise in all manner of dragonslaying likely coming in handy in the fight against Deathwing and friends. They fight from the Dragonmaw Clan Compound, on the Southern end.
Why would these two factions fight? There's no logging here. No tree-huggers. No resources to mine or siphon off. There's no great Titan orb to capture or defend. For all intents and purposes, this plateau known as Twin Peaks situated above some mountainous terrain is just plain, old, uninteresting land. Maybe they're fighting for the view. That said, it shouldn't be a surprise that these two factions won't get along -- 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 have been working to enslave or slay red dragons for most of their clan's existence (quite possibly instructed to focus on the black dragonflight this time around). 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.
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Twin Peaks is huge. For a 10-man battleground, the map sprawls a significant area with enough space for large bases with three entrances, four smaller buildings and four graveyards. There are a lot of areas that look ripe for old-fashioned skirmishes, and a ton of artifacts and architectural features that can be used to abuse line of sight. The main ramps leading up to the bases, in particular the Dragonmaw base, are wonderful areas for players to use knockback effects such as Thunderstorm or Typhoon. Several points in the map have varying elevation, so knockback abilities as well as ranged attacks are excellent, and players getting on higher ground -- from ledges to bridges to balconies -- can get an advantage in combat.
The river that intersects the map is crossable but deep, slowing down movement. Classes that can quickly negate the effects of water on travel speed such as death knights or shaman have an edge in mobility, as do druids who can shift into Aquatic Form for an alternate route. As opposed to Warsong Gulch, where the flag carrier's route is often a straightforward run across the field with variations on entrance and exit, Twin Peaks is complicated by the river breaking up the map. The bridge looks guaranteed to be a hot spot for combat and the team that can dominate the bridge will have a significant advantage similar to controlling midfield in Warsong Gulch.
While the Dragonmaw Compound looks difficult to penetrate because of the water, it's equally difficult to defend and return to, as the terrain tends to make it challenging for teams to stick together. The river will force groups to break apart either when crossing the bridge or traversing the water. Falling damage from the high-perched Wildhammer Longhouse is a far better alternative to slowed movement from the water, so it's all about picking your poison. Rogues and druids, priests and mages can all exit the Alliance base quickly without damaging themselves. Quick thinking is key, and the map calls for the use of minor abilities often relegated to facilitate easier questing or some other mundane task.
This is part of what's so appealing about Twin Peaks. Blizzard seems to have paid careful attention to the various classes' mobility spells and baked in various geographical and architectural features to force their use. It deepens the complexity of combat somewhat and stretches the creativity of players in PvP to a degree that won't be evidenced in the more constrained environs of arenas. Despite the expanse of the map, skirmishes are guaranteed and it will be exciting to see what paths become popular among players as they gain experience in Twin Peaks.
A base with three entrances and exits will prove difficult to defend, and teams will have even more options. While Warsong Gulch bases technically have three points of entry, two of those are situated beside each other on the same level. On the other hand, the Dragonmaw and Wildhammer strongholds can be accessed through three distinct points on different levels, making chasing carriers a challenging task. It will be interesting to see where flag carriers hide while their teammates rush to retrieve their flag; there are favored spots in Warsong Gulch, and the first few days and weeks of Twin Peaks
will reveal the best nooks and crannies for the carrier to jam themselves with their pocket healer before capturing the flag.
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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.
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Capture the Flag Twin Peaks is a new 10 vs. 10, capture-the-flag-style battleground. Much like in Warsong Gulch, players must work to dominate variable terrain, infiltrate the enemy base, and steal the enemy flag, returning it to their fortress while remaining in control of their own flag. The first faction to capture three enemy flags before time expires will win the battle.
Dominating the Terrain Although the Wildhammer and Dragonmaw bases are virtually identical, the terrain surrounding each base is not. Players will need to work to control an asymmetrical field where the mountain peaks are divided by a valley river. A single bridge over the river serves as a choke point in the center of the map; although deep, the river can be crossed. On either side of the river sits an outpost where temporary character enhancements can be claimed. In addition, tree stumps and rocks throughout the valley create strategic points for you to use line of sight to your advantage. To prevent absolute domination by one faction through its control of the enemy graveyard, the Horde and Alliance players resurrected in Twin Peaks will spawn from one of two graveyards per faction.
Wildhammer Longhouse Serving as the Alliance stronghold in the north, the Wildhammer Longhouse hovers above the valley, atop a series of plateaus. With three entrances to the complex, players have two primary means of reaching the longhouse: scaling the plateaus to the northwest, or using the stairwell up the middle in order to access any of the three openings. Be careful, though! Falling or being knocked off the cliff can not only cause damage, but it can also hinder a successful offensive against or defense of the base.
Dragonmaw Clan Compound Acting as the Horde base in the south, the Dragonmaw Clan Compound sits over a body of water into which the valley's river feeds. With three entrances to the compound, players have a few means of getting inside. One entrance on the southeast side requires riding up an incline and crossing a knee-deep river. A second entrance is through a water pipeline leading from the surrounding lake, while the main entrance can be accessed via a bridge over the waterfront. You'll want to be aware of your surroundings when you use the main entrance, though, because players can be knocked down into the water, slowing their advance or crippling their defense.
Those who seek to control Twin Peaks will face an intense battle. The lands surrounding this ever-troubled location are key strategic strongholds of Deathwing and all of his followers. The Twilight Highlands are as rich with history as they are fraught with disaster and tragedy. Will the Dragonmaw clan, reinforced by Garrosh's Horde, take control? Or will it be the Wildhammer dwarves, reunited with their Ironforge brethren and accepted into the Alliance, who seize the peaks?
Pet Move to command (Velký obrázek, klikněte tady na ten text "Spoiler")
Spoiler:
Talent UI
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Player vs. Player Anti-Crowd Control Talents We are getting rid of a lot of the "being CC'd doesn't really counter you" talents, because we think they have led to classes not having weaknesses. The fact that instant casts are so important in PvP we think is a direct result from mobility being so important which is a direct result of nobody being controlled. We just need to chill all of that stuff out. If CCs are too potent, we want to nerf the CCs, not give everyone "CCs are impotent" talents.
Naposledy upravil Akaforty dne Thu Jul 15, 2010 11:30 am, celkově upraveno 4 krát
Zetricek Grunt
Poèet pøíspìvkù : 12 Body : 54983 Reputace : 0 Join date : 09. 11. 09