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Alterac Pass Balance Changes: Jul 3

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A new patch is now live with balance changes to Alterac Pass that include General health scaling, Cavalry, and Reaver Minions.

Blizzard LogoBlizzard (Source)

BATTLEGROUNDS

Alterac Pass

  • Generals
    • Health reduced from 24,000 to 20,000.
    • Now gain 405 maximum Health every minute until minute 21 (excluding minute 1).
  • Cavalry
    • No longer gain additional Armor for nearby Heroes.
    • Health reduced from 10,000 to 8,000.
    • Health scaling increased by 19%.
    • Damage reduced from 85 to 65.
    • Damage scaling increased by 22%.
  • Reaver Minions
    • Damage scaling increased by 50%.
Developer Comment: We’re making a few changes to Alterac Pass to reduce the frequency that one team can run away with an early lead, while still keeping the average game time roughly in line with our other Battlegrounds. We’re removing the mechanic that grants Cavalry additional Armor for every allied Hero in their aura, since we feel that multi-Hero pushes are already strong enough. We’ve also made Health scaling adjustments so that Vanndar and Drek’thar (the Core replacements) won’t be demolished as quickly by late game Heroes that have outscaled them and reduced their Armor. However, we are increasing the scaling of Cavalry and Reavers (Catapult replacements), so that games still end in a timely fashion. This should only come into play during games that become prolonged.
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So, roughly 1/6 health increase to the "cores" by 21 min (4k), not that much of a difference. I believe the cavalry changes will be more impactful.

Edited by lChronosl
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Maybe this will help with the ridiculous op nature of the objective on this map. I know whenever I've played this map, or watched it played in vids, if you get the first obj you're almost guaranteed to be so far ahead from it alone that you're sure to win the match. Maybe this will help from it being so op. We'll see.

I definitely think the boss cores are FAR to weak. They need to do more dmg and have more armor in addition to more HP. I felt their armor should be 30 per keep rather then 20. So they would start with 90 armor rather then the current 60. Making them more like how hard it should be to take them down with armor still on them.

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