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This is a preliminary article as finding terrain exploits in battlegrounds is something which goes on continuously. 

The remastered versions of Warsong Gulch and Arathi Basin have had many of the more obvious terrain exploits removed. At least using conventional methods, it is no longer possible to take the flag out-of-bounds or use most of the exotic demon hunter tricks that have become famous recently. Mount glitching to access the top of buildings seems to have been fixed also. 

That said some more subtle terrain exploits have actually become more commonplace since the battlegrounds were reworked and there are some other weird and interesting opportunities. 

Arathi Basin

1. There's a rat which can be pet battled currently at the farm, in an area near the river, making the player invulnerable at the farm. Horde have to control this area for the rat to spawn. 

2. The crane near the gold mine is much easier to get onto than previously since the top of it seems to have been broadened, I did it first time with slowfall + mount, and it is trivial with a glider.  This is quite a good place to defend the mine since there is no possibility of effective melee attacks.

3. There are four posts on the two bridges now and it is easy to get on them with special jump abilities and/or mount+slowfall. These put the player out of easy melee range. Similarly there are roadside lanterns everywhere which, dependent on the surrounding terrain, can serve the same function.

4. There is a lean-to to the right of the entrance to the blacksmith as you fly down from the top of the lumber mill, which cannot be accessed without a specific series of jumps- using a goblin glider at the top of the lumber mill allows you to get on top here easily. Once on top you can get out of line of sight to some extent by moving around and can target the area around the blacksmith flag.

5. This one Blizzard clearly did not think through-the fences separating the starting area graveyards can now have spells cast through them. The only thing they seem to prevent is physical movement. Spawn camping is very easy if you know how to exploit this because there is literally nothing melee classes can do other than attempt to run away when targeted by ranged abilities from players on the other side of the fence.

Warsong Gulch

1. Players can target enemy players from the top floor of the alliance fortress at the area in front of the exit - the area where alliance players usually run out and mount up.  Death Knights can even death grip enemy players-including the flag carrier, though the fence and up to the top floor - which made for some interesting reactions. 

2. There are increased numbers of night elf lanterns which can mostly be jumped on while mounted by ranged players in the central area, and these provide a measure of protection from melee attack. 

3. As before, Horde players being camped can jump onto the fence and then jump up to the area behind the graveyard - it is important to note you can do this in spirit form and resurrect when you are above the graveyard. 

Warlocks can still use demonic gateway to climb most organic terrain in central areas in most of the area of the new battlegrounds, such as porting from the top to the bottom of the lumber mill cliff or the alliance spawn location to the raised area in front of the alliance keep. 

I will add any significant developments to this article when and if they are discovered.

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