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Breakfast Topic: Why do we hate playing defense?

Filed under: Analysis / Opinion, Odds and ends, PvP, Breakfast topics

After a bad run of battlegrounds recently, I began wondering why so many players are so reluctant to play defensively. I myself generally prefer offensive maneuvers, but I see the value in having a solid defensive base. I personally have neglected to play defense, because every time I do, I feel like everyone else thought "oh good! now I don't have to". Then my character gets zerged, and spanked. Hard. Sometimes there is laughing.

Of course, this sort of begs the question doesn't it? If we're all not playing defense because we feel we'd end up alone, then we are ensuring any defense will indeed go it alone (and fail). Are we suffering from poor leadership, or are there other reasons why so many of us are so genuinely reluctant?

When speaking with some of my guildmates on the issue, they mentioned that you don't feel very useful when you are run over by a group from the other side. It's hardly how one wants to spend an evening. Offense also sees more continuous action, as defensive positions sometimes have long periods of time where there is no one to kill. Failing that, you may also spend a great portion of the match being killed.

We have previously talked about how you might go about designing a new battleground. Would there be any merit to designing one where defense is more important, to force players to learn its value and its technique? Or, on the other hand, would it be beneficial and interesting if we had a battleground based solely on offensive maneuvers?

Do you prefer defense, or offense, and why? Why do you think the defensive seems to be the least popular choice? What do you think, if anything, could be done about it?Permalink|Email this|LinkingBlogs|Comments

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  • perogi said 
    Thu, Nov 29 2007 10:35 PM ()

    Let's face it. The majority of players are tweens (10-15). They don't view the map and deduce strats, they merely want to be l33+ and kill and get their names at the top of the list for damage, KBs, etc. You continuously hear people boast how many kills they have. This type of mentality doesn't play well with defensive strategy. One rarely hears of how 6 players saved the BG by either, ninjaing bunkers/towers or staying back on D to ensure that the other team cannot ninja.

    I believe that it is safe to say that the best players are typically on D while the newbies/tweens/"l33+" players want to do damage and kill.

    I will play anywhere that there is a hole that needs to be filled. Usually that is on D. One thing that I hate to do is to stand on the road or in the field of n00bz and just kill each other. BORING!

  • ko0l9277 said 
    Thu, Nov 29 2007 10:35 PM ()

    I never really got into the whole PvP thing until recently. I have a 62 main, but started out with BG's in the 10-19 bracket in WSG.

    I discovered 2 things. 1) There are too many damn twinks in that bracket and 2) Alliance does not know how to work together.

    Too many people doing their own thing, trying to snot the heck out of the enemy. Meanwhile, there's some guy up the other end of the battlefield stealing our flag, which coincidentally, is completely unguarded. I think there is merit in having a couple of people stay back to guard the flag, and letting the enemy come to us.

    But, I think there is merit also in some players going forward to get the enemy flag.

    Either way, I think teamwork is more the key, or lack thereof at the moment. I think it's necessary to play a little more tactical and organised, and have both Defensive AND Offensive aspects to the BG

  • Thu, Nov 29 2007 10:35 PM ()

    Thats an good point and something I've never really considered. I think the main reason defense is unpopular is that its far too passive. Your reacting to there actions and as you said, will have long pauses in the action and when it comes your often killed in short order.

    With regards to a new battle ground type, i think that adopting an objective driven assault style map might work. If you have played unreal torment or enemy territory you will know what i mean.

    One side is on the offense and has to complete a series of objectives (blow this up, capture this point, activate three switches, kill this NPC, etc) in order. When they complete one the next one becomes available and there re-spawn point (graveyard) would move up.

    The other side is the defenders who's task it is to stop them completing the objectives at all costs. As the objectives are completed the defenders re-spawn point is pushed back and the next part of the map opens up.

    A time limit is in place and this increases as each objective is performed. In this way everyone will be involved in the action as it will all be focused on a small area. In other games with a similar style, after one round the sides are switch and the attacker defends. The winning side is the one who got the furthest in the quickest time.

    This mission based play could be fitted into the Warcraft story easily. With an attack on a stronghold or the defense of a ancient tomb.

    Anyway good point, you have got me thinking.

  • okok said 
    Thu, Nov 29 2007 10:35 PM ()

    Now, it's not all teens that are like that. But well, the most...

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