A plea for more health in Battlegrounds

Last few seasons, these games just feel like they move too fast. It feels like there are just way too many ways to get high tier minions early and there’s not enough health to compensate for some early bad luck.

These games don’t last long enough to feel engaging anymore, even if you win, unless it’s somehow incredibly close, and that’s very rare from my experience.

I might be in the minority here, and sorry if I am, but I’d really like these games to feel more engaging and less about how lucky you are from the start.

Are you rolling to look for a tribe in the first six or seven turns?

1st and 2nd place battles are usually close in my experience. Sure, not all the time, but it happens.

1 Like

They seem about right to me. By round 12 you should be into top 4 and games should be over between turns 13-15 max. If they go longer someone wasn’t playing optimally to end the lobby.

1 Like

Nope. I’m only playing in the 6k range, and I’ve gotten pretty far with random bad luck picks when tribes didn’t work out.

This isn’t an “I’m losing a lot and it’s not my fault” post. I have a pretty decent feeling win-lose ratio, personally. This is a “there’s a lot of building and the games don’t last long enough to feel good on average” post. I’d like to see more time in the game to build.

It feels like a lot of people are knocked out before the greater trinket even arrives, sometimes it’s even top 4. Regardless, it feels like there’s too much damage going out early. It doesn’t take long to hit or be hit by a full 15 with only a couple of minions left on the board.

Maybe it’s just me, but I’m not enjoying the pacing of the game with anomalies and trinkets, since it’s easy to get higher tier minions before most of the lobby is even at tier 5.

I am not having that issue, so I cannot speak to what you are describing.

If someone is dying before greater trinket that is absolutely as skill issue.

And we all have games where we could have gotten bigger numbers but we killed everyone else first.

The last rank floor bracket still has a large number of both bad players and players who intentionally suicide for a first place finish because that is how they prefer the game (the proverbial you are either first or you are last crowd), which will make your lobbies as you have desribed.

Well, I am, and it seems like from other posts, a lot of other people are as well. Maybe it’s just the 6k bracket being full of too much skill diversity.

Either way, the games don’t last long enough to enjoy a build, win or lose, on average, unless you hit the jackpot.

Games are not any shorter than they have been in the past from what I can tell.

They may not be, but the potential to build stuff feels like it’s more prevalent and dependent on higher tier minions than they were previously.

It’s very common for me to feel like the game ends just as it feels like it’s getting started, and that’s the case win or lose. I’d like to see more investment in my minions during the session, I guess?

It’s especially the case with beasts, quilboar, undead, and pirates.

You understand they just recently adjusted the damage cap so players take even less damage until turn 8? Before that you could easily be taken out before turn 8 if you played badly or recklessly. The timer is the timer for a reason. If you had more time APM players would dominate the meta. It’s there for a very real reason.

You just need to learn to play faster and make decisions faster. That’s how the game is played.

1 Like

If you’ve seen streamers play pirates and get to like, 40 max gold, you’d know APM does, in fact, dominate the meta.

If you can get the right setup with pirates yes you play APM pirates. Then when you get the pile of gold you immediately switch off of it into a game winning build.

All more time would do is make the APM players get to a comfortable point faster. Most players are bad at APM anyway so it’s more of a win/win situation.

1 Like