Battleground damage is outta control

Sneed starts damage capping the moment he gets his buddy. This is tied to the ongoing issue of tokens. You shouldn’t take more damage because you killed a card, that’s always been baffling to me. I see an easy solution that would mitigate this: make minions summoned during combat not deal damage. If you win the combat with only summoned minions, you still deal you’ll tier in damage.

True but its too hard for the monkeys working at Blizzard to code that

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I would say that minions spawned from minion should not deal more damage, than original minion they are spawned from - i.e. whatever you spawn from ghastcoiler, it should not do more than 6 damage.

Golden coiler can deal easily 15+ damage, which is just insane. If you reborn it, easily can kill you from 25+.

It is as well weird from the standpoint of minions like atrocity or octosari (or even beasts, whos spawns can be 50/50 or higher and deal 1 (similarly to buffed beasts from wolf) damage compared to random crap spawned from coiler or in duos from Moose with reborn, who can spawn coiler into another coiler.

That would invalidate about a third of the competitive builds in the game. If Sneed is getting his buddy that fast it means he skipped a leveling up. Take advantage of this. Honestly though by the time a Tier 6 buddy comes online there’s plenty of builds that can do max damage if you build correctly.

Battlegrounds is not meant to be played competitively. Its far too “random” and there is insane variance in the power/strength of hero powers. IDK how it is possible, but Battlegrounds is far more imbalanced and high variance than it was 2 years ago. Its a glorified Gacha game in its current state.

At this point, I only play Battlegrounds for the weekly rewards and stop playing. Hell, I might even be at the point where I re-roll the Battleground weekly reward because the mode is so poorly designed.

The unfortunate part is that Blizzard probably won’t fix/balance Battlegrounds because they can’t find a way to monetize it without outright making it p2w, which it kind of already is with thee 2 extra hero slots. Otherwise, Battlegrounds easily has the potential to be its own ESPORTS separate from the main game. The problem is that Blizzard doesn’t want to put the effort into balancing this mode, so instead it will have a slow death.

Uh it is a highly competitive mode with less randomness than you think. You just need to have a large amount of knowledge of the card pool and how they interact together. Then you need to know what hero is the best match for those tribes present. It’s not something you will get a high rating on early until you really understand the mode.

Battlegrounds has several layers of randomness that makes it impossible to be a thriving ESPORTs at least in its current state.

  1. Hero powers are incredibly imbalanced to the point where most games are decided by your hero options. There is no attempt to even balance hero powers. This is why Blizzard hid 2 hero options behind a paywall.

  2. The minion options are so random that unless you have a hero power that directly searches for a minion type or has some sort of ramp, then you are utterly at the mercy of the RNG gods to create a sensible board. The major flaw with Battleground is that it relies heavily on minion synergy, yet with 5 minion classes in a lobby, it SHOULD be very rare to get a full tribal board or synergy, AND multiple golden minions, which is why in a typical lobby 2 players are able to effortlessly clear the rest of lobby because they were lucky enough to get the best minion drops. Even with certain hero powers that directly search for specific tribal cards I regularly see players get screwed because the “random” algorithm gave them nothing to work with. In 2022, there used to be more balance in minion RNG which resulted in top 6 being very competitive, but now minion variance is so polarizing that the game basically picks and chooses winners based on the minions that it provides.

  3. In a lobby of 8, who you face each round appears to be psuedo-random, as it is extremely common to face the same person 2 times within 3 rounds. The game will almost actively prevent you from facing certain players. From my experience, it has more to do with how well you are doing in the lobby, so if you are in the top 4, then you will face other people in the top 4, whereas if you are losing, then you will face people who are in the bottom 4. For this reason, it is in your benefit to lose the first early rounds to trick the system into giving you weaker opponents so that you can build a stronger board later.

  4. The attack order of minions is also random and can dictate the outcome of rounds. For example, if you rely on that card that doubles deathrattle, then getting it sniped early or late can be the deciding factor in most matches. Even more simply, you can lost if your minions decide to trade in the worse way possible.

So Battlegrounds is an RNG fest that does require skill, but the skill ceiling is fairly low. I surmise that anyone in the top 100 has the same chance at winning, because player agency is secondary to the insane amount of randomness in the mode. But then again, Battlegrounds was meant to be RNG heavy to exploit the gambling-like addictiveness that has made Gacha games extremely lucrative in the mobile scene. I am honestly surprised that Blizzard didn’t abandon the main HS game and focus exclusively on Battlegrounds given that the phycological manipulativeness of the mode is perfect for exploitation and easy profit. If anything, this exposes how terrible the executive decision making of the HS team, or maybe Blizzard executives.

You just typed out all of that to tell us all you have no idea how to play BG’s and be successful at it. Congrats.

Oh yeah the most competitive events HS has had in years were the Lobby Legends series.

LOL, cope and troll harder. Imagine thinking that a mode that is composed of nothing but “random” components is more competitive than the mainline game.

And popularity is not synonymous with competitiveness. Games like Overwatch and Fortnite regularly get more views than fighting games like Virtua Fighter 5, yet most will agree that Virtua Fighter 5 is one of the most competitive fighting games ever made. People love random nonsense because it ostensibly makes each game feel dynamic and engaging, but in reality, these games lack serious competitiveness because variance makes player agency meaningless. In general, fighting games are the most competitive games, yet most of these titles have worse streaming numbers than shooters and some card games. This is because people would rather play a random mess that compensates for lack of skill than games with deep mechanics that give more agency to player skill.

Battlegrounds is popular because its a gacha game which is specifically designed to exploit a person’s addictive personality. Mobile games like Sea of Conquest, Lords Mobile, and Kingdom Guard are incredibly lucrative because they follow virtually the same model as Battlegrounds, except those games have more exploitative monetization schemes.

Lastly, since I started playing again a few weeks ago, I make top 5 about 70% of my games, so how am I bad? I went from 1K MMR to about 4400 MMR. I didn’t pay for the tavern pass either, and I always choose hero powers that I have not seen for a long time over the OP ones. I am not good enough to get crazy large boards, but I don’t have to be because I make decent enough decisions that I can consistently win more than other people in my MMR. However, once I reach 6K or so then things will likely change as the skill ceiling in Battlegrounds is very low, and players won’t mess up having a near guaranteed win with hero powers like the Amalgam.