One of the things this game has going for it are the various battlegrounds. Not only do different settings evoke different feelings, there are gameplay differences too. Battlegrounds bring a refreshing quality to the game as a whole.
Garden of Terror
- Revert map to “original” state.
I haven’t kept track of how many different versions there have been and what changes were made. The point is to return the map to a decentralized state where shambler camps and shambler bosses spawned at the beginning of the night phase. This diffuse dispersal of the objective is an important gameplay element allowing for a different and potentially more flexible experience in terms of picking fights that has ironically played out as the most boring and detached experience between two teams. Not coincidentally all three battlegrounds discussed here have diffusely dispersed objectives. As opposed to effectively altering these battlegrounds and holding their ground as bozo “professional” players condemned them the developers have struggled for years. Garden of Terror was essentially standardized, Blackheart’s Bay is ignored and detested (is it pulled from ranked?), and Haunted Mines was removed from the game altogether.
The player-controlled Garden Terror is to return too. Only two other battlegrounds I believe have a “vehicle” and the Garden Terror is an interesting one, not to mention the root battleground-crossing animation seems poor.
- Seed counts reset after each night phase.
There were 90 seeds on each side of the map, 100 were needed for the Garden Terror to be grown. Lazy and passive professional players would split the battleground (frankly I’m not even sure how as the seeds were not symmetrically distributed around the vertical axis but the horizontal one) and then get a Terror simultaneously during the next phase, making for lame gameplay.
- Potential shambler camp spawn locations are increased and a random element to number of shamblers in different spawn camps is applied.
This is an optional change but perhaps for the better. It would stand to reason that with an insufficient number of seeds available without conflict players would be opportunistic and dynamic, looking to outwit and outplay their opponents to seize the power of the objective. After all, Dragon Shire requires three separate points of control across the entire map that can only be controlled by succeeding in conflict and from what I understand works. But perhaps the laziness and passivity of professional players is not to be underestimated. Maybe even the big brains at the dizzying heights of the ladder decide to be “smart” and still split the map just to deny the objective to the opposite team.
In such a deplorable scenario it’s time to call upon RNGesus to save the battleground and redeem the sinners through torment. Through His power shambler camp locations will not be evenly or at least symmetrically distributed and/or their compositions will range in unit number from two to four. It used to be that there would be three shamblers per camp for a total of 30 seeds. Now the camps will range from 20 to 40 seeds. Bosses remain the same. There could still be two camps per half but their locations and/or sizes would vary. You could go nuttier and have the number of camps itself be dynamic with a range of 10 to 60 seeds. The total number of available seeds will remain at 180. It would still be possible, depending on chosen parameters, to end up with 90 seeds in each half even if not evenly distributed. If this is deemed undesirable then there could always be a seed imbalance between the halves.
These variations and imbalances will force players to think on their feet and greatly increase the chances of or ensure conflict as naturally teams at minimum try to deny the objective to their opponents. If they succeed they are likely to reach the 100-seed threshold themselves. It’s about having some more variety and flexibility/dynamism in gameplay. The battleground design will not hand a team a Garden Terror, rather it would induce fights or a fight as different opportunities arise or passively splitting the battleground will do one team no good.
- The Overgrowth pot plant withers if a Garden Terror is outside a particular radius.
No more dropping pots and sprinting away as the optimal choice of play.
Blackheart’s Bay
A bright and fanciful battleground, one of the most uplifting in the game. It’s a shame it’s so disliked due to its gameplay state.
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The troubled story on this battleground is that somehow teams don’t fight. I confess that I don’t understand how this is so but the narrative goes, and I recall watching this “professional” style of play, that a lot camp clearing would go on. Sonya, Illidan, whatever. Somehow teams would then turn in without fighting. An even more obvious problem, in my opinion, quite possibly contributing to the lack of fighting, is that with doubloons (coins) dropping from slain heroes for anyone to pick up you win a team fight and get a disproportionate objective benefit. The losing team should be able to contest a second turn-in but if death timers are too long, there is a talent tier advantage, or lanes need to be cleared the situation snowballs. Chests can also spawn at a bad time. So what to do?
- Mercenary camps give no doubloons
There’s no compelling reason for camps that push to also yield two doubloons. The skeletal pirate camps have no other function but their yields could be halved - optional change. Highly uncertain about reducing the yields of the skeletal pirate camps considering the following changes.
- Once picked up doubloons are only recoverable by teammates of slain heroes and expire after some time period of not being recollected
Reduction of the snowballing nature of this battleground. Similar “mechanic” to Tomb of the Spider Queen but the doubloons can be initially picked up by either team.
- A third treasure chest with five doubloons is spawned along with the current two.
To induce team fighting the obvious spot is right behind the turn-in location/Blackheart presumably. The bridges/walkways from the middle lane can be altered for quicker access, optional. Another spot is right in front of the barrel at the front of the boss area at the top lane. This would really change the dynamic from group fights to individual contests. Not sure I like the idea, for this battleground at least, but it is an option.
I’ve seen some criticism of the manner of the Bombardment but have no opinion at the moment.
Haunted Mine[s]
A classic battleground featuring a cool variation. This is the single most troubled battleground in the history of the game, pulled out altogether for years I believe. On this battleground high level players would apparently ignore or neglect the objective (skulls in the mine) and push lanes instead, do mercenary camps. Sylvanas, for instance, was an insta-lock. Now I see that there was actually an unsuccessful rework of it, which complicates things.
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- Dramatically increase the area of the middle 2/3rds of the top level.
If you recall playing on this battleground the top level is quite small. You could get more work done pushing, especially with a hero like Sylvanas who could relatively quickly devastate an area. The four mercenary camps are close too. If you were to dramatically expand the area of the map beyond the Keeps you slow down potential pushes as it takes heroes longer to reach structures and there is more time to react to their presence on the mini-map (minion waves are further out from structures and without minion waves heroes can’t push too effectively), which favors focus on the objective. Sylvanas can ignore the objective and push a lane on any battleground, she seems to disrupt only one tremendously.
- Undead army bones/corpses are scattered at all mercenary camps. One minute before the undead army rises in the mine it rises at all mercenary camps. It slays all mercenaries, disabling the camps [until both golems are destroyed?]. Uninteractive, cannot be stopped, animation.
Mercenaries overriding the objective problem solved. Based on the youtube video of the rework it seems the developers intended for there to be a choice but the map being pulled again suggests that in practice there was a worst choice being taken too often.
- Either a third type of mercenary camp (two camps symmetrically) or a boss is placed in the middle of the map.
Because why not? It’s a two-lane map, there might not be enough to do in between the objective. I actually started getting crazy with the idea of a boss (dormant boss who could be subdued without fighting back to introduce a more fluid dynamic, areas of control, guardians to kill) but started veering into a fully-fledged battleground objective so backed off. A bruiser camp may suffice.
I had different notions about the entrances but let’s leave them alone. I’m not sure about the idea of having four spaced out entrances but don’t have too strong a feeling. Lastly, I don’t know if there was something wrong with the way the pushing golems scaled or their general strength. This may also need to be adjusted.