A suggestion for BGB Rework

So, for Arena your progression is to Gladiator via CR. In BGB/RBG it is to GM/HWL via CR. The Achievements are already reflecting this.

Why not remove CR from BGB? Make a new metric that more accurately assesses your progression? Make it operate like Honor, but only Honor gained in this mode is added to your progression, or Rank. Keep the ilvl requirement to enter. Keep the seasonal format, just like Arena. Maybe add some seasonal flare to the top ranks. Maintain that this mode is an end-game PvP mode. PvE has a few different modes for progression, M+ and/or Raids. Why can’t we have different end-game PvP variants?

The Honor
In past expansions you were awarded honor not just for winning, but for performance. If criteria can be made to determine performance in support of the objective and team, then it can be used to earn more honor, even in a loss. Such as, Damage/healing done to FC, done while in proximity to a node or cart, support provided to the team in the form of Utility, etc. The “honor” in this mode would likely need to be inflated for ranks.

Ranking Up
I doubt players would be wild about waiting for a weekly reset to gain rank. So, make the ranks attainable in real time… with diminishing returns. The lower rank you are, the more ranks you can earn before DR kicks in. As an example, 4 ranks before DR in the early ranks, 3 in the middle and 2-1 at the top. Blizzard would have to determine the sweet spots here.

Rewards
Currently, ranks are tied to Achievements which are tied to CR. For this mode, the achievements would be tied to the ranks. I think the elite rewards would have to be at the higher ranks, depending on the pace set for ranking up. Starting out, I would say keep the rewards as they are. Ultimately, different variations of the elite appearances specific to this mode would be the best.

PvP Gearing
Starting out it could probably stay as is. Earning a certain amount of conquest per win or loss (if performance is taken in to account). Ideally, the ranks would allow us to buy new gear. Gear that would give bonuses in this mode. Still PvP gear with the boosted ilvls in PvP content, but set bonuses to aid in the 10-15 ( or greater) player environment. This would probably take the most time. Making new sets, determining set bonuses, etc. But it would add another desperately needed layer to PvP as a whole.

Maps and Player Count
So, the current rotation for BGB is… a little bit underwhelming. How about introducing a weekly rotation? Have three to four 10-15 player BGs. Keep the player count as is. Additionally, keep a wild card Epic BG in the rotation that only queues up when enough participation is reached.

Basically, this would be a natural progression from unrated BGs. Which, honestly could just replace unrated BGs altogether. This gets rid of the MMR black hole and provides progression with rewards.

Blizzard, you have three different versions of the game live, right now. A PvP renaissance is long overdue.

First, in a rated pvp system, rankings should be based on skill rather than time spent playing.

Second, in battlegrounds, the rating system must prioritize rewarding players for their team’s victory, rather than individual stat padding, to prevent exploitation. The system must be clear and straightforward: the only thing that matters is your team’s victory, nothing else. If you believe your killing blows should be rewarded, maybe you need to play in arena.

Third, there is already a system in place that tracks performance in battlegrounds, the achievement system. Blizzard could expand it by adding new achievements, such as 100/500/1000 flag caps or returns in rated Warsong Gulch, 1000 healer kills in rated battlegrounds, and more.

Rating can’t evaluate skill in BGB. Either the team wins, or it doesn’t. That has very little to do with the individual.

I specifically mentioned new metrics. Not once did I prioritize KBs or even mention them.

Achievements do not track performance. They track milestones. When the BG ends, you see who had flag caps, returns, etc. that is performance. It could be expanded to help evaluate the individual in regards to team objectives.

What works in Arena, does not work for BGB, as is currently implemented. So either they figure out a new criteria with the existing system for BGB or the create a new system and criteria.

Tell me you’ve never participated in organized sports without telling me you never participated in organized sports.

Nice troll attempt but you are taking it out of context. In sports, you all get the same win, that isn’t the case in BGB is it?

That’s not true performance.

As a melee, I may get more flag returns than ranged DPS players, but it could be the ranged DPS who secured the kill. However, even the ranged DPS player who landed the killing blow might not be the most important player. It could be the player who perfectly cc’d the enemy healer, or the player who pumped dps and consistently kept pressure to the enemies’ hp.

In Deephaul Ravine, as a high-mobility and tanky class (DH), I often convert more carts than anyone else by backdoor attacking the enemy cart, but the real reason for our victory could be the player 1 vs 2 spinning the crystal in the middle.

In Arathi Basin, a player who holds a node 1 v 2 and survives might have no flag cap and low DPS, but his contribution could be greater than anyone else’s.

In Warsong Gulch, a player who holds off the opponent’s only player with a Mortal Strike effect in the mid might not get any flag cap or return, but his role is very important.

The point is, it’s not practical to evaluate players’ performance. Don’t complicate things, simplicity is great. In battlegrounds, only the team’s victory matters.

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It is, like all of the scenarios you listed. It’s just not measured. It could and should be measured. If simplicity is desired, just throw all of those things into one category: Assists.

This isn’t complicated. BGB’s rating systems needs changes or re-work. Making BGB solo-queue is where the complication comes from. Random comps (and comps that are just bad) with random players with varying levels of tune per class and spec. This design is less skill and more luck. If you are a class or spec that can sway the game, that helps a lot, but I’ve been in plenty of games where it didn’t matter.

I don’t know what the best way forward would be, only Blizz knows that. I am simply providing free brainstorming and hoping they do more with PvP in general. You know, if they read these.