Ashran over in 2 minutes 57 seconds

This is the type of thing that does not make epic BGs epic. Sick fed up of it.

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Agreed please fix blizzard.

A little buff to boss health would be good, but people should make an effort to defend their boss.

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You shouldn’t have to defend your boss in the first 2 minutes of a game. It should be impossible to kill the boss that soon.

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Why not give the boss a health and damage modifier that is removed from capturing the flags?

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defend your boss from the thing people try to do at the start of every match ezpzpzpzpz

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It’s much easier to defend alliance boss then horde boss. Also, you shouldn’t have to defend your boss at the start of the game.

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Why not though?

The whole point of the bg is to push objectives up in order to get the boss to come out and defend.

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Because otherwise we get matches that end in 2m57s for epic battlegrounds.

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mount an epic defense then.

Solutions are pretty simple-

1: To incentivize actually playing the BG, all BG’s- both epic and normal- have their honor bonuses scale to the amount of time it takes to complete. This means that an AV match that is done in 5 minutes awards just as much honor as a WSG match that ends in 5 minutes, and a theoretical AV match that lasts an hour awards just as much honor as 6 WSG matches that each last 10 minutes.

As it stands there’s a big problem with BG’s where your incentivized to win as quickly as possible and barring that the next best option in terms of rewards is actually to lose as fast as possible. This fixes that.

2: Specifically in the case of Ashran, all field objectives under your control and your mage each give a stacking buff to your general. If the mage is specifically alive, their corresponding general has extra abilities (specifically a 180 degree cleave but maybe also things like ice block and POM pyroblast.) Each base has been cleaned up a bit so that excluding stealth characters it is virtually impossible to sneak in and snipe NPC’s. To balance things out a bit both mages have identical skill kits, and the Alliance tower gets redesigned a bit so it’s not chock full of blind spots to kite the boss around, allowing a single hunter to solo her. Gladiators (those two NPC’s that are dump trucks for damage and guard the bridges) have been moved to the inside of their respective bases, but now actually have threat radiuses.

Some world objectives- like the SS- have been cleaned up a bit so that it’s now a field objective with a ~10 minute timer instead of a gank fest for which ever team happens to have someone bored enough to remember it exists. All gatherable food buffs in the zone have been reworked so that all of them spawn anywhere in the field.

A trinket should be added like the AV insignias with similar function- on-use teleport back to your base.

3: Epic BG’s with objectives to kill a specific boss now have better scaling. Epic BG’s with vehicles scale better as well so that mid-patch killing them isn’t a complete joke. In a map like Wintergrasp all three siege units will retain their respective niches- the siege engine has a ton of HP and deals the most damage if it gets in range, the demolisher has two turret positions for players and is good at range, the catapult is fast and deals devastating damage to players- regardless of whether or not it’s the start of an expansion or the last day of it. Likewise a boss like Drek’Thar will always require a tank, otherwise he’ll start one and two-tapping people.

4: Wintergrasp has a few things changed to balance things out a bit. As-is there’s a recurring problem where unless the assault team has a lucky break and is more organized than defense, defense has a massive advantage. I’d propose two specific changes to WG to balance things out: first, each field workshop controlled gives you a 5% buff to siege damage and second, each defense tower destroyed grants you 2.5 additional minutes and makes all walls take 2.5% more damage.

This helps to address the problem where defense has a massive incentive to run out there and knock out all three assault towers and then sit around and do nothing but turtle, and also creates an incentive for assault to do something other than B-line for the mathematically optimal route when destroying walls. Each tower is now valuable, losing them now constitutes a problem. Every workshop has value, now there’s always a reason to be hitting them.

1 Like

This part. The whole point of the events should be to win enough of them that pop 2 or 3 at a time to force splitting of some fashion to open the enemy gates or something. The zerg wins are better than the long scrums only because we get to requeue fast, it’s not fun for PVP.

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BUFF all EPIC npcs and vehicles. They had it right the first couple weeks and even had comp stomp twice for the people that just want to farm honor and practice specs. Honesty thought things were pretty good, then the nerf came and blew the wind out of our sails.

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the most balanced epic bgs are in the 71-79 bracket. the level 80 zerg strats don’t work and vehicles dont die to one rogue

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Isle of Conquest is a joke of a BG and yet they haven’t attempted to fix anything…with the PvP bugs that happened on 20th anniversary patch why on earth do you think Blizzard care about this???

They dont

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Maybe make the boss immune until the mage is dead and all flags capped.

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That awkward moment when the queue is longer than the game you’re queueing for :face_with_hand_over_mouth:

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It’s been a little bit since it happened but on horde side a warlock ported the alliance team out of the boss room, and it broke their boss rush. Thing was the horde boss rush failed also.
More people were mad that we didn’t let them win, then people were interested in trying.
I actually agree with you 100% I just don’t think a lot of the playerbase wants to pvp in a pvp instance, they had to que and wait for.

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You could say the same with the mage that’s soloable by any tank or rogue, feral.

But here we are. The entire of ashran needs a complete revamp from the ground…

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