The design of these maps is not good for this mode.
Please consider altering these maps so that less nodes are active or just removing them from the pool.
it wasnt bad when we had the super fast mounts
bu they nerfed mount speed for sum unknown reason. psure nobody asked for that…
yeah… nobody enjoys spending half the game traveling node to node. boring i hate deepwind gorge so much i just afk out when i get it. no thanks
I actually prefer the mount speed the way it is now (thought it was too fast before). However, I also agree that these maps need a revamp. I would like some dynamism on maps to make positional awareness/prepositioning more important. For example, a system where only three of the nodes are active at the beginning of the game, and after a full capture of a node, a random (not scripted/predictable) inactive node becomes active.
Unfortunate reality is the need to rely on competent dps…In my experience MOST dps are not competent…And when I say not competent - I’m also referencing other maps as well.
I could make full length movies of healers and tanks that aren’t competent as well.
I foresee this happening a lot. I hope Blizz keeps an eye on this and considers removing this map from Blitz.
Blitz needs its’ own maps but that’s not going to happen because it’s not 5man dungeons.
New BGB maps would be great. Love doing BGBs, but you are correct in that the bgs were not made with BGB in mind.
They need to bring back the faster mount speed, at least for those maps. Really not sure why they took it out.
Play it like you would a random with less players.
Resist the urge to run away when you cap a base and camp it instead.
I usually camp a base and cap it every time it comes up. Steady flow of points that usually goes uncontested.
If an enemy comes, I either kill and cap or kite and deny them the cap.
If they overwhelm and take it, I pick another base to camp.
No point running around chasing flags on those maps. By the time you get to the other base the one you left is coming up again. The lockout should be longer, but if they change that they would also need to adjust the amount of points you get while a flag is controlled.
They need some maps to be eligible for 0 healers. Not always but having some ab games with 0 and some with 1 and 2 would work okay.
I think 5 base maps would work well for this, its bad enough when both your healers tunnel the same objective on gilneas, when they’re imbalanced strategically between teams their impact is too large and the zug zug me follow healers just wreck any potential for the rest of the map to work your way.
Shame that a handful of specs are significantly more dependent on healers than others.
Playing my evoker / shaman / hunter / mage without a healer is a very different experience than playing my warrior without a healer on our team.
buff warrior self healer?
Honestly the only maps i really like in bg blitz is battle for gilneas and temple of kotmogu. The 5 node maps suck and ctf sucks without a tank. I say get rid of them and just keep gilneas and kotmogu and going forward just release more small maps for them, kinda like they do for arena.
Yeah the capping mechanic is not the best. Believe it’s 30 seconds to perform the cap, which imo is too short for it to be contested (after the enemy tentatively captures). And then what you say is also true, that the lockout is too short for you to run to another node and get back in time, but also too long such that it gets boring to sit around for the next reset & cap.
Just throwing things at the wall, but I think a different set of mechanics would work better.
For example, something like this:
- Only 3-4 nodes are active at any one point
- Active nodes take 45-60 secs to full capture, and have most of its capture value frontloaded giving ~100 points. This allows for more time to contest captures.
- After full capture, the node continues to generate points for the capturing team, but at a much lower rate, ~5-10 points every 15 secs. This occurs for ~2-4 mins, during which time the node can be de-captured to an inactive state by the opposing team (decapturing awards no points). If the 2-4 mins expires, the node automatically becomes inactive.
- When a node becomes inactive (whether by time expiry or decapturing), a random node (including possibly the node that just became inactive) preps to become active and ready for capture by either team.
- When any node becomes active from an inactive state, it undergoes a ~15 sec prep period when it cannot be captured.
The idea is to require more map-awareness and movement around the map for individuals and discourage node-sitting. Thoughts?