Eye of the storm (blitz) has to change

The premise of staying tied in points 90% of the game and NOT capping the flag is bad.
A single player changing the experience of all other players in split second is fundamentally bad.
Something must change.

I don’t know, increase the main flag penalty and make teams get points from killing or controlling the main flag. Give us something to work on instead of win/lose the game in a split of a second.

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I do agree, there are some cool ways to win but the majority is the same scripted play and it’s evident who will win from the very beginning. And one spin on a second base is a automatic win usually

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Best fix is probably just removing it the map is cringe.

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Tbh I don’t understand why they don’t just do it the same way they did with Blitz AB and DWG. All the points are available, you cap it, it stays with your team for a finite amount of time then you have to re-cap it.

Only 1 point being available on each side until a flag gets capped is lame.

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The two base strat is probably the cheesiest win mechanic in all the Blitz maps.

Solid idea, anything would make it more fun than the accepted strat now

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I don’t know why they thought adding a map where capping the flag for your team could cost you the game was a good idea.

“Hey here’s a flag, it’s important and you should take it, if you cap it you get points, but also you shouldn’t cap it in 90% of situations because if you do you could lose the game. Good luck!”

3 Likes

Yesterday, my team was protecting the flag, obviously all together. My team’s evoker capped the flag in the wrong time, and the score hit 1,497 points.

This resulted in the enemy team (spread across the map) winning the match because they capped two bases, and even though the team was much weaker, they won.

This is definitely bad design.

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Ugh, that’s rough. I bet that evoker felt awful too.
Great map design Blizzard!

What if the flag was changed to be capped at disabled bases instead of captured ones?
Either that, or let anyone cap the flag at any base, controlled by their team or not.
That way, if your team has both bases you aren’t just chilling there spinning until the game ends. The flag isn’t a dead mechanic like it is now.
If you sit on bases like that then the other team has the opportunity to score points and flip the game on you if you let them grab the flag.

We must let devs know that no one is satisfied with EOTS blitz

I prefer the regular version. The blitz one is blend with only a single strat.

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Here, I’ll write the letter to them:

Dear Blizzard Devs,

Please fix eots in blitz, nobody likes the current design of it.

Signed,
Everyone who plays blitz

I’ll even label it “Extremely good PVE idea inside that everyone wants”. That way they’ll actually read it and not throw it in the trash immediately.

It will just be thrown in the trash after they read it instead :slight_smile:

4 Likes

Giving points for holding the flag or killing the carrier won’t change anything. People will still grab the flag and sit on it. When stacks get high, they just drop it at their GY and instantly kill whoever grabs it. So giving points for killing the carrier doesn’t hurt the team holding the flag, it basically rewards them.

IMO Eye of the Storm Blitz map is the best blitz map. I think Blizz designed EOTS Blitz map that way to create a different type of battleground. EOTS Blitz is the only bg with multiple interlinked objectives.

You can think of BGB maps as falling into a few categories:

1. Cap the flag maps such as WSG
There are two objectives, and you need both to score. These maps are often decided by a few standout players, especially in relatively low MMR lobbies.

2. Resource control maps such as AB and Gilneas

Here you have multiple independent objectives. The outcome sometimes comes down to the weakest links on each team. For example, in AB someone ignoring his assigned role and rushing mid when teammates expect him to go mines, or in Gilneas a node sitter who doesn’t know how to spin.

3. Equal-contribution maps such as TOK

There are multiple independent objectives but you can work on all of them at the same time. Every player’s effort matters almost equally to the result.

4. Eye of the Storm Blitz
This is a completely new hybrid. It has three interlinked objectives that interact with each other.

To win, the team needs collective effort like winning the mid fight.

It also needs great individual plays, such as a skilled flag carrier surviving at high debuff stacks, a smart player forcing a flag cap while the enemy holds it, someone resetting the dropped flag to mid, or someone stealing a base while the enemy is distracted by the fight around the flag carrier.

At the same time, a single mistake from a bad player can cost the entire game.

In short, EOTS is a unique map that has interconnected objectives, reliance on team coordination, room for heroes to shine, and the risk of one weak link throwing everything away.

BTW, EOTS doesn’t punish unlucky class comps as hard as other maps. On most maps, if your team’s dps is significantly lower because of class comp, you’re screwed before the game even starts. Like if you got an Enh, a Sub and an Outlaw on your team, that hurts on some maps. But in EOTS, it really doesn’t matter.

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The problem is that “throwing everything away” is literally caused by capturing the objective you’re supposed to capture in every single other battleground. That’s just bad design.
I’ve never played any other game where capturing an objective meant griefing your own team.

That’s why multiple interlinked objectives make the game so fun. You can’t just tunnel on one goal while ignoring the rest. You have to weigh which objective matters more when you can’t secure all.

In Go games, this is called a tactical sacrifice: players may deliberately lose a local fight to win another more valuable local fight elsewhere. In EOTS, players often force the enemy to cap the flag by gripping or teleporting the carrier onto the flag stand. This is truly tactical sacrifice.

Deephaul Ravine works the same way. Mindlessly rushing the flag to the portal can actually cost your team the game. While the flag carrier and his escort are out of the circle, the enemy might secure both carts, which could outweigh the value of a single flag cap.

The strategy in blitz eye is not full of insane plays and huge decision making. It’s bring the flag back to your base and sit there with your team and not cap anything until the very end lol

Heavily disagree.

You’re talking about something different. Strategically giving up one objective in order to win a different one or to not set your team back because you’d lose the fight over the objective is different than literally capturing an objective causing your team to lose.

Now I haven’t played CS since the good old days, but I assume they still have planting the bomb, right?
Imagine if successfully diffusing the bomb in CS caused your team to lose, not because you die while trying to diffuse it or anything, but because when the bomb is diffused, all other bombs that were also planted go off as soon as the first one is diffused.

That would be pretty bad design, would it not? If deathgripping the enemy flag carrier onto their flag capture point to force them to capture the objective is literally a winning strategy then something is wrong with the map design.

You’re trying to make it out to be some grand tactical genius map but it’s not, it’s counterintuitive, backwards, boring, and full of (usually unintentional) team griefing.