Faction War – An Evolving Battleground Experience for Warcraft PvP

Hello fellow Warcraft PvP players!

I have been playing World of Warcraft since 2006, and through all of my adventures in Azeroth, some of my best memories are from my experiences in PvP- specifically Epic Battlegrounds. Large scale PvP and PvPvE maps bring the fun, challenge, and gratification I’m looking for in MMOs; and the maps World of Warcraft have to offer have been some of my favorites.

The team riding out when the gates open in AV, the PvP clashes at workshops in WG, turning the tide of war at the mage tower in Ashran. These in game experiences bring excitement and anxiety- the blood starts pumping and the stakes are raised. I love it.

Over the years I’ve seen each of our current maps introduced, and experienced how they have changed and evolved with the game. I still love and enjoy these maps, and while I will admit that they may currently be in in need of some tweaks and adjustments, I enjoy them and believe they are solid additions to the game.

(Side note: I think the current issues players are seeing are simply due to the tribal knowledge not been passed down on how to win, not directly related to the maps themselves. There are multiple ways to win each map, but once the first objective is lost and a mass exodus follows, it becomes far too difficult to recover, and most times the team has already accepted defeat.)

I believe the current maps are solid examples of how epic PvP can be executed, and I want to work with Blizzard and the community in not only keeping the large scale PvP in World of Warcraft fun and rewarding, but help take charge in bringing in some new maps and PvPvE features over the coming decades.

Playing WoW for nearly 20 years, means I am 20 years older, (I’m so old I remember the day I had to increase my chat font size to 16;) and, like a crochety old man who is stuck in their ways, WoW is the only game I’m going to put any real investment into.
Azeroth feels like a world I’m part of, and World of Warcraft is a game I am very passionate about. All of this being said, i would like to submit for consideration a new Epic Battleground.

Due to a series of unfortunate events (patellar rupture, followed by knee surgery and bed ridden for 6 weeks, followed by sudden job loss) I’ve been home bound since December of last year. Wanting to make good in a bad situation, I turned my attention to this game I love, and I feel I have something that may bring a lot of fun and memories to World of Warcraft players today and in the future.

Below I have included a quick explanation of the game mode (which I am calling ‘Faction War’) and how I envision the Battleground.

Below that is a further explanation, followed by a “pitch” of sorts for the battleground to both the community and developers. Working with the team at Blizzard on something I love and am very passionate about would be a dream come true. I did not want go into much more depth here, but having discussions on strategies and issues I cannot foresee with the game mode would be amazing. I have a few maps I designed in Tiny Glade, and more thorough explanations on team count, resources, structure buffs, expansion themed bosses and elites, etc.

And then, finally; a short story I wrote to help bring that feeling of Epic Battles home.
it is a short tale about a warrior’s first Epic Battleground experience in the Faction War map.

I think this would be a great addition to the epic battlegrounds, one I would like to play and see brought to life; and I feel it has potential to be something great. I’m very interested to hear what others think, and want to see any suggestions that could possibly bring this map to life.

Thanks for all of your time, and I’ll see you on the battlefield!

QUICK RUNDOWN
Faction War-
Large Scale Map
PvPvE
Epic Battleground
Key Features & Mechanics:

Expansive Map Structure – The battlefield is split by a fortified wall, separating Alliance and Horde strongholds, each side with multiple control points.

-each faction’s side will have structures that support and buff each other. Capturing a structure can change and alter each team’s chances.

Multi-Layer Objectives – Players capture turrets, flag towers, and portal rooms, leading into the final castle siege for victory.

-by controlling the map and strategic points, a team can make their advancement to the enemy elite and ultimate victory.

Summoned Elite Boss System – If a faction loses key objectives, they gain a special summoned elite boss, forcing a shift in strategy rather than feeling stuck in slow defeat.

-if a team were to capture the oppositions strongholds, the losing team can summon an Elite who will transverse the battlefield. This elite will be representative of the expansion map - say a Demon from Legion that hovers over the battlefield laying waste to its enemies with fel fire.

Expansion-Themed Rotating Battlefields – Matches cycle through Burning Crusade, Wrath, Legion, and Dragonflight warzones for example, ensuring new environmental mechanics and thematic encounters.

-the core of the map will remain unchanged, with the rule set and structures in place, but each match will be expansion themed. Zoning into a WoW theme will have vanilla skins and NPCs, raid and dungeon elites such as Onyxia or even Hogger, and effects and dynamic music from the original game for example.

Faction Engagement & Storytelling – Earn expansion-era rewards, transmog sets, titles, and prestige cosmetics, reinforcing the war-driven atmosphere of Warcraft PvP.

-using Mists of Pandaria for example, pets and toys from the MoP universe, mounts from exotic animals of the expansion, and full collectable transmogs sets only obtained through “Faction War - MoP”

ELABORATION

A large map with a nearly impenetrable wall dividing the Alliance and Horde factions. The wall extends from map edge to map edge, and aside from two entry ways near either end; there is no other way around, over, or through. Atop this massive wall sit three turrets. One directly in the center, and one on either side, their massive barrels covering the entryways.

Both factions have fortifications mirroring each other: A main castle housing an Elite NPC boss, a portal room with an elite mage trying to make a connection to the opposing teams portal room, and two flag towers; each with their own elite boss as well. All of these structures are points to be fought over and captured, enabling buffs and debuffs to each point throughout the match.

As the game starts, the turrets are neutral and the portal boss can port friendly players to different areas of their side of the map. These are limited at the start of the match and more locations become available as the team advances.

The goal of the match is ultimately to defeat the opposing team’s main boss. In order to do so, the team must decide where to attack first- the turrets will cover the entryways, so these can become strategically invaluable. If we are able to defeat the opposing portal boss, we can gain access to ports on the other side of the wall allowing quick map movement and reinforcement capabilities. If we capture the flag towers, the opposing teams buffs will fall and we gain a technical advantage.

The map’s capture points and structures will remain the same, but the battleground will be on a rotation. Each rotation will showcase a different expansion theme, including the buildings, NPCs, and geography. For instance, for the Burning Crusade expansion the map could showcase Nagrand and the floating isles, or the geography of Zangarmarsh- or the general theme of the expansion itself. The elite NPCs will be chosen from each expansion, with each Alliance or Horde boss bringing back some of Azeroth’s favorite heroes for another battle.

If one team is overpowering the other, ( I have it set up currently to activate when all four flag towers have fallen to one team,) the losing team can summon a powerful elite that will walk the battlefield until killed. This elite will be from each expansion and utilize those games features as well. For example in the Lich King map a dragon can traverse the map and lay down necrotic ice, slowing players and leeching heals.

These summoned elites will be on a timer and will take a large commitment to defeat, on par with the final boss. As the rage timer starts,- say the elite spawns for a total of 15 minutes and at minute 12 it will go bezerk and start to attack both teams. A concerted effort will need to be made, or the elite could create mass casualties on both sides. It will need to be killed, run out the timer, or the losing team will need to recapture map points and even out the power structure. Or, if all else fails; the two Factions will need to combine forces to bring the monster down.

Rewards will be transmogs, PvP toys, mounts, and pets; all corresponding with each expansion. Acquiring the entire “Faction War - Legion” set will take some time and effort due to map rotation and player effort; for example, but the complete set will be quite amazing to see on the battlefields.

The geography of the map is dynamic and will change as the battle unfolds. Areas of large battles will leave the ground scarred and broken. Artillery damage will leave craters creating choke points or passageways.

With 9 total points to capture, and each point connected to the others through a buff / debuff system, I anticipate each match taking many days to conquer.

What I would like to see, is giving players value for their time, and bring FUN back into Epics. If players are only able to join a match for 20-30 minutes before work, they will still leave feeling satisfied and wanting more. A group of 3 friends could que into an ongoing match and put 30 minutes into the capture of a turret. I want them to experience an epic battle for position, and the joy and anguish of the tides of war turning with each attack. I want them to leave knowing that although maybe they weren’t there at the start or at the end of the match, their time and contribution made a difference in the battle and they leave feeling accomplished.

I would like for this map to possibly be an area or zone to port into. What i envision, is this game mode becoming a permanent staple to the Epic Battleground playlist and as the World of Warcraft universe evolves, this battleground can be themed to fit the future of Azeroth. The animosity between Horde and Alliance may change over time, but this map will be the mainstay for that rivalry. The place where Alliance players can don the Blue and Gold, and where Horde players can let their war cries echo off the ramparts.

PITCH

Epic battlegrounds have always been a core part of Warcraft’s faction war identity, bringing massive fights, strategic objectives, and some of the most intense PvP moments in the game. Faction War builds on those experiences, introducing a dynamic battleground system where structures, elite bosses, and expansion-based terrain shifts shape every match into something fresh and unpredictable.

Rather than static battles that follow the same flow, Faction War is designed as a living battlefield, where the war evolves in response to player actions, large-scale conflicts, and environmental damage.

What is Faction War?
Faction War is a persistent, expansion-themed PvP battleground, with fights that change dynamically based on player control and terrain destruction. Every match is shaped by faction skirmishes, large-scale sieges, and battlefield effects that bring the expansion’s history to life.
Faction War is a dynamic battleground where every player has an impact, every objective feels meaningful, and battles always stay fresh. Instead of fights being won or lost by a single early objective, this battleground ensures multiple ways to contribute, adapt, and turn the tide of war.

Core Features & Gameplay

  • Expansive Map Structure
    – The battlefield is divided by a fortified wall, separating Alliance and Horde strongholds with multiple control points.
  • Faction Strongholds & Defending Elite Bosses
  • Each side begins with a powerful castle defender, reinforcing the final battle when attackers reach their stronghold.
  • Unlike static sieges, defenders adapt based on battlefield conditions, meaning no two fights play out the same way.
  • Summoned Elite Boss System
  • When key objectives shift hands, losing factions can summon an expansion-based elite boss to balance the battlefield and create new strategic opportunities.
  • Each elite ties into thematic mechanics, whether it’s a Burning Legion commander, a Lich King wraith, or a Dragonflight guardian.
  • Structures That Interact With Each Other
  • Flag Towers reinforce portal mechanics, making mobility faster when controlled.
  • Portal Rooms directly affect siege pacing—capturing them means stronger turret fire and quicker reinforcements.
  • Turrets are destructible, meaning late-game fights reshape the battlefield, forcing new paths into the enemy’s fortress.
  • Multi-Objective Combat
    – Players capture turrets, flag towers, and portal rooms, leading into the final castle siege for victory.
  • Rotating Expansion-Themed Battlefields
    – Each match happens in a different era of Warcraft’s history (WoW, MoP, Legion, etc.), making battles feel fresh and immersive.
  • Faction Pride & Rewards
    – Players earn expansion-themed transmogs, titles, and PvP achievements, reinforcing Warcraft’s rich faction war legacy.
  • Expansion-Based Terrain Shifts
  • Each battle occurs in a war-torn region connected to past expansions.
  • As fights unfold, terrain dynamically reacts—turret bombardments cause collapsed structures, fire zones, or shifting chokepoints.
  • A battle set in Outland might introduce unstable floating terrain, while a Northrend warzone could involve freezing effects and collapsing bridges.

How This Adds to Warcraft’s PvP Experience
Faction War isn’t about replacing existing epic battlegrounds—it’s about expanding the depth and immersion of Warcraft’s faction battles.

  • Familiar mechanics evolve—sieges gain destructible elements, elite bosses reinforce active fights, and objective control shifts dynamically to prevent predictable battles.
  • The battlefield itself changes, responding to the intensity of conflict, making large fights feel alive and reactive.
  • Strategic flexibility increases—players choose whether to focus on territory control, sieging strongholds, or reinforcing their summoned elite bosses.
    Every battle feels unique, shaped by player strategy, evolving terrain, and faction-driven war efforts.

-Why This Keeps PvP Fun & Engaging
At its core, PvP should feel dynamic, rewarding, and worth the time spent playing. Faction War ensures:

Multiple objectives create balance, keeping battles strategic and fluid.
Late-game mechanics offer comeback potential, keeping both factions engaged.
Every player has a way to contribute, preventing early frustration or disengagement.
Rather than one early fight locking in a winner, battles feel immersive from start to finish, allowing players to make meaningful plays at any moment.

Final Thoughts – A Battleground That Grows With Warcraft

The idea behind Faction War is simple—Warcraft’s faction battles should feel like true wars, with evolving fights, meaningful strategic choices, and expansion-based settings that make every battle feel immersive and connected to Warcraft’s history.
This mode wouldn’t just add a new battleground—it would create a flexible war zone where large-scale PvP feels fresh and engaging every time.

– A PvP Experience Built for Fun

I love Warcraft’s PvP battlegrounds, and Faction War is designed to complement and refine what already exists—not replace it.
This mode gives players more ways to strategize, engage, and have fun, making battlegrounds feel like true faction wars, filled with exciting moments, strategic plays, and immersive expansion themes.

Lastly, below i have added a short story to help visualize the battlefield and bring my thoughts to life.

Thank you for taking the time to read through this. Again its something I feel could bring a lot of fun and playtime to Epic Battlegrounds and I would love to be part of seeing these ideas brought to life in the game. Ive carried it as far as can by myself, and I want to work with Blizzard and our Azeroth family to bring it into reality.

I do have more details and depth about the game map / features and many more ideas if you are interested.

See you in Azeroth!

EXAMPLE SCENARIO

The countdown begins as the alliance team is busy casting powerful spells and wards over the team. Priests, mouthing near silent holy words send inspiration across the heroes. Close by a few mages are handing out conjured muffins and water, their arcane power radiating out in audible bursts.

VALEXIS, A young warrior; nervously adjusts the buckles on her belt for the eighth time. All secure. The smell of incense and the sound of a toy train echo through the room. Valexis smiles as she surveys her team mates. This is her first epic battle, and she is proud to stand next to her fellow Alliance.

A small mecha-gnome with pink bouncy hair clinks by Valexis and pulls a miniature see-saw from one of her magical pockets. She watches as the metal gnome instantly shrinks to an even smaller size.

The Heralds begin the ten second count down and she swallows hard. Her gauntlets, a gift from a dear friend back home are dripping sweat, her anxiety releasing from every pore.

5

Valexis Looks around at their faces. She sees a mixture of emotions: confusion, worry, joy.

4

She feels all those and she pushes them down.

3

She nearly vomits from anxiety until someone yells “FOR THE ALLIANCE!”

2

A Night Elf jumps in the air and farts loudly

1

Daylight slowly pours in as the gates begin to rise, the smell of trees and fresh air fill the room; blinding sunlight flashing in her eyes. The team mounts up and takes off furiously.

Valexis is riding in a pack, fast. The sounds of hooves and paws woven between war drums and shouts of war. Her cloak ruffles in the wind behind her, and clumps of torn earth and grass fly by in all directions.

“*GET A TURRET!” A Gnome yells, and Valexis sees him point to the top of the wall. A small group of 4 veer off to the right. Two rogues dismount and as they leap through the air, they suddenly shimmer like the haze on a hot day and then, just as suddenly; disappear completely. *

*The team is splintering now. A Small group heads straight to the manway and the doors shatter open as two ORCS come running through. Valexis dismounts and jumps straight into them and begins her attacks. She carries a giant sword in each hand, parrying and cutting as she and two paladins make room for the priests to retreat and set up for healing. The horde are funneling through in waves now and the frontline sways between the two teams. *

A sudden burst of flame ignites Valexis on her left side, and she moves out of the line of fire. Looking up she can see the center turret charging for another round. The horde must have got there first.

“MOVE! MOVE!” She yells. Her sabatons dig deep into the ground as she leaps as far out of the way as she can. She shields her face from the explosion as she lands, but the heat is intense. With no time to survey the aftermath, she turns to run just as a TROLL ROGUE digs a poison knife into her side. He is yelling something at her, but she cant understand him. All she can understand is the look in his eyes, and the laughter cackling from his throat.

Her head swimming, Valexis tries to regain her footing but each leg feels as if it were encased in mud. She can hear the troll’s daggers cutting through the wind; his blades moving imperceivably fast in his attempt to cut her to ribbons. Sluggish she falls to the ground, her peripheral vision pulsing red with each slowing heart beat. Digging deep, Valexis pushes herself up and continues to fight. The troll, now attached firmly to her back, lets out a gurgling yell and vanishes in a cloud of smoke. As she nearly loses consciousness, A PALADIN grabs her hand and she feels the warm beautiful light radiate through her.

The Paladin smiles and moves on, his mace swinging through the air in huge arcs, knocking the horde back. The turret lets out a frightening sound, and Valexis senses she has no time to look and runs as fast as she can the other way. By the Light she was brought back to full strength, and just in time.

Valexis climbs to her feet to eye the mayhem around her, looking for more warriors to fall in with. She could see the Horde healers, their hands weaving through the air with furious precision. Following their line of sight to where their powers were being directed at, Valexis could see a group of Horde fighters were set to engage a squad of Alliance. Valexis quickly mounted and took off in their direction. She dismounted mid run and flew through the air, aiming for a FORSAKEN PRIEST. She hit him hard just as he was casting a healing spell. The priest reeled backwards, his white robes furling in all directions like linen tentacles. The forsaken quickly adjusted, cast a shield spell on himself; and focused on Valexis.

She continued chasing him back, interrupting his spell casts with a perfectly timed punch to the jaw, or simply out yelling the priest; her frightening screams breaking the healers concentration.

Summoning all her might, Valexis flew into a barrage of attacks forcing the priest to turn and run. As she nearly caught him, another shield appeared around him and he turned to her with a smile on his dead lips. A shield, how? Her head erupted into a maze of pain and confusion and she turned to look for the other priest. She was there, a priest in name, but a true conjurer of the shadows. Her cowl kept most of her face in darkness, but Valexis could tell it was a BLOOD ELF, and she wanted nothing more than to dig her blades into it’s chest.

The priests closed in on her, and as they got to striking distance she gave such a war cry they could no longer focus on their spells. With the two of them reeling in opposite directions, Valexis ran down the forsaken and quickly dispatched him. Another migraine took control of her mind, and she grit her teeth hard to fight back the pain. As the pain began to subside, she could see clearly once more, and she watched the dark priest float off, void tentacles trailing behind, her sickly Blood Elf laugh more painful then the spell.

“THEY ARE RETREATING!” A deep voice yelled.

Cheers erupted from the crowd, as healers quickly began fortifying the group. Valexis could see there seemed to be more room to breathe, a break in the fighting somehow.

“We need to secure the other side.” The deep voice again.

It was a warrior, one of the largest warriors she had ever seen. Much larger than the trainers she had in Stormwind, and she could tell by the armor and insignias he was one of the LIGHT FORGED. He seemed to be the leader, and others were listening to him, So Valexis fell in with their group. She watched a few of them discussing strategies, pointing this way or that. Agreeing then immediately disagreeing. She couldn’t hear what they were saying, but by the end of it there seemed to be a definite plan.

The group headed full steam to the other entryway in the wall, and before she could see what was happening her group fell under immense horde attack. Two large tigers jumped past her and took down a horde warrior as he emerged from the smoke. The tigers came back to Valexis, one stopping to give a bored sniff. The HUNTER they protected gave both of the big cats a kiss and pet on their heads and the trio took off after another catch, disappearing in to the fog and mayhem.

*Regaining her footing, Valexis could see why the horde had retreated: There were at least fifteen or twenty of them here, amassed in one organized unit. *

“This ain’t good,” someone said. The group seemed to agree with murmurs and groans.

“It’ll be fun.” An eerie voice emanated from the group, and Valexis watched two DEATH KNIGHTS push their way to the front to survey the battlefield: the Horde were preparing to attack their portal room.

“New objective,” the Light Forged said calmly. “Protect the portal room at all costs. if the room falls the horde can simply walk right into our defenses.”

As the group readied for battle, the two death knights quietly and calmly mounted their skeletal mounts. The smaller of the two seemed to reek of death and poison and Valexis couldn’t tell if that was the dead rotting minion that followed the death knight, or the knight herself . She watched them slowly ride down the hill, never showing any signs of worry or fear. The light forged motioned for the group to follow and they all trailed in behind the two.

“TO WAR.”

4 Likes

We’ve been asking for a new epic for years. All we get are new 10 man reskin bgs. Multiple ideas have been given, including mine to make warfronts actual pvp and not AI.

2 Likes

We haven’t had an actual new epic battleground since Isle of Conquest which was added during Wrath of the Lich King! Ashran and Wintergrasp aren’t actually “new” epic battlegrounds as they were world pvp zones repurposed for an epic battleground.

They developed all this new awesome tech for warfronts that would be absolutely perfect for an epic battleground and yet they’ve done nothing with it since BFA.
I think Blizzard saw the negative feedback on warfronts and decided to abandon them completely even though that tech would be useful in a battleground.

I think people really underestimate just how much new tech was added in BFA with island expeditions and warfronts. And they haven’t used that tech even for new PvE content either. There’s so much they could have used for world events but instead they stick with the old “spawn NPCs in an area” that gets boring and predictable.

I’ll be honest I did not read the entire OP’s post (it’s not a criticism, just that it is quite long so I didn’t finish it all yet) but we do need a new epic battleground, something that could use the warfront tech for some cool stuff.
Make it designed for 20-40 minute long matches and add it as a brawl at first to get feedback and fix issues.

2 Likes

TLDR translation with no chat AI?

2 Likes

Your sig was yummy!

remember the 40 man raid after wintergrasp that dropped PVP gear. winners got a raid . loosers got nothing. hence the premade lol if ur playing in these ally premades good luck to ya. kinda funny you need to group up and discord to win. its not rated

1 Like

God I had such high hopes for BFA. Then I played the warfronts and was like what the actual f. Biggest miss ever.

Ps did you read that whole wall? Just curious.

Chat gpt is actually the worst.

The first thing it pumps out is usually pretty bad. Then people don’t bother to refine it at all. Also people just stop entirely using their own brain and thoughts. The op post is insane.

1 Like

Agree 100 percent.

1 Like