I don’t think that’s a fair assessment.
It’s a flaw in the battleground designs because coming back from a losing battle at SR, hangar, or RoC requires much more coordination.
If there is a single strategy that requires a much higher degree of coordination for the other team to counter, that means the map needs to be changed so that single strategy is no longer the best one.
It doesn’t take coordination to pull off a win at SR, Hangar, or RoC (though it certainly helps). You simply need to kill the other team in a big deathmatch. It turns these 40v40 epic battlegrounds into nothing more than a 40v40 arena match, usually the outcome of which is determined by one team having 2-3x the healers as the other team or starting the match down players.
It’s boring.
Can you make a comeback and pull off a win even after losing that fight? Yes.
But your team has to be a lot better than the other team to make it happen, which is the entire point here.
Epic battlegrounds should not have a single go-to strategy that is far easier to pull off than the others.
Wintergasp:
Win SR, get demos right away and steamroll the other team. The other team might not even be able to build catapults and will just die.
Rushing to SR is an easy strat that takes no real coordination. You have 1 point to go to, your entire team goes there, and you just kill them more than they kill you. It’s simple and effective.
Trying to pull back a win after losing SR requires coordination, people on your team listening, etc. If you lose SR on defense the match is pretty much over. If you lose it on offense you have a slow defeat as the enemy team simply goes from base to base destroying the towers and killing everyone in their path.
The team that wins SR doesn’t need any special coordination or teamwork to win. They just press W and spam the 1 key on the vehicles.
Ashran:
Win RoC, get a bunch of powerups, consumables, and enough fragments to summon your elemental boss that will push the enemy team back to their base. Probably get ancient artifact too.
Push the enemy team back into their base while killing them more than they can kill you due to all the powerups you got access to.
The losing team’s only real option is to backdoor. Ogre King is far too weak to do anything, he usually dies if people sneeze at him. There’s no other areas of the map that are worthwhile to farm for fragments and powerups as by the time you obtained enough to make a difference you’ll lose. Solar sphere can help, but it’s not enough to counter the power the winning team gets from RoC.
Relying on backdooring the boss is pretty lame. A epic battleground shouldn’t end because some lone blood DK snuck their way into the boss room.
Isle of Conquest:
This one is actually the worst example.
Win the fight for hangar, stick 5 people on the airship guns. Stick 5 people to kill glaives. The rest of the players can do whatever. You will win.
There’s no way to stop the airship itself, so the losing team would need to assault the hangar.
If a team wants to use glaives, they’ll need to have 20-30+ people dedicated to defending the glaives, as well as the support of demos from the workshop. This requires a lot of coordination and teamwork.
Hangar only needs 5 people to sit in the airship guns, it doesn’t require any special coordination.
Destroying the glaives doesn’t need teamwork either, you just go in and attack them, die, respawn, and do it again. They are so weak and cannot be healed so you will destroy them even if solo.
The point:
If your team wins those initial fights, you can win the battleground with a minimal amount of teamwork, coordination, and strategy.
If your team loses those initial fights, it will require an exponentially higher amount of teamwork, coordination, and strategy for your team to overcome and pull off a victory.
This means there is something broken with these battleground. It makes them boring and predictable. And people don’t want to sit around for a 90% chance of losing the match, so they leave.
How do we fix this?
Fix the battlegrounds.
For Wintergrasp, unlock siege vehicles on a timer instead of based on kills. This will mean the team that wins the initial SR fight couldn’t just overrun the other team with demos.
For Ashran, add more meaningful map objectives. Buff Ogre King, making it higher risk and higher reward to capture. Make Solar Sphere a periodic event to fight over that buffs your team for a period of time before turning dormant and needing to fight over it again. Make backdooring the boss much harder or impossible.
For Isle of Conquest, add a counter to the airship like anti air cannons in the base. Buff glaives so they don’t die from being sneezed on. Put an invisible wall above the Workshop so the flag can’t be bombarded by demos from Hangar and give Demos some more health so they can survive assaulting the enemy base.