Remove every CTF game mode from BG blitz

Imagine it’s like the World Cup final team a is losing by 1 goal. Team A ties the game. Time expires. Team A is declared the winner. It’s an awful system and it originally came about because way back when wsg was basically each teams best warrior held the flag on their roof and they were nearly unkillable. There was no time limit and the game only ended after you got 3 caps. It was a slog. That’s why we have time limits and debuffs.

Also I’m pretty sure the “modern” system came out during the era of bg marks and before the “random bg” daily bonus, so the tiebreaker then was fine because you weren’t missing out on much by losing.

It should honestly become a sudden death next cap wins, at least in rated.

Also as for the team comp thing yea it does apply to every map, certain team comps will have natural advantages, that’s just how it is. My argument is ctf the advantage some times is massive and a lot harder to overcome. Having a melee heavy team vs a team with a dragon fc is a near death sentence.

If you watch soccer though… There are teams that do this. They just turtle in their box and hope for a goal off a corner or something. Greece won a euros off of it. It’s honestly terrible to watch. I’m glad wow doesn’t work like that. Get people to push out and be aggressive. Turtling 10 man into your base is lame and annoying.

Current system is fine on that front.

For sure. Hence I said tanks should be balanced to be FC’s again. Remove movement abilities from the FC and make a tank a tank and make them plod across the map. They clearly cannot balance mobility stuff with the flag. There’s always a best option. Tired of dragon and monk metas.

Easier said than done though and blizz doesn’t do any PvP map balancing ever :expressionless:

A team tying a game shouldn’t be declared the winner. I know in some sports there are situations where a tie is as good as a win and some teams basically come out and play to tie it’s lame.

The current tie breaker system just creates a lot of scenarios where the better team lost. If you get the first cap you actually put your self in a vulnerable position where the other team can turtle and then try to get that last cap for the tie breaker. It creates the behavior people think it prevents.

Not really. If the other team adapts and plays better and finally gets a cap, they deserve to win.

Lol what? Not even a little bit. If you cap first you have 100% of the advantage. It forces the other team to play riskier to try and get a cap. If you’re better you can punish that.

At the end of the day both teams only capped the flag once. A team figuring it out at the end of a game doesn’t suddenly entitle them to a win. Also yes being up 1-0 in ctf puts the team in a vulnerable position. It doesn’t force a riskier play style like you think it does. A game pretty much goes on like normal until the last 3-4 minutes , often times the team behind will take a more defensive approach until then. It then basically becomes sudden death even though 1 team is up 1-0.

Makes no sense and should be changed.

Not even a little bit. You’re in the driver’s seat 1-0 up. Wait for the other team to do something stupid.

It does or not both teams would just sit there and wait until the last second to try and cap last. If there was no advantage you wouldn’t cap :roll_eyes:

I’ve never seen this once as it’s an auto loss if you don’t cap.

Sounds like you got baited into making bad decisions. Only time I’ve lost a 1-0 up is when the team up tries to play boring and defensive instead of going for the win.

It’s not perfect, I’ll admit. Everyone else’s ideas, including yours, I’ve seen are worse. Clearly blizz agrees so this is what we got. Bigger fish to fry in the grand scheme of things.

I feel like it not being changed is because it’s an afterthought. Looking around to the major American sports and how they handle ties and none of them use a system comparable to the ctf tiebreaker in wow. It’s not a good system to break a tie it’s just not. It’s wild to even really argue for it. It’s something most people are indifferent to because in random bgs a lot of players honestly don’t care about wins.

In a competitive format it is a terrible system. Imagine watching any competitive sport and it’s a good back and forth match and if a team ties the score late enough they’re just declared the winner. It would cause riots it’s such a bad idea, I guess that’s why it’s not a thing outside of wow.

No.

Warsong Gulch is the best map in the game.

Granted back in Vanilla everyone wasn’t hyper-mobile. So it took a lot longer to cap.

They should make the map like 50% to 100% larger (maybe even something crazy like 200%) to compensate for our mobility gains over the years.

And so Evokers and DHs can’t just glide over the entire map.

If people could meaningfully catch EFCs as more non-mobile classes, I’m sure people would like it more.

As a Hunter I’ve always felt I have a lot of value on CTF maps, and not every class feels that way, probably.

TLDR- The map is great but it hasn’t changed to compensate for how much more ground we can cover in 2025 vs 2004-5. And that’s probably all CTF maps.

This is the biggest issue, I think. If one team has a good Pres, it’s nearly impossible for them to lose. The mobility that class/spec has is too powerful in CTF maps.

Also a side gripe. DKs and their 40 yard grip is so toxic on ctf maps. That ability in general is so rage inducing, but in ctf its just too much.

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Was there a reason why they didn’t want to make it a tie?

They’re at least changing Blitz Eye of the Storm to be more like the normal version of the BG, so no more nonsense of teammates standing around confused at inactive bases and no more of teammates standing at inactive bases expecting you to immediately capture the flag and potentially lose the game due to capturing the flag early.

As for Deephaul Ravine, I have no idea how they can make that map better. Deephaul Ravine is like they took Silvershard Mine and combined it with Eye of the Storm to create the ultimate mess where most of the time your teammates will try to hyper-focus on only one objective type (usually all in on a cart while letting enemy players get all the crystals), fail at focusing on just that one objective type, and end up losing the game.

At the very least they need to have Deephaul Ravine in Training Mode or whatever they’re calling it in Midnight.

Their mobility is a stronger asset the larger the map. Most wsg games that are somewhat competitive both fcs regardless of class typically can make it back to base. In TP because the area is so large fcs tend to die a lot more crossing the field.

CTF aer my fav. Remove the cart escort ones

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