I’m not sure if I’m understanding you correctly here. Is the complaint that in SS you can get back to defend too quickly? Because the GYs in AB put you in position to continue spinning a node much quicker than the air ships in SS.
Do you have an 85% win rate because you regularly AFK out at the first sign of trouble or if you haven’t queued with your friends to stomp the randoms?
Not to say that you’re not a good player, just questioning the perception you’re presenting here that you have such a disdain for the map that you can’t even be bothered with winning the BG. I think most players can suck it up in any BG if they’re confident they’re going to win.
You can specific queue for 3 maps at a time, so you will only get the maps you want. Is the problem here rewards?
I don’t mind Seething Shore. It’s not my favourite but it’s not my least favourite either. I like that I can have a real impact to the team as a solo player (stalling) and also that it requires much greater awareness than most battlegrounds (nodes constantly stalling in different locations means you need to be aware of where the rest of your team are, where you should head, where the PvP hotspots are etc).
I do wonder if that level of engagement is why some people don’t like it? There are people, for example, that find the task of picking up orbs in Temple of Kotmogu too complicated.
I actually do this most of the time now. On my main the rewards are meaningless to be as I do arena for fun and get conq capped. I don’t care about honor/azerite, but it’d be nice on my alts.
The thing is I do like getting some of the other maps. So if I get a bunch of TP, WSG, AB i’m happy, but then getting a BFG in there to break it up is really nice too.
So in let’s say 100 games I pick TP & WSG as my preferred maps I’d hope to have about 40-50% of my games be those maps with the rest spread out over the others. Numbers just for examples, not sure how many bg’s there are and what the percentage breakdown would be.
I also do this because theres no reason to do random bgs period. Why would you punish yourself and getting the same bg in a random day after day? The rewards are garbage.
Yep. I didn’t enjoy some of the P v Wall stuff but Strand of the Ancients was a lot more fun for me than Seething Shore. SS sounds interesting on paper, and I’m sure some will like it, I just hate it with randoms.
I also instantly leave the new DWG. I liked the former much better. I felt like there were more interesting strategies and opportunities for counter play.
I feel like the old favourites like CTF & node control are so simple that almost anyone can understand the concept.
With SS
I cannot ever get team mates to understand spreading out to different nodes while enemy is occupied elsewhere. I see a lot of free caps given to the enemy because they get it unopposed. Most often I’m the only one there fending them off and eventually die to their 2/3 players.
No one seems to understand the concept of crowd control on a solo enemy while one of us tries to mine the node. I’ve had people repeatedly break my sheeps and cc when I’m on other classes
Interrupting enemy caps / node spinning. This is a problem in all node capture bgs but it’s almost like people forget that you need to do that in this map as well, not just ones with a ‘flag pole’.
Those are the two major things, other stuff is general random bg bads, but map familiarity usually helps with this and throwing bodies at the problem isn’t ** as ** detrimental to the outcome as it is in SS.
One time I sapped a monk who had no trink so that I could cap an azerite node.
Then a teammate warrior comes and charges the monk, breaking the sap and letting him stop my cap.
I was almost speechless at the idiocy. I just walked away and the let the monk kill the warrior. He then got mad and raged in chat about it.
Leadbelly and Herc, everything you guys are describing are issues with poor play from team mates and have nothing to do with the BG itself. That kind of play will be just as detrimental trying to cap a node in AB or carrying a flag from one end of the map to the other.
I’m still not understanding the hate for what I see as a great BG that encourages everyone to stay active.
It’s a bg based on RNG (the spawn location of the next active mining nodes is random), plus it’s stressful, both of these things combined = not a fun experience.
Also, comebacks are rare, so if your team falls behind 300-400 azerite points its pretty much gg. I see pugs “give up” and just afk on the floating airship when the team falls behind 300-400 points. At that point - with 2-3 pugs just standing on the airship (afk on their mounts) - it becomes a “guaranteed” loss since you can’t win a 7v10.
It’s not difficult to check your map for the new spawn location. And similar to “floating” between bases in Battle for Gilneas for a quicker response to inc calls, you can look to position yourself to be able to quickly reach a fresh node. And how is it any more stressful than any other BG?
As for comebacks and players giving up, the same holds true of any BG. There are occasional exceptions, but it’s pretty much standard fare for a team to assert dominance early on and the other team stop trying.
Seething Shore isn’t like other bgs that are primarily based on player skill/teamwork (such as Arathi Basin or Warsong Gulch), as far as I know SS is the only bg where there is a significant element of RNG present.
In almost all other bgs the bg mechanics are predictable/controllable. For example, you know exactly when a base flag will cap, you know exactly where an orb will spawn, etc.
How set in stone is a flag carrier’s path in WSG? They might go tunnel, ramp, gy, or even drop down off the roof. You might close in on them and a Priest hits them with Leap of Faith and suddenly they’re moving to the opposite side of the map. The skill that helps players successfully return their flag is AWARENESS, and that is the single most important skill to have in Seething Shore.
From noticing when a node is capped, to recognizing where the next node is likely to spawn, to being able to read if it will be more beneficial to join or stay in a team fight or break off to help secure off nodes, awareness is crucial.
Player skill is at an all time high in Seething Shore because you can’t get by with just rolling around in a deathball (unless you massively outgear the opposition). You have to split up into smaller groups or you’re just giving away nodes.
Teamwork is still crucial, but works differently here. You can be successful by having 1 or 2 skilled players capping off nodes, but if the rest of your team can’t hold out against the other team or are even too aggressive and landing kills instead of just stalling and controlling, the opposition will be able to shut them down.
See, here you’re describing the “randomness” of (unpredictable) human players, that’s not really the map - which is what I was referring to. There really is no RNG in Warsong Gulch, it’s all player skill and teamwork.
As a side-note, I’ve never seen a pug complain/cry about Warsong Gulch either in bg chat or here on the forums, but Seething Shore seems to be universally disliked by pugs judging by the constant complaining/crying about it