As someone who spends a lot of time in random BGs on different characters, there are some things you guys seriously need to fix.
Battle for Gilneas:
Alliance can get to waterworks before the horde. Horde has to cross water. This is a serious disadvantage when it’s on an extremely easy to defend battleground. Horde is seriously hindered at the start, and alliance can easily defend.
Wintergrasp:
What are the statistics regarding win rates for offense/defense? Since Dragonflight, I can only recall winning on offense once and haven’t ever lost on defense.
Vehicles:
Getting two shot by a vehicle is pretty miserable especially when I can’t keep up with them to try and destroy them, and they have so much health I can destroy it before it turns and two shots me anyway. If you aren’t in a vehicle, just run away and hope they don’t chase you. This needs fixed.
Epic BGs:
In the loading screens for each BG, will you start putting some kind of general strategy or objective information? It’s obvious there’s players that have no clue what they are doing in the BGs. Especially the Epic BGs. They’re running to irrelevant areas of the map, trying to do useless things and it ends up being a rage fest in chat. Maybe a quick explanation in the loading screen would help mitigate this.
Seething Shore:
This BG is horrendous on random. I have yet to meet anyone that likes it. It is just a clustered mess of people not knowing where to go, or what to do. You rez, fly toward a node. While in flight the players load and you realize you’re flying toward a node with 5 people from the other team. Too late, parachute deploys and you’re dead. Please get rid of this BG, or just allow blacklisting again.
General:
Take away one gap closer from every melee, and take away a defensive from every ranged. Some melee are impossible to kite now, and yes I have plenty of defensives that I’m rather tanky on my warlock, but I can’t cast spells with melee all over me. So, i just eventually die without being able to cast spells. My defensives eventually run out. Melee are way too strong now. They have an interrupt and they all have multiple instant speed stuns/incaps that makes players not even want to play casters.
Please take away the ability to knock players off BGs to their death. This is completely ridiculous. Last night in an RBG, we were fighting in EOTS for the flag and the opposing team kept using Shadow Rift to move us to the edge and a shaman Thunderstormed us off. We couldn’t avoid it a lot of the time because we were rooted/snared/stunned/etc. This makes the game very unfun. When you’re losing not because of skill, but because of the terrain and that your team doesn’t have those specific classes.
For some of us that PVP, it has appeared for years now that you don’t really care about PVP content. A lot of people find fighting the exact same bosses every week, and the fight never changes extremely boring. Please make more of an effort to fix some of the easy to fix PVP issues. Gilneas has been a problem since the day it released and it still hasn’t been fixed.
I’m sure nobody at Blizz will actually read this, but there you have it regardless.
Seething Shore is great. One of the few BGs that doesn’t require players to sit around defending a node that may never be attacked. Everyone is free to jump into the action. I feel the majority of complaints with the BG are simply poor map awareness and a lack of critical assessment.
Every BG has a random factor to it. In Arathi Basin you don’t know which node will be attacked, for example. The difference is that people are used to having someone standing around twiddling their thumbs for 5 minutes just to tell them where to go next with an in-chat call for help.
Seething Shore on the other hand requires far more attention, awareness, and the ability to assess whether one will be more valuable joining a team fight, trying to stall the opposition from capping a node where they have superior numbers, or veering off from the combat to try cap off nodes as they spawn, and the correct answer is constantly changing.
There’s really nothing more you can complain about with this BG. It promotes actually fighting against the other team, rewards awareness, and keeps the action going more so than any other BG.
a lot of bg’s tend to be one sided stomps whether you end up winning or losing it. Every single one I’ve done this expansion I know whether we’re winning or losing it in the first minute or two
epics bg’s are even worse because the teams dont even fight each other over anything and just base race each other, which is INCREDIBLY boring and many of them are imbalanced towards one faction. Also you can tell who has no clue what they’re supposed to be doing because the only way they learn is having someone flame them
This entire explanation of seething shore is romanticized to the extreme and you may have people convinced that it’s actually a good BG, unless someone has actually played it.
The sad truth is, SS is a given to the superior team. There is no outmaneuvering, and there is no counterplay. You claim that other BGs have a random factor to it, but that is false. In AB you do know what is going to be attacked, in every BG you do know where the enemy is, because of communication. In Seething, you don’t know where the enemy is. You don’t know anything. The players do not have poor map awareness, because Blizz enforces poor map awareness on the whole battleground. The map is subject to change on a whim, and nodes can be capped before you’ve even respawned. Despite being on an airship for most of the game, you have little to nothing as far as a vantage point goes. For most of the game it’s just about useless to even load up your map, since by the time you mount up to get to a node, it’s already gone.
I see this explanation all the time, specifically when in a conversation about Seething Shore. What god-awful teams are you guys facing that they just let you go?
The best thing that they can do to Seething Shore is to lower the altitude of the ship and put the Spirit Healer on the edge of the ship, so that when you are dead you can at least look at the field and plan out your drop. This also limits the ability to rez and then drop all the way across the map.
As with any BG, sometimes the difference between two teams is too great and the challenge is indeed insurmountable. However, between two average teams the counterplay comes from maintaining awareness of node spawn locations and making correct decisions throughout.
Unless you’re playing on an absolute potato, you should have no issues seeing the enemy over the vast majority of the map. You only need the presence of mind to look.
And a player with good map awareness will see the locations of the current nodes and anticipate the spawn location of the next. If the current nodes are relatively close together with a wide expanse of the map left unused in that moment, there’s a good chance the next node will spawn in that direction.
Knowing that the majority of your team is already in range of the other two nodes, moving to the open area in anticipation of the next spawn can allow you to beat the opposition to the node and secure the capture uncontested while everyone else is wrapped up in battle.
BFG has always been a problem because horde have to cross the water and I agree it should be fixed.
the worst spell of all time was the warlock spell where you could teleport a player out of a tower to the ground and gank him. idk if its still in the game but what a ridiculous thing to do. completely ruins any kind of interesting gameplay. idk if its still in the game but i havent played much at all in the last 4 years because pvp feels just ruined.
I think you brought pretty good points, especially regarding how they could implement any kind of explanations of the epic BG’s and what the different objectives bring to the team. Something as simple as a note board with explanations at the gate of every EBG could really help consolidate players as a team. Most people clearly don’t exactly know what they can do to help most of the time, since nothing is explicit in this game. I win most of my EBG, no matter the sides, because one little group of people can actually go lengths by aiming different objectives depending on the state of the game.
Regarding melee, I also agree. I am getting stomped lately by warriors, and now I am mostly avoiding them. And it has everything to do with the gap closers they are equipped with. I even rerolled a Warrior to understand the class better in order to counter it, and was shook by how effortless it is to stomp on people. 2 charges, with root? A stun that can be thrown from a distance? A 15 second 70% slow aoe? A double jump that can cover miles? Even their execute can also be a charge with the pvp talent. Yes they have counters (mages, rogues and must miss some), but they are absolutely unforgiving to hunters, that I can say. I have done many encounters in many different settings in order to come to the conclusion that a hunter cannot do ANYTHING against a decent warrior (MM and BM, that is. Maybe SV is the solution and I’ve yet to try) . Obviously, this is considering the latter has his CD’s up, which aren’t very long nonetheless.
For vehicles in Wintergrasp, you have to destroy them soon as you see them (if you are not by yourself). You can slow them (any slow works with their respective effectivity), which will help kite them.
All in all, I think you brought relevant points. Cheers