Can we get a win condition in wintergrasp for defense other than waiting 13 minutes after clearing everything?
Like what if the timer changes based on the number of nodes controlled? So if defense has 5 or all 6 nodes the time goes faster (like how you win faster in control maps if you have most/all nodes)?
Waste of everyone’s time in really one sided matches for everyone to have to sit around and wait for 13 minutes for the already obvious outcome to come to fruition.
p.s. while you’re at it, how about upping the honor cap? 15k honor cap when it takes 50-60k honor just to upgrade from rival to duelist…
Not if defense has 5-6 bases and 20-24 vehicles. All I’m suggesting is that the timer speed up in cases where almost all or all bases are held by defense. I’ve never seen a WG where offense came back with 0-1 bases and 13 minutes left. In that scenario, it seems like it’s just a waste of everyone’s time.
All towers down and major control of vehicles. Really hard for anyone to come from behind on that one. I’ve joined some WG games where everyone is just sitting at the GY waiting for the game to end.
I get why they did it initially, but they nerfed honor gains in lower brackets, so not sure why it’s still there. I’d prefer the old way, where there was no cap, and you can level your character to max and then buy some PvP gear immediately after leveling and be viable. But Blizz wouldn’t want to make anything easy for us.
Its combo of Work Shops/SR/BT and players ranks. But with Alliance its the first First Fight at SR. I can’t recall this or last season them ever coming back from from losing it. Mostly by their own choosing because I have seen the Opposite with the Horde.
Timer speeding up/slowing down based on number of bases held by defense vs offense could introduce another element to the match. It would incentivize players to pay attention to bases more (they should be anyway but most don’t). And it would give a win condition for defense as well as potentially offering a stronger opportunity for a comeback on offense (e.g., taking all 4 external bases could actually slow the timer down more than currently to give offense more time to attack).
I’ve done it. It’s very rare but it happens. So long as you are fairly evenly matched you can just keep pounding them from Eastpark until you overpower them and take SR back. Then you go from there.
It is a pure morale issue. IE, when players think they lost the SR teamfight (even if they didn’t “lose” but merely stagnated), then they “give up” because they think the SR teamfight is more important than it actually is, creating a self-fulfilling prophecy.
I would argue Alliance gives up after the first fight because they have less “pvp’ers” and our Que times are short. Which leads to why bother mentality.