WSG tie = both lose, change my mind

Too many times I see this in games. one team caps a flag, other team manages to recap, and instead of playing the match, they just turtle at their own flag all game knowing they will win so long as enemy team doesnt cap it.

This last cap rule is quite dumb, there is no incentive to play the BG once u tie it and can just play defense ontop of ur flag. Nor is it fair for the team that capped first, even tho both team did their proper job in capping, one team now has an advantage.

if the score is 0-0, who wins? why would it change if it’s 1-1?

Or an alternative win condition would also work, who had most flag holds, who held flag longest, damage/healing totals. or give extra time for next cap wins the game or w.e

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That is where the real incentive comes into play.

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If you do not turtle defende ur flag at 0-0, why would this change at 1-1? this only gives incentive to one side and not the other, the other can just braindead sit at their flag while the other team now has to substantially outplay them. unfair advantages in BGs are already apparent, no need to give another unfair advantage to a whole team based on an unreasonable condition.

Imagine a game of basketball ending with 100-100 and there would be no way to play it out and u would give the win to the team that scored last. makes 0 sense

I will defend Warsong Gulch as it is a Legendary perfect specimen of Gaming.
Cannot make an unbiased comment here for you. :rofl:
Did you know that at one time we didn’t have a timer?
Back to the future, the fastest flag cap has definitely changed in Shadowlands.

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It wasnt perfect then, it isnt perfect now, is it better than it was in original iteration? sure, can it still be adjusted to make for a more balanced gameplay? absolutely. Win condition during a Tie needs fixing, this change wont even affect 95% of WSG matches nor is it a hard condition to implement

Capping, + capping to win the match creates a unique magic.

for one team, and ruins it for the other that did what the other team did but still lost

Another magical moment. Still = couldn’t hold on to the increased morale + pressure. A one trick pony out the gates doesn’t always guarantee a win. :smiley:

So the enemy team also got a one trick pony right after, a fluke, a lucky draw, w.e u wanna call it, does that surpass a OTP out the gates? that is quite an absurd thing to say or compare.
Making BGs fun and fair for both teams surpasses these odd “magical moments” as you call them.
Also, this isn’t even about a last second cap to win, this is about u cap in first 2min, enemy team caps right after, and then spends 10mins turtling their own flag at base.
WSG isn’t a tower defense BG, nor should the win condition be to tie it up just be the last one to tie it.
Again, this makes 0 sense in the real world where most players live.
Tell a soccer fan his team lost a 1-1 result match because the enemy team got the last goal and then huddled in their own goal blocking all possible balls from going in. (unrealistic scenario obviously they would have to be some really chunky soccer players).

A magical moment would be at 10min in a losing game of 2-0, a unicorn drops from the sky gives your team infinite lust and 100% increased movement speed to help you win this. This is a magical moment, will it make the game fair and fun for the other team? no, it wouldn’t

As I mentioned my opinion on perfection is biased. :smile:
Epics on the other hand really and truly deserve more attention, being the Largest Epic and Original Instanced PVP playgrounds in WOW.
That gets my vote and support undoubtedly.

Sure, I’d say some epic ones need a bit more attention, especially wintergrasp. Regardless, WSG needs the smallest amount of attention which is extremely simple to do, and doesn’t affect 95%+ of matches.
The same reason why nothing will happen about this, because it only affects 5% or less of matches

If there whole team is defending you only really need to get out of the flag room and your in the clear…

Well for a druid atleast lol

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the problem is getting in, not getting out, this is a very cramped area with 3 ways in but for the most part all 3 ways can be seen and loaded with vision/traps for almost all of the time. The structure of that place is what makes this an extremely easy place to defend in a 10v10. the defending team can spam AoEs on all 3 entrances preventing sneaks, can see the enemy coming because u can see nameplates through walls, enemy is locked in a small hallway no matter the entrance and will be bombarded with aoe while the defending team can be rather loosely spread out to avoid a lot of the damage, healers have free reign in that room as well while healers in the small corridors cant move around too much.
offense team can also be pulled in and taken out of LoS for the healers.
To name a few conditions that are extremely beneficial to defending team and extremely hard to overcome for offensive team. WSG isn’t wintergrasp, this shouldn’t be a tower defense type BG but it becomes one under the condition of last cap wins in a tie.
Also don’t forget its very easy to organize random people in defense, but extremely hard to organize randoms in offense

All BGs should have a “resource gauge” instead of a timer that counts down, but also loses points when people die just like in M+/keystones. The only purpose of objectives should be to speed up the process against the other team. Killing the other team should always be the primary way to defeat the other team, and objectives being secondary to create tension and break the monotony. The only (and I mean ONLY) thing Ashran did right was make killing the other team the primary goal, unlike AV where its a secondary goal.

WSG chunks the “timer” each time to turn in a flag.
AB makes the counter for the other team go down 1 sec faster per building.
Minecarts are already on a fixed timer, so the only addition would be deaths lowering it more.
etc

The biggest crutch of certain BGs like Wintergrasp is the the lack of resource gauge creating no counterplay against defending team and excessively long losses. The Austin Powers of steamrolls. Using a resource gauge instead of a timer will create tension for the defending team instead of throwing their bodies into endless sieges with no repercussion for siege dying against attackers except the inconvenience of building another one.

GY camping should not be a thing either. WSG moved the GYs to disincentivize turtling the flag at the GY. When people revive they should at least get a grace period and be untargetable until they make an action.

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