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Future of Battlegrounds

  • Arkew
    Arkew
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    Moonspawn wrote: »
    Arkew wrote: »
    Me i would totally rework bg currently medal system for fell rewarding for everyone.

    1: add damage blocked (who are given when ally you shield take damage).

    2: remove repeatable medal who include tanking big hit / making big heal / doing big hit.

    For each gamemode.

    Deathmatch:

    keep the actual medal about first kill / kill / multikill.

    adding repeatable medal who are awarded each X dmg/heal/blocked who reward player 100 points.

    Crazy King / Domination:

    now reward medal even if the flags near the player are not taken / taken by ennemy.

    add new medal for killing player near a flags (not taken).

    adding repeatable medal who are awarded each X dmg/heal/blocked near a flags who reward player 100 points.

    Chaosball

    keep medal for wearing chaosball / killing chaosball user.

    maybe add medal for killing a player who damaged a chaosball wearer (ally) in last 5 sec ?

    Medal now trigger when doing action near non-taken chaosball and near chaosball wearer (ally like ennemy).

    adding repeatable medal who are awarded each X dmg/heal/blocked done near a chaosball or chaosball wearer who reward player 100 points.

    Capture the Relic:

    now medal are rewarded when near the relic or relic holder.

    add repeatible medal (with cooldown or who give not a lot of points) for bashing a player who try to take the relic

    adding repeatable medal who are awarded each X dmg/heal/blocked done near the relic / relic holder who reward player 100 points.

    this would encourage ppl to heal/shield ally, damage ennemy and not only keep their heal/shield only for chaosball wearer/relic holder as long they are close to them.

    Another idea:

    Add a special penalty for not playing near objective who reduce damage healing done by 15 % for each 12 sec (or maybe more time in 8v8 because maps are bigger) not near objective , can be cumulated 5 time for a total of 75 % dmg/ heal penalty.
    (player in spawn are not affected by it,being near objective remove all penalty).

    I can tell you put a lot of thought here. It's a shame we can't even get ZOS to do somehing as simple as reducing the critical healing medal.
    Tell me @Arkew : As long as they didn't try to fight their way out, do you know why 4 people could almost always escape from spawn in 4v4v4, but 8 people almost never can in 8v8?

    simple because in 4vs4 / 8vs8 there is only one flank for ennemy team so they can keep the other team under their eyes when in 4v4v4 even you have 2 flank instead of one so you can't keep an eye on both except by separating your team in half that would reduce greatly your chance of survive if both team get out with their 4 player, also they can be distracted by the other team.
  • Haki_7
    Haki_7
    ✭✭✭
    Moonspawn wrote: »
    I can tell you put a lot of thought here. It's a shame we can't even get ZOS to do something as simple as reducing the critical healing medal.
    Tell me @Arkew : As long as they didn't try to fight their way out, do you know why 4 people could almost always escape from spawn in 4v4v4, but 8 people almost never can in 8v8?

    I may have found a new reason to adore two-teams BGs. Would you care to guess how a match this FUN managed to last for nearly the full duration?
    4g68hzma6tf7.png

    Destruction of Battlegrounds Chapter 108: Waiting 27 minutes for a lopsided match (Solo 8v8 PC/NA)
  • Udrath
    Udrath
    ✭✭✭✭
    As long as players continue to que up in PVE gear, they’re gonna be bad lopsided matches. In the old 4v4v4 usually everyone was in pvp gear. They don’t want the pvp experience, just the daily so nothing changes.
    Edited by Udrath on 24 October 2025 20:07
  • Arkew
    Arkew
    ✭✭✭
    Udrath wrote: »
    As long as players continue to que up in PVE gear, they’re gonna be bad lopsided matches. In the old 4v4v4 usually everyone was in pvp gear. They don’t want the pvp experience, just the daily so nothing changes.

    that's why i would like they change weekly/ daily endeavor , play X battleground into win X battleground for force them to invest in pvp gear or left battleground.
  • Udrath
    Udrath
    ✭✭✭✭
    Arkew wrote: »
    Udrath wrote: »
    As long as players continue to que up in PVE gear, they’re gonna be bad lopsided matches. In the old 4v4v4 usually everyone was in pvp gear. They don’t want the pvp experience, just the daily so nothing changes.

    that's why i would like they change weekly/ daily endeavor , play X battleground into win X battleground for force them to invest in pvp gear or left battleground.

    My opinion is they should shake up PVE entirely so people have to make builds that are similar to PvP builds (deal damage, be able to take damage, heal themselves, etc). I thought that was the whole point of hybrid/subclassing. PvE mobs should randomly crit and have crit damage modifiers so crit resistant is valuable in pve. Like fighting elite mobs should be on par with fighting a player in terms of damage and cc.
  • moderatelyfatman
    moderatelyfatman
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    ✭✭
    Arkew wrote: »
    Udrath wrote: »
    As long as players continue to que up in PVE gear, they’re gonna be bad lopsided matches. In the old 4v4v4 usually everyone was in pvp gear. They don’t want the pvp experience, just the daily so nothing changes.

    that's why i would like they change weekly/ daily endeavor , play X battleground into win X battleground for force them to invest in pvp gear or left battleground.

    This is more likely to result in PvErs abandoning BGs entirely. Then you'll have to queue for 30+ minutes.
  • Haki_7
    Haki_7
    ✭✭✭
    Udrath wrote: »
    As long as players continue to que up in PVE gear, they’re gonna be bad lopsided matches.
    @Udrath I believe it's already been formally demonstrated that most of the worst problems of two-teams BGs would remain even if ''population was infinite and matchmaking was perfect''?
    7zgmz5irm2qu.png

    Edited by Haki_7 on 25 October 2025 10:35
  • Moonspawn
    Moonspawn
    ✭✭✭✭
    Haki_7 wrote: »
    I may have found a new reason to adore two-teams BGs. Would you care to guess how a match this FUN managed to last for nearly the full duration?
    4g68hzma6tf7.png

    Destruction of Battlegrounds Chapter 108: Waiting 27 minutes for a lopsided match (Solo 8v8 PC/NA)
    Match like that should have degenerated into spawncamping. Some would inevitably grow tired of the nonsense and go around completing the objective uncontested while everyone wished for entire thing to be over as soon as possible. Doesn't explain the score though. Did people leave in droves at some point?

    Can you help solve any of the FOUR critical flaws of Two-Teams BGs ?

    Looking for feedback on How to fix the Three-Teams objective modes
  • Udrath
    Udrath
    ✭✭✭✭
    Haki_7 wrote: »
    Udrath wrote: »
    As long as players continue to que up in PVE gear, they’re gonna be bad lopsided matches.
    @Udrath I believe it's already been formally demonstrated that most of the worst problems of two-teams BGs would remain even if ''population was infinite and matchmaking was perfect''?
    7zgmz5irm2qu.png

    I don’t disagree. Two-team battlegrounds is terrible, I’m just saying seems like most battlegrounds are graveyard stomps after the first team fight due to one team not having enough weight to hold a fight and the total lack of support for each other with heals or shields, have no staying power to body block for someone, etc. PVE builds suck in PvP and I wish PVE was more harsh so build craft took survivability more serious for each individual. I just hate seeing players get destroyed in PvP due to how different PVE functions in terms of what people prioritise in build creation. I want them to have a chance lol
  • Moonspawn
    Moonspawn
    ✭✭✭✭
    Arkew wrote: »
    Moonspawn wrote: »
    Arkew wrote: »
    Me i would totally rework bg currently medal system for fell rewarding for everyone.

    1: add damage blocked (who are given when ally you shield take damage).

    2: remove repeatable medal who include tanking big hit / making big heal / doing big hit.

    For each gamemode.

    Deathmatch:

    keep the actual medal about first kill / kill / multikill.

    adding repeatable medal who are awarded each X dmg/heal/blocked who reward player 100 points.

    Crazy King / Domination:

    now reward medal even if the flags near the player are not taken / taken by ennemy.

    add new medal for killing player near a flags (not taken).

    adding repeatable medal who are awarded each X dmg/heal/blocked near a flags who reward player 100 points.

    Chaosball

    keep medal for wearing chaosball / killing chaosball user.

    maybe add medal for killing a player who damaged a chaosball wearer (ally) in last 5 sec ?

    Medal now trigger when doing action near non-taken chaosball and near chaosball wearer (ally like ennemy).

    adding repeatable medal who are awarded each X dmg/heal/blocked done near a chaosball or chaosball wearer who reward player 100 points.

    Capture the Relic:

    now medal are rewarded when near the relic or relic holder.

    add repeatible medal (with cooldown or who give not a lot of points) for bashing a player who try to take the relic

    adding repeatable medal who are awarded each X dmg/heal/blocked done near the relic / relic holder who reward player 100 points.

    this would encourage ppl to heal/shield ally, damage ennemy and not only keep their heal/shield only for chaosball wearer/relic holder as long they are close to them.

    Another idea:

    Add a special penalty for not playing near objective who reduce damage healing done by 15 % for each 12 sec (or maybe more time in 8v8 because maps are bigger) not near objective , can be cumulated 5 time for a total of 75 % dmg/ heal penalty.
    (player in spawn are not affected by it,being near objective remove all penalty).

    I can tell you put a lot of thought here. It's a shame we can't even get ZOS to do somehing as simple as reducing the critical healing medal.
    Tell me @Arkew : As long as they didn't try to fight their way out, do you know why 4 people could almost always escape from spawn in 4v4v4, but 8 people almost never can in 8v8?

    simple because in 4vs4 / 8vs8 there is only one flank for ennemy team so they can keep the other team under their eyes when in 4v4v4 even you have 2 flank instead of one so you can't keep an eye on both except by separating your team in half that would reduce greatly your chance of survive if both team get out with their 4 player, also they can be distracted by the other team.

    I believe there is an even simpler reason:
    ''3. Spawncamping is encouraged by the two-sided format itself in every gamemode.''
    • Spawncamping in a 3-sided match meant leaving your teammates outnumbered against the third team. Doing the same thing in 2-sided gives your own team the numerical advantage.
    • If PvPers on both sides perceive the newfound usefulness of spawncamping, there's a decent chance they'll spend the entire match on opposite ends of the map. Not having to fight each other only makes the practice easier.
    • It's no longer possible to use one team against another to escape the sandwich.

    u86qidkgzhuv.png


    @Arkew Do you notice how the orange team would be left outnumbered against purple if any of its members decide to spawncamp green?
    Edited by Moonspawn on 26 October 2025 09:46
    Can you help solve any of the FOUR critical flaws of Two-Teams BGs ?

    Looking for feedback on How to fix the Three-Teams objective modes
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