i11ionward wrote: »It doesn’t matter which PvP weekend event is active—whether it’s Deathmatch PvP Weekend, Crazy King, Domination, or any other mode—small maps continue to appear in the 8v8 format during these events.
@ZOS_Kevin, @ZOS_GinaBruno, I sincerely ask you to pay attention to this issue. The balance in Battlegrounds is already far from ideal, but on small maps in 8v8 matches, games are essentially decided within 30 seconds. Even with a slight power difference between teams, the stronger team almost instantly locks the weaker team at their respawn point, making the match frustrating and one-sided.
Please consider adjusting map selection for 8v8 events to improve gameplay fairness.
Thanks for the feedback here. We will pass this along to the team for their consideration about map selection for 8v8 battlegrounds.
xylena_lazarow wrote: »Some of my BGs guildies have told me they love the small arenas and want to see them stay. I can accept this if we do something about players shooting/healing from/at the spawn areas, it makes it pointless to push the opposing team back, you'll immediately be dealing with constant spam from the enemy's spawn point.
xylena_lazarow wrote: »Some of my BGs guildies have told me they love the small arenas and want to see them stay. I can accept this if we do something about players shooting/healing from/at the spawn areas, it makes it pointless to push the opposing team back, you'll immediately be dealing with constant spam from the enemy's spawn point.
its annoying for a melee character to deal with an enemy team that won't jump down, it would be nice if they greatly shortened the time you can stay in spawn, like from 2 minutes, to 20 seconds. At least for now it's the job of your teams ranged dps to "encourage" the other team to leave their safe space. It's pretty effective at moving them, or ending the deathmatch faster if they refuse to leave spawn and want to die there ad infinitum.
Until they move further backwards in their spawn to get out of range, or hide behind an object up there. No idea why there isn't like a 20sec or whatever limit on standing in spawn, nor why it's interactable at all, especially when they already have the code for noninteractive safe zones being used in Cyro town spawns and IC gates.It's pretty effective at moving them, or ending the deathmatch faster if they refuse to leave spawn and want to die there ad infinitum.
Thanks for the feedback here. We will pass this along to the team for their consideration about map selection for 8v8 battlegrounds.
For the record, a large part of the BG community enjoy playing 8v8 on these maps, it is felt the main cause of the lopsided games on these maps is mostly a matchmaking issue. We already dont get to play these maps in 8s during regular gameplay, taking them away from events too seems a bit harsh.
Thanks for the feedback here. We will pass this along to the team for their consideration about map selection for 8v8 battlegrounds.
For the record, a large part of the BG community enjoy playing 8v8 on these maps, it is felt the main cause of the lopsided games on these maps is mostly a matchmaking issue. We already dont get to play these maps in 8s during regular gameplay, taking them away from events too seems a bit harsh.
In 4v4v4 players usually left spawn without a limit on time you can stay in spawn. Maybe it would help if the full winning team would not wait below spawn to immediately Xv1 the first player jumping out and if the battleground would not continue if there is only 1 player left on one team versus 4 on the other expecting this player to jump alone into 4 player.
Even a suicide/surrender option would help.
Oblivion_Protocol wrote: »There’s another issue with small maps in BGs that doesn’t seem to get brought up at all.
Bombers.
There’s realistically not enough space for everyone to separate enough to avoid a Dark Convergence or Rush of Agony proc (though you could be a mile away and still get pulled by RoA, but that’s neither here nor there). A competent bomber can literally carry an entire team by themselves with virtually no effort if even ONE person fails to recognize the threat and mitigate it in time.
The 8v8 Deathmatch weekend was an absolute feasting ground for good bombers, from what I saw.
Thumbless_Bot wrote: »Root cause here is the sets, not the maps. They may be a lot of fun, but both are both completely unbalanced. The team that has roa or DC usually wins even when their team is less skilled.. unless you consider slotting these sets skillful.
Thumbless_Bot wrote: »I also wish sigils had flags that you had to take to gain the effect, so teams could fight over them and not fight over who could aim their reticle and click x faster.
These sigils should also show up on the maps and have pointers in the compass at the top of the screen.
Now that would be fun... and competitive.
FTFY, with all the event noobs, was seeing a lot of mid bombers enjoying pure carries by Rushing Agony builds. Even if I perfectly recover from being pulled by an off screen or bugged long range RoA proc, break the fear, hold block, shield myself and allies... not much I can do if my shielded allies still die and explode me with 60k of VD's through block.Oblivion_Protocol wrote: »The 8v8 Deathmatch weekend was an absolute feasting ground for good bombers, from what I saw.
xylena_lazarow wrote: »FTFY, with all the event noobs, was seeing a lot of mid bombers enjoying pure carries by Rushing Agony builds. Even if I perfectly recover from being pulled by an off screen or bugged long range RoA proc, break the fear, hold block, shield myself and allies... not much I can do if my shielded allies still die and explode me with 60k of VD's through block.Oblivion_Protocol wrote: »The 8v8 Deathmatch weekend was an absolute feasting ground for good bombers, from what I saw.
Never realized until recently there's a subtle but very serious problem with VD or the death explosion concept in general: it punishes carrying. When ball groups say why they don't fight other balls, they often cite risk of being exploded by dying pugs VD'ing them. This artificially changes the behavior of sweatlords, who now deliberately avoid trying to carry noobs or faction players, even if they otherwise would want to help the team, further dividing tryhards from casuals.
The function of 8v8 depends on sweatlords being able to carry. If I can't get up close with my teammates without a bunch of sudden random procs blowing everyone up, that severely limits my ability to time my Thrive Talon bombs (skills not procs) or use my 8m radius shields (skills not procs), making it much harder to carry even in the larger arenas, and near impossible in the small ones where the entire arena is within Rushing Agony pull bomb range.
My deathmatch event autopsy concludes that Rush of Agony pull bombing may have been an even bigger factor in the lopsided 8v8 matches than arena size. Cyro is dead, if RoA sticks around, the 8v8 BGs will die too.
i11ionward wrote: »It doesn’t matter which PvP weekend event is active—whether it’s Deathmatch PvP Weekend, Crazy King, Domination, or any other mode—small maps continue to appear in the 8v8 format during these events.
@ZOS_Kevin, @ZOS_GinaBruno, I sincerely ask you to pay attention to this issue. The balance in Battlegrounds is already far from ideal, but on small maps in 8v8 matches, games are essentially decided within 30 seconds. Even with a slight power difference between teams, the stronger team almost instantly locks the weaker team at their respawn point, making the match frustrating and one-sided.
Please consider adjusting map selection for 8v8 events to improve gameplay fairness.