BGs need design-level changes that address the underlying issues hindering match quality and quantity. I discuss my perspective on what those issues are and the design-level changes necessary to correct for them in this thread.
Rewarded Risk-Aversion: The Cat and Mouse
Rewarded risk-aversion refers to the design concept in BGs that it is more valuable to be risk-adverse. In other words, avoid fights and purely focus on noncombative ways to win the objective (e.g., running flag to flag, running with the chaos ball, camping relics). This creates a “cat and mouse scenario.” A large portion of players (the mouse) engage to avoid risk and combat, while a select few (the cat) simply run around farming KDA. The solution is to make risk-seeking more valuable or offer a BG space specifically for risk-seeking gameplay.
Matchmaking Noise
Matchmaking noise refers to the large variance introduced into each match because of improper matchmaking, often role-based matchmaking. Many players tell tales of how there’s two healers in a BG and they’re always on the same team. BGs is instanced content, just like Dungeons and Raids. BGs needs role-based matchmaking and role-based Battlespirits. For example, in addition to the usual Battlespirit buff, additional modifiers should be added so individuals cannot fake queue roles:
Tank Battlespirit: Should have significantly reduced critical and direct damage done and an increased critical resistance buff. This makes it so whoever queues as Tank is decidedly a “bruiser” and “spacemaker” playstyle and cannot burst people down.
Healer Battle Spirit: Should have increased healing done and reduced damage and critical damage done. This makes it so DPS cannot queue as a healer because they will have reduced damage done.
DPS Battle Spirit: Should have reduced healing done, increased healing taken, and an increased critical damage/damage done buff. This makes it so healers cannot queue as a DPS because the role buff will make it so their heals are most effective on themselves and not others.
Mode Discordance
I think there’s an overchoice of modes (and queue sizes!). Each mode theoretically would benefit from different sets and playstyles, and when you queue, you don’t really know what you’re getting. So it’s hard to build around. For example, it’s a lot less fun to play a magicka Necro or DK without much mobility on an 8v8 Domination map than playing Sorcerer with Storm Calling and being able to streak. Reduce the number of modes. Realistically, ESO just needs two modes and multiple maps. The modes and maps need to encourage risk-seeking as discussed above.
Social Isolation
People cannot reliably queue with friends, and this is an online RPG/MMO. That is a major design flaw. Someone should be able to queue with 1 other person and not have to wait 30minutes-1hour to maybe get a match. Eliminate the splitting of queues and limit the number of queues in the BG interface to no more than 2.
Sarahandcompany
She/Her/Hers