Battleground class+mode balance suggestions.

On top of the awful groupfinder, BGs are mentally unbalanced, this is content that we payed extra for, so it surely they will make it better. 'Cri's in imperial city.'

Modes, and changes to BGs themselves:


What I am proposing is a more quick paced games, where even the losing team has chance to flip. More damage for all, and less cancer. As a result of some damage changes, lower the respawn timer.


  • CTF is currently full of cancer tanks who camp their spawn with the relics, when their own is gone, and then instantly get points. Two ways would be to induce further limits on things like block when holding relics, and require relics to be taken home directly when dropped, so they could be intercepted. Flag truce on spawn areas for maps like foyda, where ranged can defend from safety.

  • Domination: Why the shitfuck do flags flip when out numbered amounts are fighting on them, it makes defensive execution useless, and means the best method is rush flags with 4 people. No. Flags should capture faster, but not change past neutral when people are fighting for them. I mean, considering the group tool doesn't even make equal groups, smaller teams should even take faster to give incentives to split up and play tactically, but lol nop.

  • Deathmatch: Sigils WTF. If they were to be implemented, make more kinds, like defensive (Reflects and resists) and agile, (Speed+small dodge chance) and have them randomly spawn. It doesn't help the smaller groups, since they can't even get them, only bigger premade groups usually take advantage of them. Deathmatch could be a seriously fun and varied game mode with other sigils, 1ups, resource replenishes, etc that spawn at any random point in the playable area.


Class issues: Well, there are 3 main demographics for battlegrounds. Sorcs, nightblades, and cancer tanks. Groups usually consist of mainly sorcs and NBs with a cancer tank on the odd occasion. And since battlegrounds ins 4v4v4 there sometimes isn't enough focus to kill cancer builds, such as in open world, but that has its own issues.


  • Sorcs: Still blatantly the best with maybe NB being its only counter by fearing it out of mines and burst. It has infinite sustain with uncounterable deals, and shields that negate nearly everything and make a mobile glass cannon class tanky. Fix = longer but crittable shields, lose resources on a failed attempt at dark dealing. Cmon wrobel, stop with the bias, no reason a ranged class should be as tanky and damaging, where is the tradoffs.

  • NBs: Leave as is, they provide some decent damage and play style without being overly strong, because they trade damage for a bit of squish. Well done to ZOS on this one.

  • Templars: few issues on both sides. BoL is stupidly strong and spammable, effectively making 3 people immortal. However they lack any incentive to be aggressive since their main CC as a cqc class was removed, that wasn't a smart idea. Fix by making BoL increase price as spammed, and return that CC so templars can help crowd control and not just be healbots/tankbots.

  • DKs: Forced into the tank role. Cancer tanks are rampant in domination and ctr, can capture relics easily and keep flags white until the group arrives. Similar to templars they are forced into tanking due to a low damage:sustain. DKs are meant to be a slow class that pressures their enemies with dots, but when all your dots combine, your noodle goes saiyan, flapper ult a flappin' and skoria procs you attack to have your damage out healed/shielded/blocked, and end up with less resources than prior. FIX :Make block more expensive with a relic, or whilst on a flag.(Unpopular opinion here) give DK Sorc's execute passive: Incentive for dot based pressure, means when enemies are low health, they actually have a chance of getting killed rather than enemy negating dots completely. Call it cremation/overdose.

  • BS damage: Procs and soul assault type deals where it takes no skill and there is no counter, things that ZOS just hastily plasters over a stab wound. Look at proc sets, removing crit when pvp players ran impen anyway, didn't do too much in itself, but NBs were nerfed, now they are back, and so are procs. Back to soul assault, high damage, unbashable/cc immune, high range. Its stupid and lazy. The older days where rotation and timing mattered more for damage, not press 3 buttons and get 7 different kinds of damage instakill opponents.

Posted Jun 16, 2017, 7:20 PM UTC · edited

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