Battleground feedback

I mainly played Demon hunter, on PC. 0 money spent.

  • You can fall through the map, endlessly… In my case, I got hit by a wizard blackhole. You can also fall, near the edges of the map.

  • There is a bug that prevents all spells/skills from being casted.

  • Bandage is bugged. Going out of combat is an issue. I suggest you remove the requirement of having to be out of combat. Or make it a potion. I don’t know why you changed it!

  • Classes are not balanced or have a unproper identity. e.g., (a) melee can one shot while being the most agile, toughest, heavy in crowd control and have range spells; (b) ranged classes can’t kite due to rose gem, melee/tank classes do as much (or more) damage than them, and are less mobile/agile than melee; (c) all classes have spells with huge area of effect that can surpass what the screen shows, and fill the entire path.

  • Rose gem makes no sense. It should not work in PvP! It does not have a limited range to proc; it sometimes stuns the character; all spells can proc the root, so if you are running with daring swing and leave an icy path, you get rooted… It doesn’t make sense in PvP!

  • Aspirant’s Key reward… Only when you level up the first time, each rank. It is a bad system! An insult actually, is a better description.

  • There is no cap to “how powerful you can be”… PvP in this game is not about skill! Worse than that, even if you are MVP on the losing team, you still lose a ton of points.

  • The healing orb icon on the mini-map is too big. And it does not reflect the actual position of the healing orb location. The player icons are also to big

  • Knock-up stuns and animations are all a very serious problem, in which many issues occur at the same time! I suggest them to be simple stuns. Due to latency, the stuns end up being longer than it should; they have multiple role-back states; they can cancel spells/skills (trigger their CD) that never start due to concurrency mismanagement; and reach/range is different between client and server.

  • It is also possible to stun lock… forever…

  • Stuns and push-back. Which ones have grit? my stun vs someone else stun? I think your code is not handling concurrency very well!

  • VS crusader: if the crusader has all cooldowns, you will probably die. He gets on horse (insane movement speed) + instant-flash-with-stun-and-damage and kills you. You can’t outrun him. And you can’t do more damage to him than he does to you. Without knockback shot, I don’t think you can even challenge their combo. You can outplay him, but it is very hard, specially if he has a lot of movement speed: you need to stay outside of his visibility, as in, outside of the screen. That is right, you play with out seeing your enemy…

  • VS Barbarian: slows work against him, but stuns he sometimes gets immunity O_o. Also, barbarian stuns and push/pulls appear to always prevail over mine. Meaning I spend my CDs but I do no damage or pushback, but theirs take the intended effect: push or stun. Their pull range is absurd… and most of their spells/skills pull or stun, while doing damage. The immortality also doesn’t make sense, I suggest you make it a shield instead, or a limited number of attacks.

  • VS monk: “a word that I can’t use due to code of conduct” of a out-of-phase combat… How the hell can you kill a character that is un-targetable? Makes no sense… I have seen monks enduring completely outnumbered, simply because there is only a fraction of time they are vulnerable to attacks. It makes no sense… Also, they have unlimited flashes, so they are also impossible to kite as a range character. And it’s skills/spells range is absurd, they can instant-flash to the enemy all the time.

  • The crusader and the monk, can always outrun me. My daring swing is only effective with Icy path (frost/slow) and it can be countered with the rose gem).

  • Demon hunter. Rain of vengeance has an area of effect to large. Same as others spells of other classes, it is to large. Daring swing can be countered by almost every CC in the book, from stuns, slows, pushbacks even the bone pillar can interrupt it. It has the highest range with auto-attack, which allows players to damage and kill multiple enemies without even seeing them on screen.

  • Necromancer. To many pets. bone pillar can’t be destroyed and covers to much area. Ground effects are to large. I see Necromancers simply spamming fear and spam bone pillar, while doing good damage, it is just that effective vs group… They have as much range as any other, amazing crowd control, invulnerability while fearing and do as much damage as any other class! Their auto-attacks have the highest range. Their bone pillars are indestructible, can cover the entire path, slow, prevents/bugs the bandage use, stuns, interrupts spells like daring swing and if I am not mistaken they can poison the enemy if they are attacked (unsure). Absurd…

  • Wizards. Good crowd control, to bad all other classes also have good crowd control:\ . Ground effects are to large. They are more efficient with a backup (crusader or necromancer). Their auto-attacks have the highest range.

  • Barbarian, Crusader, Monk and Necromancer are not pure range characters. So I do not understand how can they have skills/spells with similar or higher range than Wizards and demon hunters… Classes lack identity and a role!

  • Initial unlock of Zealous idol can be prevented by enemy minions standing inside the circle. Minions can also prevent it from advancing, as if they were players.

  • Walls of the map have a bad line of sight. especially if you play on the right side of the map. The large pillars of the map get in the way.

  • Map is unbalanced. I don’t have the numbers, but I have the impression that evenly matched teams, who ever defends wins!! The choke points and the condition of winning-with-55-kills, is advantageous to defenders side (and camping the attackers spawn-point.) The map should have two crystals, similar to moba-style-games. I have never seen competitions where you can deliberately put one of the teams with a starting disadvantage.

  • This also means… There is a high probability that an internal matchmaking system can put players as attackers if they want them to lose, or balance their “winning rate”! (just a theory)

  • There is no system to penalise players who go afk, feed on purpose or ignore objectives. Usually, this can be prevented by premade teams, but since you have to solo play… “free-elo”

  • The teleportation on defenders side makes no sense… Why would you deliberately place a loading-screen in a competitive event like a battleground?! O_o That part of the map, severs no purpose… People with bad devices will lose precious seconds.

  • The left layout of the previous battleground is being carried to the next. Showing “victory or defeat”. Also, as attackers, sometimes we cannot see the amount of deaths we suffered!

  • Movement speed uncapped in PvP is… I don’t even have words for it!! I am seeing crusaders cleaning the entire board…. just running over players! It is disgusting!

  • Invisible assets or not rendered… How did this pass through your testing? I can’t tell what it is… it is like a wall, or a bone pillar! Can’t tell!

  • Remove the pop-ups that show the kills of players, or who is on rampage… Players are fighting, and u are showing irrelevant messages mid-fight.

  • The paths in the battleground are thin, the screen is small (or resolution is low) and almost all ground spells can cover the entire passage. I suggest you decrease the area of effect to almost all spells of all classes. There is no skill/macro in casting a spell, that covers the entire path…

  • Zoom-out the camera. There are a lot of skills/spells and auto-attacks that can be casted and hit out side of the screen. And we know this is possible, “Zaka” boss, the giant worm fight, you zoom-out the camera during the entire fight…

  • “The game can be played out-side-of-the-screen”! On higher skilled battles you start to be blocked, stunned, slowed and sometimes killed with out any enemy on site! Most spells/skills have such range and area of effect that you can cast them and go outside of range/screen.

  • Resurrect button is bugged. Once again is latency. Server side says you can’t res, client side says you can and you get message “you can’t res yet”, forcing you to spam the button and increase the problem… More seconds lost…

Conclusion

The map is rigged, to provide advantage to defenders. You can get stun locked forever. You can get slowed forever. You can be blocked by skills (bone pillar) forever. You cannot premade 8 players. Skilled players play out-of-sight/screen due to skills range. The reward system provide aspirant keys only on rank-up, first-time-only, is absurd. Skill cool-downs are all so low, and cost nothing (energy/mana) that spamming is the way to go. Almost impossible to macro in PC version (to many pop-ups, mini-map, leave dungeon, battleground details, even party invite requests can be used to sabotage…). The rose gem, and the bone pillar have no place on PvP (as they are now…). Movement speed needs a hard-cap. Game needs a hard-turn towards no-spam, otherwise the latency will continue to make the games unenjoyable, with assets existing on server but not rendered on the device (invisible), players dying without knowing why, everything is proc’ing at an insane rate, time of death, in same cases, is instant. The screen size is not appropriate due to range of auto-attacks and skills.

Bro, you’re really serious. Commendable. It’s hard to disagree with you! Real talent. Agree 95 percent. Well written, but in BlizzardActiveVision, it will most likely do the opposite, or it will be even worse!