How to improve blitz

Normal Bgs are probably the format with least amount of coordinated play. But yes, I could form a group of similarly skilled players like me and farm the opposing pug, because there is no mmr/matchmaking. But as far as I remember this is not well received either

They purposefully never called it solo

Would lead to many unintended consequences. No one wants to defend/fc for example. The standardized gains/losses are actually the best solution, because you cannot invent a “fair” system that micro-evaluates every decision by every player as “good” or “egoistic”

I see your point but both team’s players will be in the same situation and one team will win in the end. Nothing is more frustrating than losing because of underperforming/slacking/sabotaging players. Why do i have to lose rating if my damage done is equal to total of rest 5 dps players?

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Class balance is an issue everywhere, regardless of rating. But I used the word “apparent” very deliberately, because although class balance matters at all ratings, it is more apparent at high ratings. You cant look at the team comps and immediately tell who has the upper hand on lower ratings, because there is a much more diverse group of players in terms of skill and other factors.

I agree that class balance is an important issue. But I still dont agree that those issues would become bigger by allowing dps to duo queue. Maybe they will, maybe they wont, theres no way to prove any of this. Its all speculation.

Fair enough, hence “each to their own”. We’re here to provide feedback :smiley:

So…my concerns aren’t only for high rating then, are they?

Obviously.

That’s just not true. If you load into a Silvershard Mines and the enemy has a Ret, a DH and a Rogue and you don’t, they immediately have the advantage. This is not exclusive to high rated players.

Of course they would , most people would just look for a Ret/MM/Sub/Boomy/X Fotm lol.

But again, if you want to premade and play with your friends, feel free to go to the unrated random BG’s where the rest of them are, or be one of the ones to start venturing into rated BGs.

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Imagine if all the people who “enjoy coordinated play” actually enjoyed competition instead of just mindlessly destroying people who cannot fight back anyway. We’d have a flourishing rated BGs scene again. That’d be better than “rated solo queue.” Rated BGs are by far the most fun form of PvP the game can potentially offer, especially when playing with your guild/friends.

Untrue. People at lower ratings generally don’t know how to counter a MW or pres flag carrier, for example. At higher rating, this matters far less.

Blizzard allowed duo queueing for healers because they likely envisioned that healers won’t sign up otherwise. Healers needed an extra push. It’s a solo mode otherwise, not a semi-premade mode.

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It would be great, but certain premades have the habit of dodging :roll_eyes: I’ve said this many times, implement a hidden MMR where eventually you’ll be forced to play against stronger opponents, if you /afk out you get an account wide deserter buff. Also rated battlegrounds need an overhaul, new rating titles and perhaps implement new rewards exclusive to the 10vs10 bracket and perhaps people will be as motivated as arena players in playing rated battlegrounds during peak times and not just night time.

Good luck, even if Duo was removed, it’ll never be “solo” thanks to the Q sync decline abuse. /Thread

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It’s far easier and far more realistic to implement a penalty for missing a queue (they literally do this for SKIRMISHES) and negate this massively.

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Exactly. Yet they can’t even implement that.

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You’re missing the point. Class balance can constitute an advantage on all ratings. But on lower ratings the mix of players is much more diverse, so class balance is only one of many prevalent factors. The main such factor is obviously skill, as the higher in rating you go, the lesser the gap in skill will be. Other factors can be equipment (PC/internet connection) etc. So in this case, yes, they will have the advantage (or rather: be more likely to win) if you assume that all the other factors are balanced. While all these things matter on high rating too, the degree of which the diversity/gaps exist is much smaller.

Maybe you’d get a ret+boomy duo on your team to help deal with the enemy pres+sub duo.

Part of the reason I made this thread was exactly that: to encourage people who are unhappy with random bgs to try out blitz.

Likening duo queueing in blitz to premade in random bg is a bit weird and disingenuous. But its all good that you prefer it to be solo queue only, we cant all be the same. This season Ive been playing mostly solo in blitz, and not once has my mind been going “OMFG we only lost cos of duo on enemy team!!” I have no doubt that I’ve lost games because of the impact of a duo. And if I had to make a wild guess Id say Ive probably won about the same amount of games for the same reason.

The point is simple: universal duo queuing is a silly idea and if you want to play with a number of your friends, go and play rated BGs. Thanks.

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The biggest issue are the queues. It’s a bit of a vicious cycle because the queues are long because of the lack of players, who, like me, don’t like the long queues, meaning they don’t sign up. And, to normal players, Blitz is unrewarding, too based on RNG and too punishing.

Blitz should have been 5v5 on a small map, with objectives, like GW2 battlegrounds.

Duo queue right now is an exploit. If you queue with someone much higher rated you get +30 for a win and only -5 for a loss. Making it very easy to boost people.

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There is one map in BGB that I find deeply problematic in its design. And it is Eye of the Storm.

Now… I think Eye of the Storm has AMAZING ideas going on for it. Idea of bases switching with Flag is great but sadly design of the map makes it so that it is something you are penalised for doing rather than reward.

But I think there are some changes that could be done rather easily. It all centres of the flag. In my new EotS flag starts with value of 250 points! Yes, it is A LOT. And it is meant to be. However 30 seconds after Flag spawns it starts to lose value. Over the course of next minute and a half the flag starts to lose its value point by point until it reaches 100 points. Once it hits value of 100 points - 30 second timer begins. Once the timer hits 0, the flag despawns no matter the situation in game. No matter if it sits in the middle or is being carried by a player.

And what happens when flag despawns? Bases switch. You are now FORCED to play the game of switching bases which in my humble opinion is the most intense phase of EotS gameplay while also providing the best chance for the team that is behind to catch up and potentially overtake the enemy team. You no longer turtle with flag but are rewarded for playing aggressively and for contesting enemy team and spreading yourself to cover all objectives.

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I agree that eots in its current form isnt always that fun to play, and Id love to see some changes.

Surely this would make more sense if the the point subtraction starts once someone picks up the flag? Or at the very least the timer should be reset once someone picks up the flag imo. But if either of those were the case, Id like this suggestion.

Other options would be to apply the new ctf debuff design, reducing healing taken along with taking increased dmg, perhaps with a stacking dot as well, making it so holding flag the whole game is not a viable strategy.

Not necessarily.
The countdown starting even when nobody holds the flag means that team that loses the flag is rewarded for stalling the enemy team for longer. So they have less of a gap to leap when the next flag reset happens.

Another solution to flag problem would be to make the flag debuff be counted per team rather than globally. Let’s say you held onto the flag till 15 stacks, enemy steals it because you will just die with 15 stacks. But now… they take it and their FC is CLEAR. Not a single stack on them. Good luck killing them now! Shouldn’t have been so greedy. You of course have a chance since they need to run back. But right now the flag is a poisoned gift.

Timers can be adjusted to be less hectic and more managable, but the idea is there.

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Yeah, as you described, eots would have a simple fix and one of the best maps, if the debuff just drops off once the flag changes teams.

I wouldn’t say it drops off. It is just tracked separately.

If you held a flag long… lost it… and gained it right back - the debuff should still be there at high if not full power.

Could someone explain please how the q sync works?
I heard a lot about it but how does it actually work and look?
I am suspicious a little bit right now because I had a druid two times on my team doing absolutely nothing in the game, so he was reported by a lot of people, and the next game he was actually tryharding and playing well. I checked on him and he has got like 2100 games played in Blitz.
Could it be a person who wintrades or just q syncs with his friends? And when he is on the enemy team, he trolls.

Can you explain what exactly they do to q sync?