People still don’t grasp the basic concept that they need to realize not to go to a base that it is locked. It is going to save a lot of hassle in the future when rated is implemented, or simply allow all four bases to be available from the get go.
*Why are bases locked on eots does anyone know?
*And what do you all think about gilneas?
I think the flags should reset like in deepwind and arathi since its too hard to do a comeback if your team wipes at ww.
Eots have weird rules and gilneas has to be fixed consecutively. The other BGs are perfect.
Is there actually anything to explain to players what to do in these Blitz versions of BGs? It seems very random that some bases are locked, some of the time.
Some players know exactly where to go and when, and others run around with no clue what to do.
Gilneas is fine because it doesn’t have a lockdown mechanism, the only difference it has its the mount speed and additional stealth, shield and cd reset scattered across the map
It’s the same 2 bases each time the game starts, Fel Reaver and Draenei Ruins. It will then only change whenever somebody caps the flag, the bases then swap to Mage Tower and Blood Elf and then alternate the same cycle every time a flag is capped.
No need for anything like that, the games are very short to start with and the tanks are already accumulating stacks every 15 seconds no need to dilute it any further. It also removes an exciting element of the game, whether you can get back and cap it faster than they can come and grab it.
If is lockdown like AB/deepwind then sure I don’t mind that, teamfights across the map might add a fun element to it, the thing that triggers me is the lack of knowledge from people where they try to cap a base that is obsolete.
My teams always zerg the middle, and they still can’t get the flag… while opponent gets both bases. I don’t even bother trying anymore when I get this bg.
What would be nice is if they could spend 5 minutes on an algorithm to distribute the classes a little better. Just in SSM there and opposition were 7/8 plate. Prot warr, Holy pala, 2 arms warrs, 3 dk’s and a Mistweaver. Other games you get like WSG or TP and one side has like 4 hunters, would it really be so difficult to even them out a little?
I am not ashemed too say i am confused witch base is lockt and witch not so i go for the flag fight
Just a clear visual where the zone is grey out and a red X shows that it is inactive would help
its just bad design like a boss with red squares you should dodge on a red ground with almost the same colour, make it only hard because you cannot see it
As a Horde, your base will be Fel Reaver that is active when the game starts, for Alliance it will be Draenei Ruins. If someone caps the flag, your base now changes to Blood Elf Tower for Horde and for Alliance it will be Mage Tower. It’s actually very simple once you work it out.
Awareness of which bases are active and awareness that the flag is about to be capped and the bases switching are key in there.
It’s very simple, you can just press M at any point to open up your map, any base that has the tower coloured yellow, is inactive. You need to keep your eyes and ears alert for flags being taken and capped so you can be ready to switch bases. When you’re just zerging in the middle it can be far too easy to not notice anything else going on in the game. Try going to your base from the start next time you play that BG, and from there you will get a better overview of what is happening than you can in mid.
I didn’t like it to begin with, it felt like 8 people was too few for such a large BG but I love it now, just frustrating when people don’t understand it, even after you’ve just explained it at the start.
I don’t know about EotS , i know that FC games have to go. I can right an essay why…mostly because of MM and that not all class/specs have similar capabilities (not even tanks are equals in that department). That alone makes the MM be able to screw you royally ,by team combo alone.
EotS just doesn’t need that format we play in Blitz. Just give normal EotS. If anything, fewer players having to spread gives less edge to healers and more to the capabilities of players. Zerging with so few players (half from the normal) eventually will lead to enemy capping more bases. There is a lot counter play and a lot more critical thinking to be done…
It’s just the version we play that is… tasteless.