Originally Posted by
Huoyue
I think the big issue with ashran is that the idea that people will PvP when pitted large scale vs large scale is inherently flawed.
WG and TB for instance worked (TB more than WG) because it actively split apart the groups so you had smaller groups defending objectives, which was fun. When you have 40+ people to a side, you HAVE TO SPLIT THEM UP.
Ashran funnels everyone down a single path if you want to PvP, so it just becomes a lagging, unfun, zerg. Ashran needs a system for splitting up groups. The event system I think was supposed to, but since its just areas that branch off a singular path, and since typically only one will ever be up, and because the group with their base closest to it has an advantage, this just did not work.
It was really, really, stupid to base Ashran down a straight path. Even WG had, essentially, three different ways you could assault the enemy base (not to mention the towers: another system for splitting people up). TB had 3 separate areas equally spaced with three separate sub-areas (towers) equally spaced, so it worked. Ashran is a jumbled mess up singular paths and unfairness.
Simply put, Ashran cannot be fixed without the entire map being redone to something less stupid. No amount of tweaking will fix anything when the problem is the map itself.