That's
the core of wPvP. Exceptions are games in which part of content/progress/wealth is hidden behind mechanics relating to this (siege of castles/hubs/dungeons entrances (=resource zone), when another group of people “manages” there). But if we touch title directly, then single and most modest question is very logical and instantly arises: what do you mean by balance? (what do you see under word "
balanced" by yourself, taking into account that different classes should participate in combat (with this design, they shouldn't be that rubbish as happening in current, but taking into account all class advantages/disadvantages = strengths/weaknesses)). If you think that something like Overwatch (ex. any other MOBA game) can have any balance (any one that based on "heroes" with unique capabilities and abilities - can't have such balance, stuff, that they're trying to push, is already realized and it's something resembling CS style games, that is, where everyone is the same, absolutely same (absolutely equal to each other in opportunities and also lack of any progress system) and, by the way, only such design can easily fall under all rules of E-sports, only skill based and sessional), then you're cruelly mistaken in essence of this concept for current game.
Essence of balance here hiding in making that each of representatives not only gives something unique and quite useful gain/function for the
group, but also what will serve/necessary for its stable existence. Therefore, as long as they try to practice design "I'm a hero and win them all" in style for each class (I don't claim at all that they're well advanced in this direction, but this is due to the same things that has already been said about Overwatch example; and stupid subscribers continue to ask for such things from devs and whine on forums that "they're killing us! it's not fair!"
) there is no justice in such war, all methods are good in it. I think, that they're
suspecting something about it, but I don't see any results of this in current design.
I don’t say that those, who crying, aren't right, but it’s already (as never before) too far and long ago since system worked base on stone-scissors-paper principles, classes have lost all their “desserts”, only a “complex lunch” stayed which is required (and this is due to gameplay design for the sake of predetermination, max limitation of choice even in action: only just what is rotation, what is requirement, always necessary, which means is doomed to repeat with each fight, regardless of behavior and type of enemy). Actually, apparently, people really have something now to cry about... imo, MoP is the best and closest to design in this direction (universality, meaning E-Sport implies, and it doesn't matter in this case if I disagree with it, just in fact), classes tried to be “strong and cunning” in own way, but at the same time, most of them weren't stronger and more cunning than others + insufficiently killed organization of characteristics, but they cut only part of class and RPG mechanic back then (in principle, those which stupid Cataclysm turned into rudimentary, broke, deprived of significance and strength), stuff related to additional functionality began to move into expense of WoD, they finished the rest of it in Legion and began to feed you "temporary/limited" handouts...*looks at BFA* and now these is almost the only stuff that you have.
So... how do YOU see balance notion here?
(I suddenly realized that thread is trying to talk only about amount of both sides meat involved in action, which is generally outright nonsense with taking head quote into account, it's not only impossible, but also not necessary, all that is required for the process is to be addictive/interesting/fun and necessary(but not profitable)/inevitable *looks with laugh at WM toggle*= within un-cheat-able/glitch-less and solid shared world *looks with laugh at current world organization* (mhhh, battlegrounds obey this last rule at least, with only exception that you can get out of there, but this isn't wPvP in the end); by the way, I thought about it, and realized that WM fail probably is connected precisely with fact that they're still looking at wPvP through the prism of BG)
ps. Did you notice a trick?
Anyway, it will rest on classes design in this matter, which means it will also depend on talents design and significance, usefulness and forethought design of characteristics, and thus will also be tied to itemization system, and thus ultimately to organization of progress system, which imposes conditions on content design nature as a whole, etc. and etc.
That is the "chain of life" for this game.