How to reinvigorate Battlegrounds for casuals and hardcore Wow Players.
Currently, I believe battlegrounds are in a sorry state and have been for a while. I think the changes I propose below will help battlegrounds 1) increase the amount of people actively in both normal and ranked ques, 2) give added utility and functionality to battlegrounds overall, 3) reinvigorate the battleground scene so it can rival or surpass arena participation
1-3 Ranked solo/trio que: Replace rated battlegrounds with a solo-trio (groups of 1-3 can que)
Some of the issues plaguing current rated battlegrounds: Rated battlegrounds, while initially having some success, have fallen to the wayside. Groups are difficult to form and quick to break up, much more so than dungeons or raid teams. They also don’t have the luxury of flex que, where if one or two dps leave you can keep pulling like in raids. Participation has been poor, and little prestige is gained by climbing the ranked ladders for the majority of the player base. If you want to PVP, you arena, simple as that.
How to implement solo/trio que: Solo/trio= groups of 1 (solos) to a maximum of groups of 3.
The reason I chose these groups numbers is because it:
1)provides flexibility
i. Groups can form on the spot, without having to search for extra members. Groups won’t feel pressured to find 5 or 10 so you can have a partial premade or full premade and que
2)allows for practical experience for other forms of PVP
i. I limited the group size to three, since the most popular form of PVP is 3v3 arena. Ranked battlegrounds would allow arena teams to practice team synergy in a different environment without having to que arena. This could be a fun way to get your rotations down while still having a competitive environment.
Furthermore, since premade teams would be limited to a maximum of 3, solo players or duos would not be set at a massive disadvantage. This would encourage small teams and solo players who just wanna hop on and get a game or two in to que, since they don’t have to go through the hassle of finding a group. Or, players who prefer solo content to have a ranked competitive environment to climb in, since arena requires at least one partner.
Also, arenas are a bit of a daunting experience. Requires a lot of counter knowledge of class and matchups, which can be intimidating to some players. Ranked battlegrounds could be a less stressful way for non-pvpers to get involved in some PVP. More of an opinion, but I can think of a handful of friends that would BG over arena and these are some of those reasons.
What the que algorithm relating to classes looks like (DPS/Healers/Tank
In order to demonstrate how the algorithm would work, I’m going to make a mock team for WSG, this algorithm could be modified/scaled to match a 15 man, but for now I’m going to avoid doing that to make it less complicated.
So, for WSG or any 10 man, you would have 1 tank, 2-3 healers (not sure what meta/preference is either could work, but it would be locked on either 2 or 3) 6-7 DPS.
Algorithm restrictions: These would be the following restrictions to help balance teams, outside of the general class position requirements. The goal of these restrictions is to provide some level of balance without overly restricting teams from forming (que times being short is important!). The goal is not to have perfectly balanced teams!
1. DPS Restrictions: Either 2-4 or 2-5 maximum, split between ranged and melee. This means the maximum amount of ranged DPS a team could have is either 4 or 5. This would force teams to at least have some melee, or some ranged, without letting it be a full ranged or full melee DPS team. Providing diversification is important in my opinion, but if it negatively affects que times, I think this restriction should be the first to go or raised to 6 instead of 4-5.
2. Class Restrictions: This restriction would limit classes in a battleground team.
a. For DPS:
i. Cannot have more than two of the same class, so only two rogues, two mages, so on.
ii. Out of the 7/8 DPS, cannot have more than +/- 3 between off heal classes and non-off heal classes. What this means, is that if you have 7 DPS the most of one type of class can be 5. You can have up to 5 off healers types or non off-heal types and as little as 2 of the alternative type.
1. The idea here, is that classes that can off heal (rets, spriests, ele/enhance shams, monks, etc.) have very different kits in terms of utility, spammable CC (fear/poly), and the ability to dump mana into heals. Having this limitation would prevent teams from being overloaded in one area of kit strength, and not having anything in the other side of kit strength.
iii. This would promote diversification, having different types for more engaging teams and balance by preventing overloading and underloading in terms of team overall DPS kit functionality.
b. For healers: Cannot have either more than 1 of the same or more than two, depending on whether 2 or 3 healers is the preferred meta. This could be a soft restriction as well. Where the algorithm will attempt to find unique healers for all healing positions and after 5 or so minutes it will allow for similar healers.
c. For all classes: Cannot have more than three in the overall group of 10 of the same class. So maximum three warriors, three monks, regardless of role, max.
3. Que Functionality:
a. The que would allow classes of all kinds to que for up to two roles, or just as one. So a tank could que as tank only, or tank and DPS etc. Obviously, allowing people to que for only one role will make their specific que times take longer and potential ques in general, but it is a necessary function for Ranked battlegrounds to work.
i. Competitive integrity
1. General comfort: Some people are not comfortable on there alternative roles, IE: some tanks just wanna tank. Same goes with healers. So having them play a role they aren’t comfortable on hurts competitive integrity.
2. Gear: The other big concern is people being put in a role they aren’t geared for. This would also drastically hurt competitive integrity.
4. Rating: Lot of different ways to tackle it. I think the simplest way is to do it is like current arenas or ranked battlegrounds. If you win you get rating, if you lose you lose rating. Would also take into factor whether one team was a lot higher or a lot lower and effect rating gain or loss like in current wow.
a. Why you should avoid performance-based rating
i. I think performance-based rating should be avoided due to the variety of classes and roles. How do you compare healers to DPS to your flag carrier? Should one DPS be rewarded more because he perma spammed AOE instead of bursting or CCing healers and focus firing? I don’t think performance-based rating would work in WoW and should be avoided.
5. Gear Acquisition: Depending on how shadowlands works (I know vendors are back) there are a few ways to approach it.
a. If there is still a random piece of gear based on rating, could choose either your arena or your ranked battleground rating. I
b. If you get weekly points the amount of points you get is based off of your highest of the two’s rating.
c. Furthermore, if gear is locked based on rating, hitting certain points in rated battlegrounds will unlock it just like arena rating.
d. Lastly, if you still get random rewards after completing an arena, then you should have a higher chance at getting a high tier from rated battlegrounds. This is due to the time commitment, 20-30 minutes for a rated battleground vs a fraction of that for 2’s or 3’s. Yes, some 2’s and 3’s do go very long, but I do think the consistent higher time commitment merits a higher reward.
Should tanks be allowed in all battleground formats or just Capture the Flag (WSG etc.):
I think every type of battleground should have room for at least one tank. Tanks can always serve a purpose, for instance guarding a capture point since they are so hard to kill. I think battlegrounds should be a place that promotes to an extent all roles of WoW. While having too many tanks would make for terrible gameplay, I think allowing a permanent spot for one tank is probably necessary. Whether allowing two tanks in 15 mans is another question I’m not sure about, my gut is to say no. But I don’t think the balance would be heavily impacted either way and should overall be a community decision. But I do strongly believe in allowing at least one tank.
How to deal with 10 mans or 15 mans: The most important thing is that the ques are not divided. There should not be a 10-man ranked BG que and a 15 man ranked BG que. Either combine them, and whatever you get you get. Or, have anywhere from 1 week to a month-long alteration of 10 mans vs 15. Doesn’t really matter, should focus on what the community would prefer and not dividing the player base to prevent ques from becoming too long.
TLDR of What having solo/trio brings to PVPers and the community:
1. Quick way to get competitive PVP in without forming a group, or already using your arena group. Incentivizing both solo and team play.
2. Allows for development of synergy between teammates in a different setting
3. Replaces the near nonexistant Rated BG que that is currently in place
Expected places where critics will push back: These are the areas where Blizzard has pushed back against ranked battlegrounds, or where I anticipate others to find criticism.
1. Lack of player balance: Yes, there will be imbalance. You may have a flag carrier that’s LoSing healers, DPS that don’t focus fire healers or CC them, healers spamming Dmg instead of keeping their party topped up. This is a reality of all que based PVP games. Parallels to these problems can be found in any form of competitive game like LoL, CSGO, Valorant, Dota 2, etc. Ques should provide the best opportunity possible, with the tech available, not the perfect scenario. These challenges, and overcoming them, is part of what makes competitive gaming what it is today. And players that have these flaws will lose more often, and players that don’t will win more often, creating a natural elo system.
2. Lack of class balance: Every expansion has shown the same core issues for PVP. Blizzard is slow to balance classes, and some items in PVE are completely busted in PVP. Yah that’s a problem, and it will be a problem Ranked BGs. But people still love arenas with these issues, and I think the same will go for BGs. If this idea of Ranked BGs is successful, then it will give more reasons for Blizzard to spend time balancing around PVP.
3. Blizzard doesn’t want to have to balance between 2v2, 3v3, and BGs: This is definitely an issue. Blizzard has made it very clear that 3’s is there focus in PVP. But, 3’s hasn’t really been in a great spot. Dampening was introduced, but games often have to go 10 mins+ for that to kick in effectively. 3v3 arena has swung back and forth in pacing, and rarely has it ever been right at that sweet spot. There is also a bit of rock paper scissors involved in arena where one comp just destroys the other comp. These issues won’t be as present in the BG system I’m presenting, making it a potentially superior form of PVP.
TLDR: It shouldn’t take that much more resources to get Ranked BGs into a similar or better state of balance than that of current arenas, and most of the balancing required for one will have benefits for the other. Only big difference that I can see is AOE healing and AOE DPS, where some classes may have an advantage due to the nature of there healing and dmg. This may require some specific balancing that isn’t present in arena.
4. Implementing a solo-esque type of BG que is too difficult: No, I don’t think it is. A blizzard employee specifically said this a year or two ago. While my algorithm above may not be perfect, I think it will be balanced enough so that every team will have an opportunity to succeed. Furthermore, I don’t think the algorithm is too complicated for tech, nor will it lead to outrageous que times. If there is any level of popularity for this system, it would probably be in between BG ques and arena ques. Maybe a bit longer.
Player engagement will depend heavily on the rewards players can get, and how effectively Blizzard manages elo gains and losses. One way to reduce early frustrations in team skill disparity, is to have arena rating play a part in your hidden MMR, within reasonable limits. So, a 2500 player may not start at 1500, but instead 1800 MMR. The goal is to not give higher rated players a massive advantage, but to prevent newer players from getting stomped by gladiators. I don’t even think this is a necessary implementation, but may be a nice QoL touch.
Templates should be introduced for normal battlegrounds ONLY
I know, templates were introduced in Legion and no one liked them. But hear me out, normal battlegrounds are the perfect place for templates.
1. It would provide an even playing ground for new players to not get stomped. This would allow new PvPers to step in and see what PVP is all about while being at a technical even footing.
2. It would allow players to try out other specs that they aren’t geared for, or alts they just dinged to max to see if gearing out is worth it. Ever wanted to try a destro lock, but wasn’t sure if you wanted to gear it up? Or try a different DPS spec but you don’t have the right stats for it? Templates in BGs would be the perfect solution. I think this would be great for both PvPers and PvErs and would encourage a wide variety of players to have a reason to hop in a normal BG.
Pvers can test out different spec rotations to get a feel for it, alt aholics would have a place where they can test which one seems the most fun. So many upsides! The only downside is supergeared pvpers can’t hop in and flex there stats. But, they’ll have ranked for that!! Pretty small downside compared to all the upsides.
I hope my guide on how to reinvigorate BGs was easy to read and understand! Please let me know what you think!! Best wishes!!!
-Raasty