I've done Ashran a lot since it was introduced. Partially because farming Universal Translator parts was good money, partially because it's more relaxing than tryhard arenas, and partially because knowing all the buffs gives you an edge over the rest (which, I admit, is a lot of fun).
Knowing my way around it, I've often been raid leading Ashran as well. Back when Ashran instances weren't hard-balanced and group finder was still a thing, everything was faceroll and there wasn't much of a challenge (or you would queue up without using group finder, and get stomped to bits). Easy, but not challenging and not all that fun - the most fun was from the rewards of fighting (conquest points or nemesis kills).
Now, they've removed premade raids and hardbalanced the factions' player numbers; and even give a stacking buff to the losing team. To top it off, Ancient Artifact now has a respawn cooldown, making it harder to constantly keep it in your raid. Apart from the annoying increase in wait time, it has done wonders for Ashran.
Fights are actually balanced now. I was leading for a long while yesterday, and the whole group was super enthousiastic, even if we didn't win all of them - we won most of it and it was organised, which was better than what they're used to. We encountered situations in which 38 of us, all grouped up, charged into the horde defense and still got wiped out completely - despite all our tight grouping. There were situations where we swarmed an event in progress, killing off all horde, and snatching the win from them. There were MANY occasions where we either won or lost an event, but the score was actually really close.
Those things were just unthinkable before. Fights were always one-sided. One faction would go events, the other would go main-road. Everything was faceroll.
The only remaining problems with Ashran in its current state as I see them, are some small remaining imbalances, queue times, and (sometimes) role imbalances. Most imbalances that I am aware of, are in favor of the alliance.
- The first, just a very small imbalance, is both faction's prison locations. Paladins have the Ashran ability to send an enemy to prison (Jailer's Libram). The Alliance prison is in the basement of their main building, and running upstairs means running into all the faction leaders which one shot anyone coming out. The horde prison, on the other hand, has its exit on the back side of their main area, without any dangerous guards, and right next to the cliff side - you can simply run out and jump/run/glide off the cliff without any effort whatsoever. I'm just glad I'm Alliance in this respect, but it's not fair.
- The second is a side-effect from nerfing the two mainroad bosses' healthpools. They're now so easily zergable, that the alliance "backdoor" attack - running up the side of the mountain from Amphitheater, avoiding the heavily guarded front bridge entrance - can now easily be completed even without control of ANY of the main road flags, with gladiator guards still up. Just pop AOE stealth, run up to the boss, pop a 60% damage reduction scroll, spirit link totem and a healing cooldown, and if stacked properly NOBODY will have died during the boss kill. The imbalance is that the horde don't have such a "backdoor" attack option. Although, in all fairness, this imbalance is partially "fixed" by horde having a "free" ticket to main road. Alliance don't have to care about main road if they just do backdoor attacks, so generally, horde can now take it for free.
- This last bit (alliance doing backdoor attacks, horde going mainroad) does generate a new imbalance however. Alliance only have to do events, and a quick boss zerg every now and then. They only have to fight the horde during the events. They're mostly out of combat and do not have to spend time taking flags. This causes them to have lots of "free time" which, if used properly, can be used to kill rares. Rares give the whole raid class buffs, but more importantly, Arcane Imprisonment wands and Scrolls of Protection. Being able to abudantly use these scrolls and wands in event fights is a large advantage, and means that the Alliance should be able to win around 80% of them easily. In my experience, that has been the case. (Although most alliance raid leaders still send their raid to main road, removing these imbalances.)
- The final imbalance, which can work both ways, is the number of healers in each raid. In my experience the raid works best with 8-11 healers, but my healer count has often dropped to 5, 4, 3 or even 2 healers in a 40-man raid. The raid always steadily dies out during fights if that is the case, which is unfortunate. (And the other way around, if a raid has 13+ healers, you generally can't get a kill on them - even if they don't kill many of your group either.)
Ashran is still fun to me because it is rewarding if you put more (leading) effort into it. I'm not quite as OP as I was before, now that Ancient Artifact has a long respawn cooldown; I used to almost constantly have the Artifact (because I knew when it would spawn, and others wouldn't know that if they didn't see me the last few minutes). But yesterday was exceptionally fun, just from the Ashran fights. Even though we lost a couple, we were well-organised and the fights were fun and challenging.
I wonder what people still dislike about it in its current state, apart from perhaps occasional fps drops and "not liking large-group pvp" to begin with.
Thoughts?