It’s competitive slot machines, you know what you’re getting before the game starts. Sometimes you get lucky and triple into just what you wanted and run away with it. Other times you build a strong board and have good positioning, then get rolled by someone with 4 300/300 divine shield poisonous windfury amalgadons.
Cards like Wrath Weaver. Build defining cards that are on Tavern Tier 1. You can define your build in the first turn, there's no incentive to go to 6, while you can grab ridiculously overpowered card on 1 and ride on that.
BGs are just super boring tbh. Not really my style of play seems too uninteractive. Not enough selection at the tops either poison or divine shield every game. I'm sure some people like it but just pretty bland for me.
Oh God, where to start? There are a lot of things wrong with Battlegrounds functionally with stupid interactions and bugs. However, I think the biggest issue right now is the game design is incredibly flawed. You'll have to bear with me as I try to explain something that isn't that clear in my own head.
First the inconsistency between tier power levels. It feels like tier 2, 4, and 6 are far worse than 1, 3, and 5 and there is a desire to skip them when possible. Getting to 6 feels like an option especially given that the cards on tier 6 aren't good enough to justify it. Unless Amalgodon of course.
Second the inconsistency between the number of minions per tier. It is fine that there are more copies of lower tier cards, but I'd like there to be the same number of minions per tier. For example, if there are 12 possible tier 1 minions, there should be 12 possible tier 2 minions, and so on. I also think the types of minions should be evenly distributed too. 3 of each type (including neutral) on every tier for example.
Finally, the insane amount of damage taken. Sure, there is a damage cap but not if someone concedes (me a lot lately lol) or disconnects. Sure, it makes for a less dragged out experience, but it kills the end game possibilities most of the time and doesn't incentivize going to 6. It pushes it more towards midrange and letting tier 1 units run the show.
These are just the main ones for me. In my opinion, the designers for this mode are likely inexperienced and there is not nearly enough people working on it to provide the needed feedback. I'd prefer consistency and concrete design ideas rather than throwing shit at the wall and seeing what sticks.