I mean, really, I genuinely can't see any upside to AV being part of the bg pool in it's current state.
If you're winning it's very boring.
If you're losing it's incredibly frustrating and very boring.
It's worse Honor/min than smaller bgs no matter whether you're winning or losing because it takes forever.
I genuinely can't recall having played an enjoyable AV for a long time now.
Can anyone bring forth some arguments that justify it being part of the pool for random bgs except for "because it always was"?
I would really like to understand why it's still part of the roster and I would like to know whether anyone with the power to make this decision has been regularly playing battlegrounds within the last year.
And as to Isle: It's in my opinion also an unfun battleground that takes way too long, but I can see how it's something different and not nearly as terrible as AV since the META is not to abuse a mechanic that was never intended to work the way it does to trap and farm the enemy players in a purposefully uncapped graveyard for the rest of the BG because that optimizes the sub-par honor gain.
Edit: Since I originally did a bad job of pointing out exactly WHY I think AV on specifically this server is a problem that I think needs to be dealt with, here is a later post I made expanding on that for context:
You're making a great point there, pointing out that the battleground is designed to appeal to a different kind of fun than the smaller battlegrounds.
I want to emphasize, that I agree with what AV is designed to be and that I encourage it to be that.
What I failed to emphasize in my original post is how far from it's intended design the battleground is being played in this community.
It is for example completely standard for 20-30 people of the winning faction to camp a graveyard with respawning enemies while NOT capping the graveyard (and shouting abuse at people who do what the designers intended, i.e. capping the graveyard for their faction), so it stays in enemy control and will be the closest respawn for the aoe farmed enemies.
I have strong doubt, that it is an intended mechanic to gather up 30 people in order to AoE farm 10-20 unbuffed enemy players in a deathtrap funnel for 10-15 minutes.
I find this to be very unfun and I strongly encourage anyone making a genuine argument that AV should stay in the game in it's current form to go play 4-5 AVs and report on their experience.
It is a very common occurance in AVs to see people on the losing side advocate for everyone to just "die faster", because the winning side has no intention of finishing the game the intended way (i.e. capping towers and killing the boss), but will instead focus purely on achieving a graveyard lock and depleting the enemy teams respawns by AoE farming fresh respawns.
It's a miserable experience when on the losing team, and when on the winning team you sometimes can't even convince enough people to come kill the boss with you and capping towers is seen as "a waste of 100 respawns that could have been free kills". I'm not kidding, someone told me how stupid I was for capping an enemy tower.
I want to say that I think almost everyone has brought up some good points about AVs design intentions, which I wholeheartedly support.
I used to like playing AV on retail, the problem is really just the increadibly toxic META that has evolved on this server.
Also, not queing for random BG has great downsides of very notably longer ques and drastically diminished honor rewards, since often times the entire available player pool will be stuck in / funneled into an ongoing AV and you have to wait for it to finish, since you can only queue for 2 of the 6 battlegrounds.
To pick up the very deeply thought out analogy of Shred:
I am rolling a dice and every time the dice hits 5, the dice explodes.
I am however also aware, that fixing what makes it explode is difficult and time intensive.
I am thus proposing to remove the number 5 to avoid explosions until it has been fixed.