I just a few minutes ago got out of a 40 minute long breach game- one of 3 in a row. This wasn't because the game was intense and filled with pushes and pulls, it was sorely due to the enemy being way above our skill level. The flawed matchmaking system did not really matter in dominion matches or any other gamemode, because if the enemy was better that just meant the game was over in 5 minutes. Now that we have Breach, things change.
If you are getting destroyed by the enemy team on Breach and you are lucky enough to be on the attackers, you can just lose at the front gate. End of story, begin queue. However, if you are unfortunate enough to be stuck on the defending team, you have to sit through (at minimum) 30 minutes of grueling creep slaying just to get your xp fill for the bull**** match you were thrown into.
My point is that if you are going to host a gamemode that is on average supposed to last between 20 and 40 minutes, it is only COMMON COURTESY that you should not force your players into a half hour of anger that reaps absolutely no benefits. Instead, we are forced to play Dominion if we want any chance at gaining reputation in the next few days.
What really urks me however is that all of Ubisoft's other large titles possess some form of surrender, proving that they possess the ability. Yet, the game that is most centered around winning also happens to be the game that does not have said ability. It is really hard to respect For Honor when such minute yet crucial factors of a game are nowhere to be found.
TL;DR - Breach needs a forfeit option. If you are stuck with no hope of winning on the defending team, you are required to face 20-40 minutes of losing for incredibly underwhelming rewards.