I was saying that in general.
Valour for the winning team is nonsense. In Battle, on Siege, on DTV, everywhere.
Only because you want valour to be something other than what it's currently intended to be. I realize what I'm about to say might seem a bit hard to understand, but please try to utilize your imagination as best you can.
Many people want one of two things when they talk about a new xp system, they either want to return to the old, proximity/kill based xp system, or they want a cross between the passive(multiplier) system, and the old system. Think about how one achieves valour currently, which is based solely on scores. Score is accumulated by damaging others(with a kill bonus amounting to 1/3 to 1/2 the total player's worth), or being within the appropriate proximity of such. In a sense, when you think about it like this, you can actually consider valour, if both teams are able to get it, as being a cross between the mutli system, and the old xp system. Of course, it's not an even compromise, it certainly relies heavier on the multi system than the old xp system. Nevertheless, the comparison can (and should) be made.
From this point of view one could easily argue in favor of making valour easier to achieve, but valour is a bit too effective at increasing one's average xp/gold amount to do this, currently.