This is an idea to make PvP Conquest a more exciting place to fight and for PvP to be entirely separate from PvE and WvW’s goofy Customization system. This is a radically different idea than most, but, if implemented, I believe would make GW2’s PvP much more interesting and competitive.
I don’t care if the Devs consider it or not. They only consider what the community supports in overwhelming fashion. This suggestion is for YOU, the player, to consider and support or criticize because ultimately the Devs are slave to your desires.
I. Definitions
Focus
Game balance in GW2 where each class has a defined role that only one other class can do. Each class is sought after based on roles and the competence of the player to accomplish those roles. The roles ought to be easy to learn but difficult to master, so that new players aren’t alienated and veterans aren’t bored of how easy it is.
Customization
The current game balance of throwing an enormous wad of options at each class, of which only a small fraction will be used. The roles are unclear, because they are supposed to be decided upon by the playerbase, not the developers. Build becomes more important than skill, because your ability to pick the best possible options in each slot matters more than your execution of them.
II. Why Customization Sucks
In a competitive environment, the ideal is to be able to respect your opponent and accept the outcome of the contest as “fair enough.” It is currently impossible for anyone to respect their opponent because their build is a lot more important than how they use it.
If you aren’t bringing at least one Hambow on your team you’re going to lose. Period. If you bring an Ele you are more than likely going to lose. Period. If you bring a Necro he’s a free kill without peels. Period.
This is what happens when you throw wads of options at the players – they will only pick a few of them and dominate with them until the devs introduce another set of options to dominate with.
If anything, Customization discourages competition rather than encourages it because once you’ve figured out the dominant build it’s pretty much over. Unless they use the same build, you’re going to beat them repeatedly.
This upcoming patch is not going to fix this problem. It will, if anything, irritate it further by creating yet more monster builds and exclusion. Elementalists might come back, but it will be at another classes’ expense – possibly Ranger’s.
This is a terrible competitive environment, and encourages PvP to just be a place to farm gold and get gear faster than repeated dungeon runs.
Is that acceptable?
III. What Focus Requires From Classes
First, to accomplish this vision, classes need to be looked at with a narrow vision rather than a broad one. The total package must be broad but the pieces smaller, MUCH smaller than they are now.
If the favored mode is indeed conquest, then each class needs to fulfill its role in that game mode in a specific way that no other class can.
Here are four roles I think the eight classes could be built around, with the 5th member providing more of one of the roles to add an additional strategic layer that differentiates each team’s strategy.
1) Duelist – focuses on single engagements and point control. Their goal is to kick someone off the point and kill them, but require help if they are outnumbered because their abilities are limited to handling that single opponent.
Ideal professions: Ranger vs. Warrior.
2) Support – focuses on team engagements and scaling their fights with size. Their goal is to either give their teammates a boost in an area or make life hell for the other team in that area. They are quite vulnerable if left alone, however, and require help if they are cornered.
Ideal professions: Necromancer vs. Guardian.
3) Assassin – focuses on speed and fast time to kill. They use stealth to sneak up on people and sucker punch them, quickly changing the tide of battle if they are successful and throwing airballs if they screw up. It’s a very challenging role that will attract the most elite technician players, and will frighten your opponent if executed well.
Ideal professions: Thief and Mesmer.
4) Hunter
These classes focus on killing Assassins and controlling the map. They would have the unique ability to have a radar effect on their map that lets them see enemy icons in a wider radius. Their priorities are their challenge, and, like Assassin, are not an easy role to do by any means. If they screw up they’ll win pointless fights that put the team behind and get snowballed. They are the shot callers on their team, having more information than anyone, but have to act on that information decisively.
Ideal Professions: Engineer vs. Elementalist