I’m honestly rather astonished that all that GW2 has for PvP at this point outside of ZergvZerg is a wonky amalgam of Random Arenas and Alliance Battles with a grand total of five maps; all with the same objective. Half of the charm of GW1’s PvP was its sheer variety and the balanced sizes of the maps relative to what they contained. More importantly, depending on what mode of PvP one chose in GW1 often required one to respec and play differently according to the objective of a given map.
This is where GW2’s PvP falls short: if the objective is the same thing every time, then the PvP mode will develop a very narrow meta game in which a very specific classes and builds will tend to consistently dominate.
It would do GW2 PvP a healthy dose of good to develop something like 15-person (3 teams of 5 that are pre-organized before joining a match) escort/shrine capture maps like Jade Quarry or fortress-taking like Fort Aspenwood (but with each team trying to capture a castle instead of just one attacking force laying into one defensive force). ANet could probably even pull a TF2-style payload race map if they really wanted to (just make the cap point a small circle around the cart that needs a presence for the cart to move forward on the track) given the relative balance and flow of the game with regards to the professions. Honestly, by varying up the game styles, we could start to see how maybe a Ranger or Engineer could consistently outplay/be more useful than a Warrior or Guardian simply because the main objective isn’t just standing a rotten circle anymore.
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