Anet - It's time to ...
2 years and one crap game mode.
This game is thriving.
Gem store profits > Content > Competitive modes
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.
Gem store profits > Content > Competitive modes
If they released the Yard in the open Hotjoit Servers , the majority would leave istantly the tPvP .
If the tPvP ppl moans that the ques are attrocious in the first 1 month , they will blame again the company that ‘’Hotjoin is too rewarding’’ (cause it has the map) and will demant to have the same .
If the implant the map in tPvP , there are ppl in the forums that will make petitions to remove tha map from tPvP .
If they do, then the majority of the population will play Hotjoin .
And the circle repeats .
Now if they implant the map vote mechanic in soloque and a limited one in teamque , there wont be again this kind of problem .
(there should be a system in tque that rewards you x5 times the winning bonus if you win with 1-2 friend you joined with (incentive to meet ppl) and x7 times if you join with 4-5 ppl . Cap the gold at 7 gold limit , but if you are in the 1000 leaderboard spot the limit is refresed for an other 8 gold)
Don’t even bother, Anet doesn’t care about the PvP/WvW community, suggestions are ignored. Anet makes their money off of PvE not PvP so logically, why would they care?
PvP is so boring after a year and a half pretty much the same maps, and one mode. Idc what they add just add something already, is so dull playing circle wars. Got the game expecting pvp varied at least to the extent of gw1 and has been pretty disappointing.
I agree, that i would be great to give us rated 2v2+ leaderboards for that. i did some 2v2 with friends to train for esl and it was a lot of fun, we nearly played 2v2 the whole day. But as much joy it will bring for most of the people i see why anet didnt implement it yet, bc there are some serious issues/question.
First and most important one is: How can they prevent people from trolling? Esl cup works so fine bc its forbidden to run douple bunker and cheesy traits like PU. for a rated 2v2 without enemys with a bit of honor, you will get a lot of douple bunker stalematches and people with alot of stealth running and kiting all the match.
Second thing is Balance ofc. The game is Balance around 5v5 conquest(!). its not balanced for 2v2. There will most likly be some kind of cheesy op 2v2 combinations. Also hardcounters are a big problem
Third issue is, that doing a 2v2 q would most likly split the (little) pvp community even more, but maybe it will also bring more people into pvp, still its a risk for anet
Still i would love to see a 2v2 rated q. I hope anet can find some solutions, mainly for the first issue. the other 2 arent that bad. Also i would like to have a 2v2 leaderboards not with playernames, but with teamnames
http://metabattle.com/wiki/Guide:Guardian_-_Bunker Bunker guard guide
(edited by Anti.9156)
Yes, bunker comps are annoying to deal with but a 2v2 bunker comp is much easier to break than a 5v5 bunker comp when you are forced to fight on a point. Ive been playing and watching the 2v2 for awhile and the winning comps never seem to be the same. Sure there are some comps which are really hard to deal with such as double celestial comps (ele + rifle engi), but honestly this game needs something new and interesting to keep it going and I think the positives really outweigh the negative.
Also I don’t really think kiting all match would be a problem but I could see there being people who would try to do things like that or just run perma stealth d/p thief. I think at that point there should just be a time limit or something to prevent it + maybe an adjustment for this 2v2 to make it so you get a forced revealed buff if you are in stealth for over 15-20 seconds or something. Just make something happen anet, any new game mode at this point i dont care!
(edited by Avitori.6093)
Gem store profits > Content > Competitive modes
>wvw>dungeons
Spirit of Faith [HOPE] – RIP
I don’t think bunker comps are such a big problem.
Several games had offered this kind of PvP mode and developed different systems to deal with stalemates.
In L2 arena, for example, there was a time limit for each fight and if none of the contendats had won by that time, then the player that had dealt the most damage automatically got the win.
With a system like this, while players would still be able to outlast their enemies and win by attrition, they should ensure they have enough damage to finish the fight in a given time. If two bunkerish comps would be matched against each other, the one packing less defense/sustain, which would be easier to handle by more bursty comps, would kilely win.
A damage based tie-breaker would, of course, open the door to other lame tactics, like stealthing, kiting or playing hide and seek for the whole match after a high opening burst, so another tie breaking method should be included, probably a PPT based one over a big enough point.
In the end, it would be about balancing the time limit and the weights of damage and PPT ratios.