Let’s face it: the current state of pvp is quite bad. In this topic, I will present my thoughts on why it is in such a bad place, and how to fix it. Of course, some propositions could be wrong and there might be other concerns not addressed, but this is a global idea to hopefully help developers improving their game.
Before we start, I have to say I think we need more than few fixes, and the global gameplay needs a big overhaul that would be time-consuming, but would also lead toward a healthier game.
So I am going to discuss the following issues: AOEs, CCs, blocks and invulnerabilities, conditions.
- AOEs are far too numerous, too big, too powerful and kill pvp, especially as the objective is to control points on the map. Overlapping DH’s traps, chrono’s wells, ele’s elemental zones, war/zerker burning zones, rev or engi’s AOEs, they are so numerous it becomes a giant fest where people walking into it instantly die. By the way, most of the elite specializations brought many very powerful AOEs compared to what was previously accessible to core specs.
—> AOE spam, visual overload, too high damage distribution.
- CCs became too numerous, too accessible and too frequent.
Some professions and capacities are able to chain CC at such a frequency that even break-stuns can seem useless. In 1v1 fights, we’ll be able to try to dodge or break out of stun on key CCs, but in teamfights where it is a real zerg of effects and where every single profession can CC multiple times, sometimes in AOE, it becomes far too complicated. Triple AOE CC from chrono’s elite well, AOE CC from DH’s elite trap which ignores every stun-break apart from blinks, warrior’s access to a CC every 5 seconds with a single skill in berzerker mode, revenant staff ability which knockbacks every target on its way, etc…
—> CC spam without trying to use them at the right time, lowering significantly the skillcap.
- Blocks and invulnerabilities became too numerous, too accessible and too frequent.
Same statement as CCs, blocks and invulnerabilities (sometimes passive effects !) are way too numerous. How is it even possible that a warrior (yeah, you again, sorry) can block more than 50% of the time, while still being able to be immune to damage and condis via skills or talents, and have 2 dodges in addition ? Waaaay too easy. Anyway, every class got means to block with elite specs.
—> Blocks and invulnerabilities too easy without a real counterplay, lowering the skillcap.
- Conditions have gone uncontrollable !
This is really a huge nonsense. To me, conditions are supposed to be “dots”, so damage over time. But right now, they have a bigger burst than berzerker glasscanons ! WTF seriously ?… This is sad. Like it’s been said many times, direct damage specs need 3 stats to be effective (power, precision, ferocity), whereas condi specs only need one (condi power, arguably 2 with condi duration). As a consequence, those are able to strengthen with vitality, toughness or something else, even though they are more bursty. This problem sometimes goes in pair with the AOE one (condi bombs) to inflict tons of conditions in aoe. This gameplay barely has any counter as the ways to cure condis are very restrained compared to the pace of application. Conditions gameplay should rely on covering important ones by less important ones, so that the target struggles to cure them. This is more skillful, but every class has so many different conditions they can apply that you don’t even have to think about it. So people just use all their AOE condi skills in the middle of the point, and spam every skill they have. Targets’ lives are just melting without any strategy. Being downed by 20 different condis in a matter of seconds is lame. Condis should go up in intensity and damage over time with high damage if not cured.
—> Condis are too bursty, not enough means to cure them compared to their number, no defensive weakness.