I have observed this for a while now from playing many TeamQs and SoloQs.
And that is, 90% of the time I can predict the winner of the match just by looking at the class composition.
While I have observed this to an extent in other MMOs it’s far, far more pronounced in GW2. I believe this is because most classes are exceptionally easy to understand and play “well-enough”. After playing a Thief extensively it only took me a single match to feel comfortable enough playing a Warrior competitively.
Anyway, according to my observations this is how each class dictates the outcomes.
Very indicative of outcome:
- Guardian – The need for 1-2 Bunkers is what really makes Guardians so decisive since the chances are fairly high that a Guardian will be a Bunker.
- Warrior – Not much to say here. Excellent survivability, even in mid-battle, lots of AoE and CC etc.
- Necromancer – Similar to Warriors, great combination of AoE cleave damage and survivability.
Slightly indicative out outcome:
- Engineer – Engineers are a wildcard. Their Bunkers are borderline OP, their offensive builds less useful.I think the average Engineer is a better player than most, which makes them slightly indicative of the outcome.
- Spirit Ranger – Having a single, well-played Spirit Ranger is a great asset to a team as they are very hard to kill 1v1 and great for assisting mid as well. But having more than one is less awesome and other classes are better.
Little indicative of outcome:
- Thief – The influence of a Thief scales more highly with skill and situational awareness than most other classes. A bad Thief is useless, a great one is great. Unfortunately most are only average and having more than one is rarely useful.
- Mesmer – Nothing bad per say about Mesmer, just that they don’t seem to influence the outcome of matches significantly more than others.
- Other Rangers – Having Rangers play anything but Spirit-builds is often counter-productive. Probably the least useful of all.
- Elementalist – I won’t comment on balance, but overall they don’t seem to have much impact on the outcome of matches. Having multiple Eles isn’t helpful either.
Just to note, I’m not saying anything directly about class balance. It’s just quite obvious that some classes are much, much more useful in tPvP than others. It’s a shame because it makes many fights with poor compositions feel futile and the outcome is almost always predictable.
It’s also obvious that Conquest favors classes and builds with high survivability and lots of AoE/cleave damage.
(edited by Dee Jay.2460)