I’ve been thinking of methods to keep certain levels of imbalances in check. I understand that the meta needs to flourish, however myself as I am sure many of you have also noticed when GW2 gets a meta it clings tightly to it, and is tough to find a proper counter. Often things only change when buffs or nerfs occur. Yes we do from time to time get transitional meta moments à la “Petting zoo” to “Hambow” But it’s not long before it gets stuck again until the next set of nerfs/buffs.
I’m not saying nor predicting what we have now is going to stay meta until the end of the season, but I honestly would not be surprised.
-The biggest trend associated with these cycles is very often sustain. Not to say full power cannot succeed, but the dominant game types favor otherwise. To which was still “meh” unless thief pre specialization patch.
Yes there was a large amount of instagib 100-0 at the launch of the specialization patch, and burning QQ to follow; and nerfs were doled out.*1 But a lot of what was available then is still available now, and it didn’t take long for cele ele to hold the top with sustain again until HoT.
-I have suggested diversity clauses in the past often met with the impossibility to enforce, and the possible influence on queue times such a change would have. So taking that to heart I came up with a few ideas within the current system that would be non invasive to WvW or Raids, and allow pvps meta to evolve between balance patches, and keep some diversity in the form of rotating builds.
1. PvP only build clause: Players may not use two defensive spec lines: must choose one. The PvP build window will lock the corresponding specialization from being selected, when it’s defensive counter part is selected.
- 1a. Inspired from “Academy Gaming” ’s 1v1 cup. Which say what you will about it, the rules were trying to allow fair play specifically focusing on not allowing players to endlessly stall a match. Now at the time this was only in reference to ranger banning the use of Nature Magic and Wilderness Survival together. Which is fine, but thinking of global balance a rule like this could be healthy for the game. So in turn with my suggestion it would disallow Mesmers to run both Chaos and Inspiration, meaning as a bunker mesmer you can ONLY take Condi clear OR stability pick one. For Ele it would mean they cannot take Earth with Water, and so on, and so forth. This however would NEVER include elite specializations.
2. Pregame amulet ban: Before a match players vote on an amulet to ban. If majority of a team bans 1 amulet that amulet will be disallowed during ready up, where you will be given time to reevaluate your build and re-spec if need be. Ties are settled via randomization à la map vote. In the event two teams vote against the same amulet, only one amulet is banned.
- 2a. I know bans are touchy for some people. However trying to be fair the blind pick nature allows for players not to game the system based on their opponents classes, and this also allows the justification for other amulets to see potential play, as well as letting new ones be added. I think there is enough variety now that a system like this could work. (This MUST be highest vote wins, only resort to roulette as tie breaker.)
My last suggestion for A-net specifically as they would have to consistently and actively do it:
3. Keep a closer eye on sigils and runes: Ban accordingly mid season without “to much” reservation but still to their own discretion. Just because something was removed does not mean it cannot be reinstated within the season, as well at the start of every season all currently removed Runes/Sigils should be reinstated.
- 3a. This allows for A-net to have some control over the meta as much as the players. It would keep things in check and not have to invasively tweak profession numbers
-I do realize I mentioned diversity and then suggested banning things, but restriction breeds creativity. (as long as it’s not a precursor to viability) and although these suggestions nerf current possible builds or disallows some from play, it also means we move towards active defenses; and weaknesses are solidly exposed making it harder for players to outlast, while ensuring we still have enough active damage mitigation available to not lock players into a zerk meta that feels like a shooter with a really low TTK.
I am curious to hear your thoughts to these suggestions, Please try to stay on topic and give reasoning, don’t just reply with “no /15”. If the suggestions are short sighted or bad I’d like to understand why since that is really the only way to progress. Also don’t disagree with something based on the inspiration for the idea, keep it based on how it would affect the game as a whole.
I realize nothing would be done this season but this is all for the sake of future balance.
TL;DR: Read anything marked with a - or a number in front of it. (if still to long just read anything numbered, but then you should not post a response.)
I apologize for any grammatical errors
PS:
- I am a mesmer main, But I have always sought the balance of ALL. I didn’t like it when mes was bottom tier, and my heart goes out to the old hard counter thief and do not want to see them in their current position either.*2 I’ve also always been vocal and wished for 1v1 balance but I do understand the game will never be that.
- 1 Which admittedly promoted the play we have now.
- 2 If I’m being honest I actually do think some of the salt is a bit over the top. Sure things are bad but they are not -that bad- when you consider everything else that is currently locked out from the meta, at least they are not alone and having inexperienced players cry about them while being out of the meta.
“Maybe I was the illusion all along!”
(edited by Daishi.6027)