GW2 - design flaw or poor development?

GW2 - design flaw or poor development?

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Posted by: Khang.6743

Khang.6743

Most people agree that TLC toward the PvP community would be welcomed with open arms right now. But, I’m curious to know your thoughts on how we can improve the substance of matches. Balance issues seem to plague a lot of team/solo queue, whether it be with quality of teams or issues with class integration.

Instead of ranting and raving about everything they’re doing wrong. I’d rather hear some intelligent ways to fix the games balance. We’re faced with an ordinary game in terms of balance, since we’re not playing with the trinity. However, I still think there are ways to tailor classes to specific roles (as we already do).

I understand there are some builds/classes that are perfectly suited to countering other builds/classes. Do you think that it may be too severe of a counter? I’m okay with some classes being better equipped to deal with another. However, do you think that gap between player skill and class counters are a bit too deep? We all know there are times when you can beat a class that counters you, but how much better do you need to be to accomplish that?

With the lack of the traditional trinity (tank, healer, dps) , how much more difficult is this game to balance? Whats the best way to do it?

GW2 - design flaw or poor development?

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Posted by: leman.7682

leman.7682

Both.

/thread

Leman

GW2 - design flaw or poor development?

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Posted by: FeelsAlright.5860

FeelsAlright.5860

Design flaw. There’s way too many things for them to balance. There’s too much rng integrated into traits/sigils/runes (air, fire, burning on crit, etc) for a game that is supposed to be focused around dodging. They tried to design the game around each profession being able to do everything instead of around that profession’s specific role.

Vipassana

GW2 - design flaw or poor development?

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Posted by: silvermember.8941

silvermember.8941

Design flaw.

Guild wars 2 should have had more game modes other than conquest.

Guild wars 2 should have only had 1 mode of damage, physical with condition damage existing only as a bonus damage for doing something complex. it should not have been a method of damage.

As u know im pro. ~Tomonobu Itagaki

This is an mmo forum, if someone isn’t whining chances are the game is dead.

GW2 - design flaw or poor development?

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Posted by: Deified.7520

Deified.7520

I’d consider it a design flaw with the game’s current state.

Same with all game modes, the only way we will see build variety (better than what it is now) is through mechanics/game modes or the addition of skills/traits that are very good in one respect but punishing more in the other (skill that adds lots of defense but takes away a lot of offense, those type of things). I mean right now in sPvP you have two roles in which builds are built around. A bunker/point types of builds that specilize in holding points. The other is a DPS build that maximizes all aspects of the game (survivability, support, defense, and offense). So essentially you have 8 classes trying to fill two roles. Then each of those 8 classes you have all the skills trying to fill two roles. There will always be a meta for each of these roles and one build for each. Trying to buff another skill means you can take out the previous skills in the meta, but there will always be the best one. In the holy trinity you had 3 roles to fill (support, tank, dps) and there was a build for each of them. So unless Anet does a whole rehaul of the skill system or completely split the pvp skills from the pve skills (nether of which they seem like they’re going to do), the only way we will see new builds is through mechanics/game modes.

As a side note, a lot of people have been asking for a tdm type of game mode. While I think this is cool, we have to keep in mind we’re going to see half the build variety we did in conquest. Now there will only be one role they’re trying to fill, the dps one. That being said, I think a 2v2 or 3v3 tdm game mode (ranked) would be much more entertaining to watch and play. There’s a lot more emphasis on individual players and allows them to shine.