Liane Frostfire – Elementalist [TWP] Ilona Frostfire – Mesmer [TWP]
Enya Frostfire – Mesmer [OMFG]
How about a triple lane map with towers you have to destroy and a modified leveling system. At the end is some sort of HP overlord you have to kill with your team, resurrection timer increases as you level up.
We can have a jungle with buffs to grab and to gain experience and minions spawning and walking down every lane.
Just a weird idea and it needs loads of smalltuning to work with GW2 (mainly the leveling system) and how the cash thing works is another matter, but what GW2 conquest lacks and why MOBAs like Smite, LoL and DOTA are so successful is progression.
Foefire does it in a way, but not enough. GW2 conquest is just capping and holding. Rinse and repeat. Having such a MOBA layout would mean having phases of combat, people getting fed and active counterbuilding to certain specs.
It IS kinda copy cat, but it is fun so why not assimilate fun? Also it would stop this bunkering kitten, and condition meta would never be so mighty because you need to get quick kills. Conditions would work, but not dominate so ridiculously.
I know this isn´t a real concept and it needs tons of thinking-work to become reality, but gamedesigntechnically this should not be such a huge thing to do.
The progression would add so much depth to the gameplay,
“Oh, that thief is going full glasscannon instagibb, I might just put some toughness into my spec”
“Oh! This dude is going for ridiculous toughness, I need conditions to bypass that.”
“Oh! That´s some hardcore condition damage this necro is building, rather get some condition cleanse/immunity”
The list goes on.
I see this suggestion every month in forums, so much has to be changed that it is ridiculous. Also why play a copy of current popular moba games, when you can play them for free?
So in short:
But this game definitely needs a gamemode which offers progression. Node defense mode is just boring to watch.
why not just a moba style map, instead of towers it’ll have capture points instead. then maybe have a small squad of npcs to who ever caps the point. it’ll kind of look like smite
Important would be that we get some kind of back and forth feeling to the map. So that you can “Push” into a direction, making constant progress. The problem with current capturepoint stuff is that we have three nodes which only have a 1 and a 0 state. (not counting contested/neutral tho, but you get the point).
Capturing a point has no long term consequences. It can be turned around in no time at all.
If you have a triple cap all you can do is wait for the timer to count the win.
Wouldn´t it be more fun if you could make this progress?
So that when you have one spot it “unlocks” the next one and you can push on?
This way you could – as a spectator – see how the match is going and an advantage will become more meaningful.
Now think about profession skills in this game – how many classes have multiple ways to avoid dmg, how would anet deal with skills like mesmer portals, how to evenly incorporate progression, because some classes have traits/utilities that are useful immediately and some classes have traits/utilities that aren’t, etc. And compare it to all the moba games.
Also if you want to take gameplay from other kinds of games, why not: make a mode with 2 cap. points, ~2 minute rounds, without spawning when dead, only one team is defending, other is attacking and has to plant a bomb at one of the capture points?
This game truly needs more modes, but moba is NOT that.
What about a mini WvW-ish mode?
2 teams, 8v8, one supply camp and one keep each. Guild lord and some NPCs in the lord room.
Build sieges, knock the door down, kill the guild lord, victory.
Also points for killing players / NPCs, whoever has the highest score at the time limit will win.
Or they can put in Bombing run/reverse CTF.
I wouldn’t stop playing Smite Conquest for GW2 of it. They’re built on the premise and the mechanics of their skills lead to play satisfying for that format. GW2’s auto-aim, instant target mechanics would be frankly a step backwards. I won’t say MMO’s are too far removed from MOBA gameplay because they don’t feel that way, but precisely because of the similarity It’s better to just play an actual dedicated Moba.
The thing is that Conquest is needing a boost.Temple is a interesting aproach..Its not always a silly mid zerg..Also imo they should make each point in the mid of every map.Same distance for everyone,i would like to see 2v2 fights more than 4v4,its more easy to watch and more entertaining imo..
I think where we should learn from MOBAS is the idea of having to split the team to progress on multiple objectives. At the moment we have our three nodes, and no progression at all, meaning that if i wouldnt see the scores i would never be able to tell if its early, mid or endgame.
The idea of having all the points at the same distance to both team bases sounds good already. This forces more splitting, even if progression still is minimal.
Id like something to happen to spice things up as the game goes on. Increase of the respawn timers depending on how long you have lived or so would help with that.
This is why the game is so confusing/hard to watch for some in my opinion. You cant actually tell where the game is standing. There are no shifts of circumstances which could force a change of strategy. The only thing id like to take from mobas as of the state of this discussion is the idea of multiple objectives per lane. Both teams start out equal and have to push forth. When they get a objective captured/destroyed/whatever the next becomes unlocked or extremely more easy to do.
This would reduce bunking a lot, because you need the manpower to push further and not just get this one objective and hold till the end of all days.
So the Halloween pvp event?
But this game definitely needs a gamemode which offers progression. Node defense mode is just boring to watch.
It’s boring to watch because scoring lacks impact.
1 point a second per node is a lame score system.
The highest visual tension has pretty much nothing to do with the node scoring system and instead points from boss/lord/player kills and orb runs.
(edited by ensoriki.5789)
There are some great ideas in this thread. The WvW-ish idea I think captures some of the MOBA style while fitting in well with the current game set up and is a game mode that could be expanded with really interesting and strategically deep gameplay.
Its a broad subject, but here’s one idea for example: the teams could have resource nodes which when captured increase your resources- could even use the same mule mechanic from WvW for an extra element of strategy. As resources build your team gets to upgrade siege equipment or perhaps special npcs/soldiers etc. There should be different types of upgrade paths, so that teams make strategic choices on how to advance the game.
As you can see that is a similar set up to a MOBA, with the team upgrades being similar to individual upgrades in a MOBA, and the need to build resources to succeed. It also gives early-mid-end game stages and an actual sense of real change/progression on the map.
Most of these ideas are already implemented in the game (in WvW) so its not so new as to be impossible nor would the base mechanics of classes etc need to be adjusted (which are some of the major criticisms of having a MOBA style game mode).
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