To be honest, I’m here because my team got destroyed last night. The score was 40-500 on Forest of Nifhel, no premades, no afk’s, no d/c’s. So after that game I took a break and decided to figure out why the enemy team was so OP and how my builds need to be buffed LOL! During my break period I realized that we lost game simply because we couldn’t hold a point (No way). But, I wanted to know why we lost so hard. I mean 40-500 is a score you’d expect if there was an afk, or if one of the teams had superior communication to the other. Its not a score you’d expect from a full random match with zero afk’s. I looked at the team comps for both sides. My side (red) had me (tempest, cele, d/wh), a Mesmer (no idea what build, she was never alive long enough for me to see her skills lol!), a Dragon Hunter, a Daredevil Thief, and a Druid Rangers (specced for damage). The enemy team (blue) had 3 Scrapper Engineers, and 2 Dragon Hunters. The only reason blue team was so dominate in the match was because the Engineer and Guardian profession kits are geared toward defensive play (i.e holding a position).
Instead of crying fowl on what’s overpowered and what’s not, I thought about the meta. The meta has always consisted of builds that provide CC, AOE damage and AOE support. The professions and traits my change, but in general if your build does 2 of those 3 things you are meta. I wanted to know why is that meta? and the answer is simple, its game and map design for pvp.
Map and Game Design: All ranked maps consist of 5 objectives. In the conquest game mode there 3 points and 2 point buffs/weapons. Ideally a team would send 1 player to each objective, and whichever character could consistently win their matchup would win that objective for their team. The same is for stronghold, you have 1 player for the treb, 1 for supply, 1 to get buffs, 1 for attacking and 1 for defensive. So why don’t we see more 1v1 matchups in games? This is because the maps are so small. Its easy for players to rotate from objective to objective and there truly isn’t any risk of doing so. Any team can easily 1 up another team if they choose too. So why is the meta CC, AOE damage and AOE support as opposed to high mobility zerkers? The reason we see the meta of CC, AOE damage and AOE support is because most of the fighting happens in the enclosed areas (on point/on obective) with multiple people. Builds that rely on mobility for survival have no advantage on objectives. Any build that is not suited for a toe to toe smash session is at an extreme disadvantage. Particularly in 2vX situations where any squishy target can be zerged. All player skill aside, if your build does not fit the meta (CC, AOE Damage/Support), then you’ve put your team at a disadvantage for 2 reasons; 1) Your team fighting capability is limited and 2) if you’re not in the team fight you can’t help your team win the fight.
So how do we open the game up to more build diversity? I say its simple. Make the maps bigger. That way a team will be truly invested if they decide to leave home open to roam far. Widen some objectives so mobility builds can function in a team fight. And maybe, just maybe consider implementing the raid party system into a pvp map so its 10v10. That would truly change the game forever!
I hope y’all will make some more contributions to this thought! I want to know what y’all think works on a map/doesn’t work on map/game design!
Also- for A-nets’ eyes only, if you truly want e-sports to catch on with GW2 you have to open up the pvp for individual play. Some people liked the Chicago Bulls and some people didn’t but everyone loved seeing Michael Jordan play because of his skill.