How to fix PvP
just a very bad idea, sorry….
PvE Elements are an important part of many great PvP-games and theres a reason why: They make the game more interesting, give the players more options and fighting NPC’s is still a very good option for creating secondary objectives. Or do you want a treb, shrines or another node to capture on every Map?
No I want all of that stuff removed because what does PvE content have to do with Players vs Players?
In a boxing match, does a boxer get to go up to a dog and kick it to gain more points? No, they don’t, because it is a player vs player kind of match..
No I want all of that stuff removed because what does PvE content have to do with Players vs Players?
In a boxing match, does a boxer get to go up to a dog and kick it to gain more points? No, they don’t, because it is a player vs player kind of match..
Poor dog…
In simple terms; objectives mean outplay potential – however, too many objectives and you derrive from the true core of the game.
The objectives on the maps within Ranked (if it was open) do not deviate as much from the gamemode, as it gives the teams a way to outplay their opponent – who do you rotate at Temple for the buffs? When are you going to commit to a Lord Rush, and more specifically, when are you not? Do you want to use the Trebuchet to give your team a positional advantage as well as some extra pressure, or do you leave it untouched to make it difficult for the enemy to put pressure on the middle point because the sides are closed?
These are all situations that are a perfect balance between objective control and gameplay – PvP in this game is not just “Whoever whacks harder wins”, it is about outplaying your opponent in the most clever way. If all “PvE elements” were to be removed, you will severely lessen the ways to outplay the opponents by putting pressure elsewhere on the map. You can easily see this with Courtyard – despite it’s many flaws, one of the biggest is that you cannot outplay your opponent whatsoever, and this results in many stomps.
Alternatively, look at Stronghold, a map so objective driven, you can see that there is little interraction between the players, or severely lessened, because the way to win is putting pressure via objectives – this is why many people, myself included, do not like it as much as we like Conquest.
Also, your “fix” to PvP is just personal bias with seemingly little thought as to how the gamemode works and how to expand on it. If you “just like to kill players”, well, I am sad to inform you that Conquest is simply not the mode for you, but that does not mean that many agree with this aspect. If anything, the sole reason I like Conquest is because the gamemode might seem easy, but to adjust to it, understand your role, and in the end outplay your enemy, takes a lot of strategional knowledge and understanding to the game as a whole – while deathmatch would sound boring to me because the strategy involved will be dumbed down a lot, with little outplay mechanics aside exploiting the enemies flaws.
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I think outplaying the opponent is beating them in a fight. That is what PvP should be about. Not necessarily Courtyard deathmatch style, because that map is just chaos in one place at all times.
I do understand what you’re saying, I just get annoyed when I have the beast in the Forest map down to almost no hp then one guy comes along and puts a condition on it, literally hits it once or twice and gets credit. Mechanics like that are just broken and either need fixed or removed.
Spirit watch orb mechanic gives way too many points for a score – if you’re going to leave it, at least drop the points to 10 if the point is owned by your team or 5 if it isn’t. Zerging the orb and taking it to far and having one bunker sit on home is dumb but works 99% of the time.
I personally think Legacy is set up well, but the lord should only be worth maybe 50 points, definitely not 150 points. A match can get so close and then its a race to who has more DPS to take the lord down anyway. I can go to the lord on my dragonhunter, drop my traps then pull everything and kill the lord in about 5 seconds by myself and gain my team 150 points – fair? Nah.
Battle map, trebs just deal too much damage, if they insist on keeping it, the damage should be halved or more. I get into a fight on mid there where its 2 people vs me on my ele, I am winning because I can outsustain them, I get one downed, second one is almost down, then out of no where – treb shot that takes half my HP or more while I’m already at 1/2 to 3/4 hp in this fight, so now I am downed and then another treb shot hits me while the guy who is close to down hard rezzes his buddy. Now I am full dead and I would have taken less damage had it turned into a 3v1 where the player on the treb was actually fighting me lol. And I know, send someone to the treb, I got outplayed right? I suppose so, ANet out played me by putting a mechanic on the map that is just too strong.
Skyhammer – don’t even get me started. The hammer mechanic is idiotic and hits too large of an area for way too much damage, what more can be said? Bunker mesmer or a high power dragonhunter sits on the hammer and you’re not going to stop them from having it..
Each of the maps PVE mechanic is broken. If they insist on keeping the PvE mechanics, at least fix them so that they’re balanced.
And I should mention that I was primarily a WvW player that ran small 5 man groups or less before my game mode was ruined when HoT came out. I’ve been playing PvP pretty much every day since and these are things that irritate me about the game mode.
Winning doesn’t matter anyway, I am just in it for the fights, just wish the fights mattered more since its supposed to be players vs players, not players vs players+pve.
I thought pvp meant passive vs passive, who had the most passive buffs – wins
gw1 – healing signet/frenzy/charge
If you’re getting beaten on points, taking out the beasts, lords, and trebs is probably the last thing you want, lol.
I think there should be different kinds of PvP. Alterac Valley and Isle of Conquest are very fun PvP modes and Isle of Conquest and other maps have siege elements. WvW is a nice game mode (could use a radical overhaul in its current state though it’s empty) but lacks structure and is more like open world PvP. Big sPvP maps are needed where armies fight each other 40 vs 40 and hold chokepoints while the opposing team tries breaking through and ends with the defeat of the opposing PvE boss.
I also think there should be achievements for 1v1 deathmatches and raw 5v5 PvP with a complete lack of PvE elements.
Part of being skilled is how to recapture those points. If the opposing team has the advantage it’s time to apply some defensive thinking: how to neutralize their advantage. I prefer runes of the eagle in all game modes on DPSers because if I have an advantage I know there’s a credible chance to lose it, but with 6% extra damage if the opponent is below 50% makes the defender’s task of recovering even harder.
I think there should be different kinds of PvP. Alterac Valley and Isle of Conquest are very fun PvP modes and Isle of Conquest and other maps have siege elements. WvW is a nice game mode (could use a radical overhaul in its current state though it’s empty) but lacks structure and is more like open world PvP. Big sPvP maps are needed where armies fight each other 40 vs 40 and hold chokepoints while the opposing team tries breaking through and ends with the defeat of the opposing PvE boss.
I also think there should be achievements for 1v1 deathmatches and raw 5v5 PvP with a complete lack of PvE elements.
Part of being skilled is how to recapture those points. If the opposing team has the advantage it’s time to apply some defensive thinking: how to neutralize their advantage. I prefer runes of the eagle in all game modes on DPSers because if I have an advantage I know there’s a credible chance to lose it, but with 6% extra damage if the opponent is below 50% makes the defender’s task of recovering even harder.
Agreed with all. Adding this as a game mode for PvP would be really nice.
I understand where you’re coming from, but that sounds like a pretty bad idea. That would make conquest basically like deathmatch or arena mode. Courtyard was exactly that, and was hated by almost everyone. Not to mention it would make maps barely different between each other.
Extra elements in a pvp game is what makes the game more engaging and deep. Look at the top competitive games out there and you’ll notice that none of them are straight up player vs player with no side objectives.
If you’re requesting a completely extra mode for pure combat or duels however, then that might work – I was thinking that the Guild Hall arenas could be used for something more official – but changing Conquest in that way is a big no-no for me.
What better place than here? What better time than now?
No I want all of that stuff removed because what does PvE content have to do with Players vs Players?
In a boxing match, does a boxer get to go up to a dog and kick it to gain more points? No, they don’t, because it is a player vs player kind of match..
Yet when they had Courtyard every one kittened to get rid of it.
No I want all of that stuff removed because what does PvE content have to do with Players vs Players?
In a boxing match, does a boxer get to go up to a dog and kick it to gain more points? No, they don’t, because it is a player vs player kind of match..
yeah right!
or in a – often times so called – real pvp invironment like in a moba u have none of….. oh wait….
no gutz no glory
“Tranquility has a beard.”