Through out GW2 history the 3 point strat has dominated the souls of any team trying to play off of only two nodes. Whether it be 1 player pushing far all the time or a thief constantly decapping far. It’s just a far better strat points wise and makes your deaths feel far more negligible.
Playing a comp like thief/ele/mes/guard/ranger means your thief doesn’t have time to go far and decap because the ele and mes are squishy so if the thief leaves them for any amount of time the tanky dps the enemy has in their team fight will win easily. So the strat becomes the ele/thief/mes roaming between the two points bunkered by the ranger/guard bursting people and trying to control off two points.
If anyone has attempted this strategy you know how fragile it feels. Me, Xeph, and Azshene were playing a similar comp with the 2 point strat and part of the way through the game I looked at how much score we had gained from kills. The score at that point of the game was 400-300 and we had gained 95 score from kills(19 wopping kills). Our whole lead was from kills. .Granted we were in a sort of puggish group and our home node was decapped more than we would had liked, it goes to show how fragile this strat is. Any death feels like it could lose you the game cause you will suddenly lose control of your precious two points and fall behind in score rapidly.
I think a 2 point strat by default will get a lot of kills if they are ahead because a 3 point strat will mostly try to bunker a point as they rez and come back rather than regrouping or sniping people off node, giving the 2 point control team the opportunity to grind kills as the enemy constantly streams in after respawns as they try to hold a node as theirs or nuetral.
If the 3 point strat team gains control at any point they will gain a massive lead that is almost unrecoverable by the other team. Meanwhile a 2 point strat team can control the game all the way through and still be only 100 points ahead by the end of the game.
Increasing the score gained from kills slightly can make the 2 point strat a more solid game plan and inherently increase the viability of more specs instead of mostly tanky DPS being viable. I know something like 7 score from a kill feels awkward but I think it may actually be a welcomed changed.
Before this gets brought up I’ll bring it up my self. Someone in here is bound to think “I’ve seen really tanky comps play for two nodes in tournaments though!” That’s because they can often go against nearly mirror comps in which case there is no clear 2 or 3 point strat team. If this tanky comp was smart and saw a team of squishies they would immediately go for 3 nodes.
TLDR; if a squishy composition had the ability to play for 3 nodes they would, but they do not. As such they are by default playing the strat that gets less points even when clearly controlling the game (2 point strat). Increasing score from kills slightly can help make the 2 point strat a more solid game plan and at the same time increase composition diversity by allowing teams to exist that aren’t 3+ tanky members.
Thoughts anyone?
Edit: This could easily be publicly tested by just adding this option on to Custom Arenas and letting some scrims/tournaments be held with kills being worth varied amounts of score.
(edited by Phantaram.1265)