Since I’m bored I’m just going to go over a list of tons of things that need to be changed in spvp and me giving explanations for said changes.
Balancing SPvP individually——-
- This is probably the single most important change that the SPvP community needs whether you realize it or not. Not only does this make sense, but since SPvP is already isolated, not one change you make here effects the rest of the game. The way it currently works the devs expect us as players to think about the rest of the game before giving changes to a specific game type, however this way of thinking will never create good balance and the reason why is the majority of changes people suggest are obviously only made and will work for Spvp. WvW and PvE are very different in terms of balance and changes for one often conflict with the other two making the change almost meaningless to begin with.
New COMPETITIVE Game modes——-
The perfect example to bring up here is team deathmatch, but before I do, I’m going to explain why the current implementation of deathmatch on courtyard failed before giving my version of what I think will be successful.
The current team deathmatch failed is not because the game wasn’t balanced for it, but because the way the game was structured didn’t allow it to be successful. The two main reasons are the following
- The game isn’t round based
- Impatient players
Since courtyard isn’t round based, the winning team is determined by points, and obviously you get points by getting a kill. However the team who wins the match is more than likely determined the moment the first team kills a player of the opposing team that creates a snowball effect for the rest of the game. Part of this is due to not being rounds, and the other part which is players being impatient “prolongs snowball”. So once a single person is dead, the rest will surely follow, creating a handicap of having less numbers because your team is too impatient to wait to group up, instead running in to die because well……. they can. In a casuals eyes who wants to wait when you can get right back in the action, the game type as is essentially encourages it.
The structure of the game needs to eliminate these types of discrepancies as much of possible in order for things to go smoothly, here are my ideas.
Game Type
-Team Death Match 2v2, or 3v3
-Time Limit Per Round 3 minutes
-Best of 5 rounds
-You cannot stack stealth for longer than 10 seconds “see below”
-You cannot break combat “see below”
-If an event occurs that either no players died after each round from either team, the winner of that round will be determined by which team did more damage total.
-If an event occurs that the majority of your team dies but you are able to live until the timer, you still have the potential to win the round if your teams damage total is greater than the opposing team. This makes the match exciting until the very end, giving opportunities to carry, not to mention awesome comebacks despite lacking numbers.
-Obviously killing the entire enemy team wins the round by default
Reasoning
Having rounds ensures that regardless of competitive or casual play, the possibility of someones impatience aka running out as soon as they respawn is reduced to zero.
-Easy to Spectate since it’s a small map
-Not having stealth and no combat break goes hand and hand. No stealth above ten seconds because it simply isn’t fun to watch, and no combat break for the same reason, but also for the fact that since it translates into health. That type of play style or mentality is not only game breaking, but something that shouldn’t even be considered to determine the outcome of a match. In a competitive game kiting and running away to break combat for the sole purpose of gaining health should never be considered a form of attrition.
-No camera panning every few seconds based off what the shoutcaster deems as “exciting”. Removing the possibility of missing some game changing fights completely.
- Less people for each team = more teams = more competition with even a LOW playerbase as with this one. Don’t give me the excuse that adding a new gametype will lower numbers more, numbers were going down before stronghold. The game mode wasn’t the cause of dwindling players.
The last reason above is probably the single most important thing to consider when trying to make another game mode, imo it has to be less than 5 players. Not only will it satisfy the community right now in terms of competition, but through its success it will only get bigger because there is no barrier of entry “aka gw2 heart of the mists being free to play”. is minimal.
Proper Rewards——-
Never in a million years would I consider cosmetic wings that make you look like a kittened butterfly rewarding for my effort in “leagues”. The way it is now Spvp’ers are second class citizens compared to the rest of the game in terms of rewards and gold. Give the player choice when it comes to customizing their characters aesthetics. This can be accomplished in one way which is the following
- Giving the player considerable gold per win in ranked que, getting more gold per tier in division , so they can save up to buy skins from the action house.
Proper Leagues——-
No league in which time invested is a guaranteed way to the next division isn’t a league, it’s a grind. If you’re going to make it a grind just change the name to grind so you’re not lying to your community, at least you’d be honest with your intentions. Players want their icon to represent their skill in the game. And that icon is essentially meaningless if someone can invest a long amount of time with no player skill to get to the same point.
Solo Q——-
Not everyone who plays your game is going to find 4 other people to play conquest with, but that doesn’t mean that they should be treated to hell on earth because of that simple fact. Having the ability to que solo should be a different search pool than people who are in a group of 2 or more, period. This should exist for all game modes. There is no excuse not to do this.
Build Diversity & Power Creep——-
With the expansion hit, build diversity went down and power creep went up. The reason for this is that the elite specializations were very strong, even presumably on purpose to sell copies. However by doing that you not only made elite specs mandatory to be competitive, but taking build diversity down the tubes as a result. A new specialization should be adding to build diversity as a whole, not restricting it but making it a no brainer in terms of what to pick. So if they fix power creep by balancing the elite specs, then build diversity should fall into place. If you’d like an example for this, simply click the link below. I used mesmer as an example in my changes.
That’s pretty much the main things that I can think of that are the underlying causes of what seriously needs to be looked at. Hopefully you enjoyed. If you have any constructive feedback please let me know, thanks.
Countless
http://www.Twitch.tv/BringYourFriends
(edited by Trigr.6481)