So, we know that game manifesto was all about “play what you want” and breaking away from the trinity. While I agree that such philosophy did wonders for some aspects of the game, I think it was the very cause of PvP downfall (well, one of).
Yes, it is true that you can play any class the way you want, but reality is that there will always be some classes better at something than some other classes. While this works in open world content and dungeons (unless you wanna do speed-farming), when you raise skill and challenge level, it is natural that everyone must seek for optimal solutions. This is obvious when you look at raids and even fractals and I would add competitive PvP to this list.
If you want to be successful at challenging content, then you can’t actually screw around and play some ineffective or less effective builds, just because you like it. I mean, you can. but you will not be successful at that content.
This is exactly the issue that in my opinion damaged PvP significantly. Every class can play in theory many builds and be anything from tanky to support to damage dealer. Also, you can combine and be a little bit of everything and even deal 2 kinds of damage. So, if you look at some other PvP games (since I am focusing on PvP in this thread), characters there also have some diversity, but their roles are more or less pre-definded, which is what Anet tried to avoid in GW2. However, I think it backfired because it created overly-complicated matching system, where there are just too many variables to be taken into account in order to create balanced matches.
I know that someone might say “Well, but you have meta builds and majority plays meta builds, which reduces variables a lot”. I agree, but I think matchmaking does not take into account which builds are meta for some class at the moment…
Also, another important thing is that balance is revolving around rock-paper-scissors system. I saw that many people requested introduction of more game modes for PvP (1v1, 2v2, 3v3…) but since we have this kind of system, then 1v1, for example, would be just about which class you get as opponent. If you get your own heavy counter, then GG, if you get the class to which you are heavy counter then again GG. It removes significantly skill influence (assuming both players are at similar skill level) and goes down to luck (if you are rock, will you get paper or scissors).
Someone will say that this does not prevent introduction of 2v2 and 3v3 or Capture the flag or Deathmatch…and again I agree, but the issue here is that population is so small, that we cannot have balanced matches in 1 game mode. Imagine splitting population across multiple game modes…
Sorry for the wall of text, but I think this is a very complex issue and based on how Anet tackles this will depend if this game mode is truly dead or it can have any kind of future. But I am worried that the very game design is preventing further development of competitive PvP or PvP game mode in general.
I don’t know what can be the solution. Maybe completely separating traits and skills from other game modes, increasing rewards (I know it draws PvE players, but PvP needs to renew the player base somehow) and then introduce tournaments and new game modes.
What do you guys think?