At this point, after reflecting on the metagame’s problems and benefits over the course of the game, I have come to the conclusion that splitting PvP from PvE and WvW is going to be what’s best for GW2.
I. Why PvE and WvW? Isn’t WvW more like PvP than PvE?
No WvW is not and will never be like PvP. You can use PvE skills, consumables, and the Guild system gives you incentive to play WvW and not PvP. The crafting and guild system provide synergy between PvE and WvW players, which is why the WvW main servers have such enormous communities. They are tapping into this synergy and benefitting from it.
It is not fair to balance for all three considering that PvP is, at most, 8v8, and the majority of the meaningful matches by over 95% are 5v5. In WvW there are much, much bigger engagements and even the smaller ones are bigger in most cases. While there are small communities of roamers and squads, massive engagements are the motif there.
This would allow the problems with balance in those spheres to be handled more appropriately and without as much “Well that would make PvP broken if we did that” and vice versa. Creating red tape, which this type of strategy is screaming indirectly at max volume, is not productive
II. New Player Adjustment
This point is being rendered moot by templates, which have been hinted at being on the way. If a new player has an aggressive and attrition build that they can choose from when they log in for the first time, they have the tools they need to take it slow and then speed it up. If there are text boxes included that can provide notes or tips, then that alleviates the adjustment even more, letting whoever makes the template give the reader tips about what’s different than PvE/WvW, what abilities are the most important, who your best targets are and who to avoid, etc. They could link to guide sites like www.intothemists.com/guides
I think it’s being naive to think that someone coming into PvP is going to be completely flabbergasted if the skills are slightly different than PvE. While there is some learning to do, there already is quite a bit of a difference in PvP than builds you run in other game modes. There’s no reason to learn a bunker guardian build in WvW, even though it’s essential in PvP. Grenades are terrible in WvW even though they are quite strong in PvP for Engineers. Warriors who run condis do well in WvW despite their non existence in tPvP at high levels of play.
III. Guild Support
There is literally no incentive to make a PvP guild other than just social organization. A PvP Influence system could have your guild use unique finishers, get unique armor, consumables, and any number of cool ideas.
How this wasn’t part of the launch I don’t know, but it can be an incentive would give PvE and WvW guilds a reason to PvP that doesn’t make it counterproductive. There could be an area they focus on within the PvP System that provides cross game type bonuses. There is a huge population in both PvE and WvW that is not being given any incentive to play PvP other than just filling the time gap or because they want to.
That isn’t enough.
(edited by jmatb.6307)