So, I’ve come to conclusion that sPvP is hardly any PvP at all. Instead, it is a test of nerves to the breaking point, when you just don’t want to play anymore. Tournament PvP is worse with this, having only one map at rotation at the time. Grinding for titles feels like a chore, but sure, getting the title you want feels extremely rewarding as you pat yourself on the shoulder and vow that you’ll never play sPvP ever again. A few reasons that I gathered up:
1. It’s conquest. Not just one map, but them all. Nobody likes to play conquest to the end of time.
2. Bunkers. Whenever I see enemy team with only guardians, elementalists and engineers, I know that I might just as well quit. Fighting them 1 on 1 will get you nowhere, and should you bring friends for it, somebody in the enemy team has already taken 2 other points on the map.
3. Too great rewards for building tankyness; too little for building damage (see above).
4. Leavers. No sanctions for leavers in tPvP, except that the match counts as a defeat. Well, sure, but that doesn’t prevent them from doing it again and annoying the teammates all over.
5. No point in teamfights. As it is conquest, getting into a teamfight only means that somebody in enemy team gets to cap your points.
6. Space for fights. When the mode is conquest, some professions won’t get to unleash their full power in a claustrophobic ring, whereas some others tend to just tear inferior professions to pieces.
7. Not much skill involved. Unlike advertised, Guild Wars 2 PvP doesn’t like up to expectations. The one who smashes self-heal buttons harder, wins.
8. Boons. People tend to complain about profession X being overpowered (particularly elementalists), but the real culprit is the source of boons. Engineers who are able to self-inflict 20+ stacks of might, making them a serious threat regardless of what damage type they want to use, Guardian preventing you from killing him with a sudden full set of boons, squishy Elementalist turning nearly unkillable, but the worst of all boons is…
9. Protection! You should build tankyness. Oh, somebody didn’t get the memo? Np, just get some boon duration from traits and put this bad boy on. Negates 33% of direct damage FLAT, which makes even the glass cannons extremely tanky, and regardless of who has it, a target with protection is an infuriating experience to fight.
10. Ranger traps. Short cooldowns, and the perimeter takes most of the conquest circle. Also, walking into these means that you will press your condition remove button, or take a huge chunk of damage.
11. Guardian walls/bubbles. Get knocked into one of these, and enjoy lying flat on the floor for the next 5 seconds. Try to blink out, and still get knocked down. Got lured into a bottleneck, and a mean guardian places one of these? Well, hope you have fun in captivity.
12. Mesmer portals. I can see the strategical value of these, but being able to transport whole team from points A to B in a blink of an eye is an unacceptable asset to have in the eyes of the enemy team.
13. Premades and matchmaking. Five random rank 1-20 squishies meet a hyper-organized bunker team with their fancy Teamspeak 3, Ransacker titles, and 40+ ranks. The result is a mess and a total stomp for the opposing team. Seperate premade and solo queue in order to at least half-live up to your “competitive PvP” dream.
14. HORRID TUTORIAL. It basically shows you how you will end up in your first matches (stomped, not stomping). Honestly, I think roaming in WvW works as a better, practical tutorial for PvP.
15. Crowd control skills of summoned NPCs. I don’t like the idea of being feared away from my conquest point by a Ranger pet, rammed by a Necromancer Flesh Golem, or just get my skull crushed by Hammer of Wisdom summoned by Guardian.
16. Underwater downs. No fast ways to kill a person underwater. Rangers are blatantly impossible to kill underwater because of this. Come on, sure you can give us a harpoon with which to impale downed targets below the surface?
17. No limit to crowd control. Knockdown, stun, daze, knockdown, launch, immobilize, start all over… From the spawn point.
So, those are the immediate things that come to mind after playing sPvP for countless of hours. Some people might think of this as a mere rant from a person who doesn’t know what he’s talking about, but some of these things just makes sPvP feel like chewing wood. I had big expectations for GW2’s PvP when it came out, but I’ve hardly found any leisure outside WvW. I never played GW1, so I cannot just go “why isn’t this PvP like the one in GW1”, but the fact remaing that GW2’s Pv kitten ubpar to that of many other MMOs.
(edited by Routa.4136)