Below are some things that I felt like I wanted to bring up to the community and see what others think on these topics as well. Thanks for reading.
The Current and Future Queue
Why are unranked and ranked queues separated? First, I don’t think more inexperienced players are always choosing what they “should” be choosing, so I’m not sure the practice/play/compete concept is working as intended. Second, all it truly accomplishes is separating the player base into people who sort of care about the leaderboard and people who don’t. How many bad match ups could be prevented by having both pools of players together?
I heard at one point that team queue did not have Spirit Watch and Skyhammer because top teams disliked the maps. But whenever I watch members of The Abjured on Twitch (some of the top players that stream in my time zone), they always queue in unranked. It’s not true of all high end players, but it doesn’t seem to make a difference to them. And why would it? Isn’t this an old idea?
It makes far more sense to me to have queues specifically for stronghold, courtyard, and maybe conquest, and then a mercenary queue with higher rewards that can be pulled into any matches. Or, when you queue, have an option to select the maps and modes you want – your own wait time is determined by how flexible you want to be. This way, players are not arbitrarily fractured among ranked and unranked, and instead separated only by what modes they actually want to play. You could give rank points to everyone, not just those “Competing” instead of “Practicing.”
These aren’t perfect suggestions but I think both are better than two of the same (but slightly different) queues.. Two queues worked when it was solo and team, but ranked and unranked seems silly in practice.
Class Balance in Regards to the Current Meta
Among the top classes (ele, engi, warrior), all can make great use of swap sigils, cele amulet and might, as has been discussed plenty of times, but they all also have very easy access to burning. It’s harder not to apply burning than it is to apply it with these specs.
Among classes mostly in the meta (ele, engi, warrior, thief, guardian) all have a heal that is uninterruptible, or nearly uninterruptible. Except for engineer, all of these classes have easy access to useful combo fields or finishers, or both.
Among classes on the fringe of the meta (mesmer, Necro, ranger) all have easily interrupted heals, and none of their strongest builds can fight on point for long, if at all. Only rangers have some finishers (including projectiles) and there are no truly useful fields in any of these classes. Mesmers have utility with portal, but that is mostly all of the utility present for these 3 classes. None of these classes have strong defensive trait lines.
Stronghold
While I’m not one who will bemoan PVE in PVP, I think that Stronghold is toeing a fine line with the PVE elements it introduces. There are already classes that are weak in PVE and – surprise! – some of them are also quite weak in PVP. While I know little of how balance changes, Revenants, and specializations will shake things up, I do hope that this is something being considered with HoT. As an extreme example, I’d hate to see Stronghold groups with “No Necros” being advertised.
Birthday booster
Currently, the birthday or celebration boosters add a 100% bonus to WvW rank, magic find, experience and gold, but only 10% to PVP reward track progress. To me, this means that the time spent under the effects of those boosters are more rewarded elsewhere and it should be the opposite. I can’t exactly foresee a crashing the economy over some dungeon armor and random loot bags.