Hey all,
Having Tpvped enough to know a good amount of the ins and outs of the game and faced some of the better teams, I’d like to share some of the faults that I see and how a few simple fixes that could be done in under a week would help Tpvp (yes ladders and many balance issue’s are still needed).
1. One issue that is a not so obvious is the size of the points. For the most part they are relatively small, except for the center of Foe Fire. This gives a big advantage to Bunker builds that can come in knock people off and slowly stall/recap it themselves (against 1-2, sometimes 3 people). This also inadvertantly limits the builds that could be used to hold points, such as a “Potential” class that could hold through kiting, or allow classes who’s advantages are range to effectively be at a cap/point location and deal damage and take it over/hold it vrs a single guy who just soaks up damage and knocks people off small cap zones.
For example on Forest make the Mine point capable from scaffolding all the way out about 1000 ft. to the opposite side, cutting off just were it drops down the little ravine.
2. Increasing the value of kills for each player would bring new strategy and tactics that would favor a more exciting game that people would be more enticed to watch and play. Right now a kill is 5 pts and as a result favors a style of game play makes it more efficient to back-cap and sacrifice players/stall points. By increasing the value to 12-15 pts per player kill, it force more action to fight and not encourage a system in which your ok with simply scrambling to a point knowing your going to die, only to hold it just that much longer so your bunker can get on it again or leave a point, let a teammate or two die so you can backcap and gain another point somewhere else and be up an advantage. As it is “THESE MOMENTS ARE BORING TO WATCH AND PLAY THIS WAY”.
3. If your in downed state, you should not be able to hold a point. Something about winning a duel on a point, and then being stalled maybe for 3-8 seconds (depending on the down state your up against), before you can do a 4 second stomp and claim the point just seems WAY off and HORRIBLEY boring to watch. Changing this would again make the game more exciting and action oriented rather than favoring stalling tactics.
I think A-net did a good thing in making it so you can’t swap to what ever you want out of combat and will create more diversity and strategy, although I think being able to swap utilities after death could add a desired/fun element to the game as a whole.
So again these changes could all be made in a couple days, tested and out in a week and in my opinion could make the game much better than it currently is.