Suggestions on how to make PvP more fun
In response:
1. every class too tanky
Unless you’re fighting a signet necro or condi warrior (or tempest). Then even with equally skilled players unless you’re ALSO playing a signet necro or condi warrior you lose (or get bored not moving the health bar at all and leave).
While I agree that most builds need to be less tanky, condi is way out of control. They need to reign in the power creep before they take any survivability away.
2. increase build diversity
Again, while I agree this needs to be done, I don’t want “condi necro #’s 1, 2, 3, and 4” and “you can play a condi warr with a mace or you can play a condi warr with a mace, BUT HEY, rifle is now also viable for the ~2% of fights you do anything other than open with headbutt and stick your mace down their throat!” or “you can play a tanky druid with an annoying but mostly useless knockback, or you can play a tanky druid with an annoying but mostly useless trap.”
The current problem isn’t lack of damage, it’s that PVP is all about burst instead of sustained damage. A well-timed low-mid total damage burst will kill most people, whereas the best full-zerker sustained damage is easily healed through or mostly negated long enough to nuke the glass cannon. And the big problem is even the tankiest bunkers right now are capable of low-mid-damage bursts. They shouldn’t be capable of burst at all at any damage level.
3. Absolutely they need to be more exciting. The best way to achieve this is LARGER MAPS. It’s ridiculous that it takes 10-12 seconds to respawn but only 3 for pretty much any class to run back to home or 6 to run to mid. When even a lopsided 1v1 lasts 20-30 seconds, having someone back in the fight in 16-18 seconds is ridiculously too low. Dying should be more of a hindrance to the over-all team fight as your allies are out of it for long enough to actually matter.
4. Balance. Oh, the never-ending quest for balance. There’s a problem with balance though: If you balance for end-game PVP, you end up with huge discrepancies in character usefulness for end-game PVE, and even larger discrepancies in the relative power of certain classes (when compared for ease of learning curve) for middle-of-the-pack PVP and WVW. A great example of this is current DH: They absolutely destroy bad players (even when played poorly) because the strategy is “crap traps, stand on traps, traps’ll kill anything” and that’s it, but they’re very very bad as far as actual competitive play and nearly worthless in high-end fractals and most raids due to poor survivability and low DPS (and the “everything procs reflect” issue in fractals if you don’t have a mesmer to boonstrip)
(edited by Lucred.1802)