Q:
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Q:
What’s the aversion to having team death match modes?
Aversion to being farmed in this state of (un)balance.
aoe spam and passives
By having no zones to force people to, some very cheesy, and boring builds/strategies start poping up. Also, the winners of a fight are generally determined by:
A) Who has their elite skills ready
B) Which team has the strongest ranged/aoe weapons.
By having no zones to force people to, some very cheesy, and boring builds/strategies start poping up.
dont you think its worse in conquest? at least in a deathmatch setting nothing would take as long and team work is more stressed.
It’s just not fun to play once the initial novelty wears off.
Unless you restrict it to no larger than 3v3, team deathmatch turns into spamming overwhelming damage and CC onto one target. If it dies, you win; if it doesn’t, you lose. Even then, balance is put under a microscope and it limits the number of roles. And in a big fight, you have wonderful particle effect spam.
Conquest divides players up into smaller fights naturally, though still can lead to larger fights. It also promotes many different roles through map mobility, survival/bunker, burst, sustained damage, control (including decap), etc. Balance still matters, but there’s more leeway because you can always look for a better fight or add a player to put odds in your favor. Conquest also forces players to engage rather than the “staring contest” of team deathmatch.
People didn’t like courtyard because it “snowballed”.
Personally I would love a TDM box to tick in the top right corner of my PvP tab, even if it was just courtyard over and over and over.
I want it back, of course preferably with a map revamp. On that note.. what happened to build savers?
To be honest, now that we have separate queues why not bring it back with the current courtyard anyway?
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