Guild Wars 2 provides the highest “skill cap” PVP environment of any MMORPG I’ve ever played, even moreso for GW2 tournaments.
Let me frame that statement in a broader context. I’m not saying that GW2 PVP is the only game that requires skill. Too often you hear gamers claim that Game X requires no skills, whereas in every MMORPG I’ve ever played, skill is a differentiating factor between players, particularly of the same class and spec. That said, for a variety of reasons, the extent to which skill matters in determining outcomes varies. There are plenty of games where gear is a huge factor and/or where there are specs that enjoy superior mechanics relative to other specs and classes.
What Makes GW2 PVP So Skill-Based?
- No holy trinity. Without dedicated healers, all players are responsible for managing their own HP.
- True tradeoff decisions. I have yet to find a see a spec that can do-it-all, because by design GW2 forces the player to make tradeoff decisions between talents, utilities, and most especially gear components (runes, sigils, and amulet / jewel). By comparison, there are specs and classes in other games that offer good damage, good survivability, and good CC. E.g. in WoW Cataclysm, Death Knights and Frost Mages were strong in all three of those areas, which is why they were the two non-healing classes that were over-represented in my experience at 2k and above in the 2v2 and 3v3 brackets.
- Downed state management. The downed state is reviled by some players, but I have grown to increasingly appreciate the rich complexity that it adds to the game. Finishing and reviving players one of the most critical factors in sPvP and especially tournament play, because it provides opportunities for players to counter one another as they try to revive or finish targets.
- Movement and aiming truly matter. The game’s dodge mechanic, which is shared across classes, provides an evade to an opponent’s attack, but it requires recognizing what is worth evading and timing the dodge accordingly. Likewise, many of the most potent attack or CC abilities require that the caster aim and time their ability use, especially with an ability’s specific animation, distance to target, etc.
Key Implications for Individual Players
Simply put, there’s a huge learning curve for any new player, and even for veteran players trying a new class. Stepping into the Mists for the first time on a new class is daunting, because you have to sort out the following:
- Which weapons do I use in each set?
- Which traits (talents) do I take that complement my weapon choices?
- What healing, utility, and elite skills do I slot to complement the capabilities of my spec or fill holes?
- What gear components (sigils for weapons, runes for armor, amulet, and jewel) synergize with the capabilities of my spec?
- How do I manage my profession mechanic (attunement “stance-dancing” for Elementalists, kits for Engineers, etc)?
- Given all that, what’s the order of ability execution for maximum effect, and in which situations?
- How do I play my particular build in solo and group situations?
Given all that and the game mechanics, the mistakes I have most commonly seen when players create a build are:
- Not understanding how the build holds up against direct damage, sustained incoming conditions, and incoming CC
- Pairing weapons that have different damage characteristics, e.g. for Warrior using mainhand axe (direct damge) and mainhand sword (condition damage)
- Not understanding what the build offers in a group context
For point #1, many players are not sufficiently spec’ing to remove multiple conditions, which may be part of the reason why condition-based specs are popular. Point #3 has much broader implications, especially in a tournament setting.
Key Implications for Tournament Players
I hit the post size limitation. Rest of the article here:
http://taugrim.com/2012/09/16/the-skill-cap-of-guild-wars-2-pvp-and-the-implications/