Hi@all,
Over the last months, there have been tons of Threads popping up about people wanting GvG in Guild Wars 2, yet, there seems to be no clear concept of what they actually want GvG to look like in GW2 and what they think is that made GvG such a good Game-Mode.
In this Thread, I want to talk about why GvG is such a good Concept for PvP and what exactly it is that made it so good that can actually be applied to GW2.
I played GW1 for years and I’ve played thousands of GvG’s in Top-20 to Top-50 Guilds in the World (Bruderschaft der Verdammnis [BdV] and Capita Cerberi [CC] are probably the most recognizable ones) and for me, there are several Parts about what is essential for a good Game-Mode like GvG.
Multiple Goals and Multiple ways to achieve those goals
In GvG, you could win the game in multiple ways, you could:
1) Go for Flagcontrol and a strong Teamfight-capability
2) Win by raiding the base of the opponent to either kill the Guild Lord or gain an NPC-advantage at “Victory or Death”.
3) You could outmaneuver the opposing team by splitting your team in favourable ways and force them to split.
Teamfights with clear roles and the necessity for coordinated Teamplay
What GW1 lacked compared to GW2 was a very complex and smooth fight-mechanic: There was no dodging, hell, there wasn’t even jumping and most skills were simple “target enemy – press skill”, it truly wasn’t nearly as exiting as GW2 in that aspect. But oh boy did GW1 make up for it by some of the best Teamplay-possibilities I’ve ever seen. There was an absolute necessity for perfect coordination and execution of your Build in order to even be able to kill sth. against a strong Backline. People complain about tanks in GW2, but if they’d ever have to try and kill sth. in GW1 against a good Backline with decent support, they wouldn’t be able to get a target below 50% health with all that mindless zerging and bashing we see in GW2 (I basically only see good coordination in the Top-Teams, but it quickly drops to an uncoordinated mess. ^^’)
Playing mostly Backline, I had to keep an Eye on most of the 16 Players on the Field: I had to know where my ppl are standing, where they’ll stand in a second and position myself accordingly while also watching out for my positioning compared to the opponent.
A good Monk had to always see in which direction the Mesmers and Rangers are looking and keep track of CD’s, because one good Interrupt or Diversion (Hex that stayed on you for 6 seconds or until you cast a spell and if you cast a spell, it’s recast was increased by about a Minute) could literally make your backline crumble.
And as an Infuser, I had to know what the next Target of the spike may be and react within under a quarter of a second, so I had to anticipate, read the movement of the other Team and see where they are facing (If 3-4 ppl suddenly cast sth. and face in the same direction and you see the Melee’s running, it’s of course a dead giveaway, but not every team made it that easy for the Backline).
And each and every role of a Team was as demanding and interesting to play but the whole thing only worked, when everyone of the Team worked together, coordinated spikes and varied their Teamplay depending on the situation.