Why A Pure Combat Mode Wont Work

Why A Pure Combat Mode Wont Work

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Posted by: Ragion.2831

Ragion.2831

Initially i didnt want to make this post because studio is largely not interested in taking suggestion posts seriously but there is some dev talk about courtyard coming back so here we are.

The way the combat is right now it is obvious that it is not really about sending the next guy to respawn but more about contesting points and rotating. The excessive amounts of ports stealth, invulnerability and the need for escape skills all suggest that is the case.

So if you find yourself fighting in a standard match and you are playing for a point, it is a good thing if the other player is constantly in stealth, porting and escaping because you keep the point which contributes to the win, but if we are talking combat where it is about who dies then those abilities become an unfair advantage to the player that has it.

This is not all that surprising, a lot of games with some form of a strategic versus system have combinations that are considered too much such as TCGs. Nearly every modern TCG has cards that are banned in certain modes because some combinations are just too strong even though every player has access to all of it. GW2 is no different.

For example, stealth then moa . Not much you can do against a combo like this except throw out random defensives, and lets not forget about stacking.

If we are talking about bringing back pure 5v5 combat, just like a tcg there are certain parts of different classes that you will have to tone down or make better. This thing with DH countering thieves, and thieves countering revenants, conditions countering revenants and moa guaranteeing the kill cannot happen, especially because of stacking. Neither can invulnerability stacking, stealth spamming, condi thief using only two buttons, necros starting with no life force, i could go on and on.

All this can be handled in 5v5 conquest where the point is capturing points not necessarily chasing a k/d ratio but for 5v5 arena combat no absolutely not.

(edited by Ragion.2831)

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Posted by: Saiyan.1704

Saiyan.1704

Agreed. The #1 reason of Conquest’s success is that, players don’t need to be great team fighters. If you wipe mid, you could very well take side points, split the opposing team’s dps, etc. More strategy means more opportunities; chances.

In tdm, players don’t get many chances. There’s little strategies to fall back on when players lose the initial team fight. Likewise, a single player can’t carry the match. Best they can do is sustain themselves a second or two more but, little will that do.

It definitely needs some type of mechanic, or simply limit tdm to 2v2 and 3v3’s as these offer more strategical potentials.

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Posted by: Trigr.6481

Trigr.6481

I’m sorry, but you couldn’t be more wrong on this topic.

https://forum-en.gw2archive.eu/forum/game/pvp/Insert-Dev-Bait-Here/first

Just skim to “New COMPETITIVE Game modes” and read it.

There is endless possibilities to tailor a death match type game mode to make it work with guild wars 2. Again you can find examples for this in the link I provided above. Not to mention your argument against it is completely flawed. For example you state that player A having stealth and mobility against player B who doesn’t have those two things doesn’t mean player A has an advantage, player B could have sustain and survivability, now what?

As I said, there’s plenty of ways to tailor a map to make it a equal playing field against certain things that could be exploited. For example here are ways to cheese certain mechanics in the game currently and ideas to fix it for death match.

Stacking Stealth – Limit the cap of max stealth to 10 seconds for all players.
Mobility – Make the maps for the game mode small, but not big enough to permanently kite players.
Mobility – Nobody breaks combat, therefore you cannot gain health except through your own abilities “and your team”, running away shouldn’t be considered a form of attrition.
Tank Classes – Limit the rounds to 3 minutes, most damage at the end of the round wins in terms of stalemate to counter bunker builds.

Those are just a few on the top of my head on the fly, so don’t sit here saying that it’s impossible to fathom the idea of deathmatch being implemented and being successful, because you’re clearly wrong.

Countless

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Posted by: Ryan.9387

Ryan.9387

“It’s simple to add in x game mode, all you have to do is redesign the game.”

OP is right. We got courtyard, which crashed and burned. We got stronghold, which also crashed and burned. The game modes “could” work, but the design required would extend past map design and into class balance, which would mess up the balance of conquest.

Lol. One ranked game mode.
Overwatch. One ranked game mode.
Starcraft. One ranked game mode.

All fantastically successful.

Ranger | Elementalist

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Posted by: sephiroth.4217

sephiroth.4217

I don’t think people are asking for TDM/CTF/Stronghold to replace ranked games, just the options to play those modes on their own would be refreshing enough.

At the end of the day, if they add separate ques then it doesn’t effect anyone except the people who want to play TDM. People like OP who aren’t interested for what ever reason aren’t forced into playing nor should have any concern.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

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Posted by: R O C.6574

R O C.6574

What if every player spawned in a different spot? 10 spawn points around the map would keep the zerg in check. Maybe there are stat buffs like in Colosseum including something that would cause reveal for like 20 sec or something. The devs could get creative with the different buffs available in a battle only game mode. The key is to create something else in the match to focus attention. And make it so that ignoring the secondary mechanic will give the opponent an advantage.

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Posted by: Jaxom.7310

Jaxom.7310

I don’t think people are asking for TDM/CTF/Stronghold to replace ranked games, just the options to play those modes on their own would be refreshing enough.

At the end of the day, if they add separate ques then it doesn’t effect anyone except the people who want to play TDM. People like OP who aren’t interested for what ever reason aren’t forced into playing nor should have any concern.

agreed w/ this cat. anet has focused 95% of the spvp attention on 5v5 conquest and the staleness of it + the decr population should be obv we need to do something diff. guild wars to me was always about a play your way, enjoy the game your way sort of mentality. that is, lots of options to play the game. gw2 tried a more forced approach of ‘play it this way, this mode’, and i don’t think it was a success

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Posted by: Trigr.6481

Trigr.6481

“It’s simple to add in x game mode, all you have to do is redesign the game.”

OP is right. We got courtyard, which crashed and burned. We got stronghold, which also crashed and burned. The game modes “could” work, but the design required would extend past map design and into class balance, which would mess up the balance of conquest.

Lol. One ranked game mode.
Overwatch. One ranked game mode.
Starcraft. One ranked game mode.

All fantastically successful.

Courtyard crashed and burned because it was set up to fail. Same with stronghold. Overwatch and starcraft aren’t mmo’s. If you’re using that logic world of warcraft is a mmo with different game modes, and it’s more successful than guild wars 2 will ever be, well there goes your argument. lol more than one ranked game mode.

Countless

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Posted by: Crinn.7864

Crinn.7864

Ya’ll do realize that under TDM combat the only classes worth playing would be supports/bunkers, DH, and warriors. Everything else would have too little sustain to be playable.

Sanity is for the weak minded.
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Posted by: Trigr.6481

Trigr.6481

Ya’ll do realize that under TDM combat the only classes worth playing would be supports/bunkers, DH, and warriors. Everything else would have too little sustain to be playable.

Oh yes, please tell us with your infinite amounts of wisdom how it plays out when the mechanics for said game mode, and game mode itself hasn’t come into fruition yet. Also since you’re so good at guessing things go ahead and tell me the lottery numbers for next week, might as well cash in on your genius.

Countless.

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Posted by: Ithilwen.1529

Ithilwen.1529

The return of Courtyard or any other form of tdm would be a disaster.

Without going on a long rant, Courtyard probably drove as many players out of PvP as it pleased. It certainly produced huge stomps and a lot of general bad feeling.

From where I sit, it looks like one or more devs believe that heavily unbalanced matches are good and “fun.” This is seriously flawed thinking.

Mesmerising Girl

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Posted by: Crinn.7864

Crinn.7864

Ya’ll do realize that under TDM combat the only classes worth playing would be supports/bunkers, DH, and warriors. Everything else would have too little sustain to be playable.

Oh yes, please tell us with your infinite amounts of wisdom how it plays out when the mechanics for said game mode, and game mode itself hasn’t come into fruition yet. Also since you’re so good at guessing things go ahead and tell me the lottery numbers for next week, might as well cash in on your genius.

Countless.

Because TDM has been done before? Deathmatching is hardly some new thing.

In TDM the worst thing you can ever do is die. Because this classes that are prone to dying are disadvantaged, even more so because the mechanics of TDM promote tunneling the easiest target.

Look at WoW, look at SW:TOR. Both games with TDM. And in both games the only classes played in arenas are the ones with high self-sustain. And that’s with those games being balanced around TDM arenas.

TDM is a Pandora’s Box of balance woes and bad gameplay.

Sanity is for the weak minded.
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Posted by: Ryan.9387

Ryan.9387

The point I make is that every wildly successful pvp game has had its competitive aspect balanced and designed with one game mode in mind.

And by your own criteria courtyard was reasonably well designed.

Ranger | Elementalist

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Posted by: Trigr.6481

Trigr.6481

Ya’ll do realize that under TDM combat the only classes worth playing would be supports/bunkers, DH, and warriors. Everything else would have too little sustain to be playable.

Oh yes, please tell us with your infinite amounts of wisdom how it plays out when the mechanics for said game mode, and game mode itself hasn’t come into fruition yet. Also since you’re so good at guessing things go ahead and tell me the lottery numbers for next week, might as well cash in on your genius.

Countless.

Because TDM has been done before? Deathmatching is hardly some new thing.

In TDM the worst thing you can ever do is die. Because this classes that are prone to dying are disadvantaged, even more so because the mechanics of TDM promote tunneling the easiest target.

Look at WoW, look at SW:TOR. Both games with TDM. And in both games the only classes played in arenas are the ones with high self-sustain. And that’s with those games being balanced around TDM arenas.

TDM is a Pandora’s Box of balance woes and bad gameplay.

Again, incorrect. If you take 10 seconds “which you obviously didn’t” to look up the wow leaderboards there are support classes such as prot paladins for example that are within the top 25, that also participated in their world tournament and performed well. And of course you have healers as well. Soooo yeah, that’s not true.

Countless