After what feels like a million games played, I’d like to make a general suggestion as to how to make conquest more dynamic, exhilarating and perhaps solve some of the issues connected to it with very little effort.
Instead of stating my suggestion first, I will list a few of the issues we players see and state regularly and which you may have been perceiving as well in the past 10 months. I will try and address them point by point, but understand that they are intertwined:
- Conquest feels stale
That’s something that many, many players have brought up and has definitely caused some of the playerbase to either abandon structured pvp or the game altogether.
When we ask these players what makes it feel stale, the answers we receive are mostly that people are not interested in fighting over one of three nodes for prolonged times, as while they are being stalled on that node points are generated for the opposing team, because any nodes in their possession, contested or even undefended, keep ticking at a steady rate. The alternative of switching nodes once you have engaged has very little incentives, as all nodes are worth the same amount.
Furthermore, battles usually only take place on mostly one or two of the three nodes, while the third node is left open. Winning a long drawn out battle on a node and losing the one generating points for you in the process by a single player walking over to it and capturing it without any thrilling interaction, adds to that feeling.
- Bunkering and DPS
You have made it clear that bunkering a node is part of what you envisioned for SPvP. You have also come to realize that excessive bunkering is detrimental and thus has to be countered with a very strong emphasis on damage output in order to be able to debunker said node.
As a result in the past ten months we have seen and heard from pretty much everyone how this promotes extremes and limits builds to either bunkers or glass cannons and thus leaving very little room for balanced builds.
This leads to the realization that winning fights is obviously important, but it is not as significant as holding nodes (for which you need bunkers, as I will explain next) very quickly.
On the other hand this also means that, if you have to raise or keep damage so high to be able to overpower a full out bunker spec, everybody who plays such a dps build and who is obviously paying the opportunity cost for the appropriate damage output (in theory, but this post is not about class balance issues), will usually melt in the blink of an eye when targeted by a dps counterpart on the enemy team
- The matches snowball and it’s excessively hard to recover from a bad start
People like me who have been actively playing every single day and followed every discussion surrounding PvP or even those who have just watched the SotG and forums on a regular basis are aware that the designers are trying to come up with solutions to the above.
You guys want teams to be able to turn matches around, but you are attempting to do so by introducing more important secondary objectives (Temple of the Silent Storm is usually thought to have the best mechanic in that regard and if it isn’t ToSS it’s Legacy of the Foefire’s Lord for the last ditch effort sensation).
While I believe these elements can be expanded on, I do not feel that patching up a snowballing point system with a single huge table turner is the way to go. I can guarantee you that losing a match that you have dominated in terms of combat, because the opposing team kills the Lord with 4 people in down state, leaves a sour taste in every competitive pvp player’s mouth. Shout-casters may love it, spectators may enjoy it (because it’s easy to understand mostly and also very visual), but any team losing like that will tell you it feels cheap.
That said I will finally come to my simple suggestion and try to point out how it will affect the game and possibly solve or at least very much alleviate above issues (undoubtedly it will create new ones, just like any system would, as one can only project that far into the future).
(edited by Med.6150)