some feedback on courtyard so far

some feedback on courtyard so far

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Posted by: I Goof Em.6873

I Goof Em.6873

I’ve been having a lot of fun in courtyard so far, and wanted to give some feedback on what’s working and what’s not for team deathmatch.

Foremost, finally, the satisfaction of deathmatch. Deathmatch is a true test of a player’s skill, and by that i mean it reflects his/her knowledge of game mechanics. The objective is simple and clear: defeat your opponent, not cheese your way to victory by abusing meta objectives. With that being said, matches feel much more satisfying than conquest. Also, players can actually stick together, rather than being split up to capture different points. Deathmatch is much more conducive for comraderie.

As of now, i feel like 8v8+ is too much for deathmatch. The appeal of spvp deathmatch, is to have a venue where pvpers can use a wide variety of builds, and show off their skill in doing so. WvW, as we know too well, pigeonholes people into certain builds, and zerging. Indeed most large scale battles, are simply roll with your group, and mash 1. I can tell you why it became that way, largely due to lack of collision detection, and the unique feature of melee attacks cleaving., but that’s another topic.

Thus we want deathmatch to be at a robust scale, and i can tell you 8v8 and 10v10 is not. I love to melee, i’ve played thief and warrior since release, but so far in deathmatch, i’ve mostly been engineer, lobbing grenades afar for massive aoe damage. It feels alot like WvW most of the time. Of course having the scale too small, is not optimized either. We want a team build that is robust as well. I’m thinking 5v5 is a good place to start, in seeking the perfect medium.

The actual map seems to be well made. Aesthetically it’s gorgeous, (as always from Anet’s artists), and the size seems decent enough as well. The changes of elevation and barriers were also well done. An ideal map should provide enough cover for guerilla tactics, but not so much that it constantly interferes with the fight. Skyhammer is a perfect example of a poorly done map for competitive play, where combat is frequently interrupted by all too easily abused map mechanics. Players should know, or learn, how to use terrain and positioning to their advantage, but not so much that this trumps core mechanics of the game.

Also regarding map, i haven’t been on my thief much, but there seems to be some spots that are abuseable with teleport effects. I know of the imbalance problems of such, all too well, when i used to abuse infiltrator’s strike in obsidium sanctum back in the day. All i can say is be on the lookout for unintended spots to teleport in and out of. Usually they are on raised platforms, like bridges or scaffolding. The bridge in the south portion of the map is one of them.

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Posted by: crystlviper.8523

crystlviper.8523

Very solid map, quite fun to play however as a ranger I have one complaint about it. ITS TOO kitten SMALL.

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Posted by: Azure Prower.8701

Azure Prower.8701

I don’t really see the appeal of it. All it’s getting reduced to is an AOE spam choke point fest.

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Posted by: Phadde.7362

Phadde.7362

I never play with teamsizes larger than 4.

Courtyard is easily the most fun I’ve had in GW2 since the first Beta event. Considering that I really love this game, that is a really big deal!

MMO PvP has always been my favorite thing to do whilst gaming, but even with this game’s great combat system, I couldn’t get into sPvP. I though this was because Conquest couldn’t stand on it’s own to draw me in; sPvP felt repetitive, small and a bit uninspiring.
Most of all I wanted something that focused much more on actual PvP combat; Decent fights (duels) in Conquest was few and far between. It was usually a game of waiting until reinforcements came on either side to outnumber the other, or it would end up with someone just disengaging from the fight.

I hope that they create a separated ranked queue for this game type, but I think it would be for the very best to make it something of a last team standing without respawns. And definitely with small teamsizes.

I’ve played in servers where people mimic this concept, and it’s easily the most enjoyable way of playing in the Courtyard for me.

. . . Perhaps it could be a best of 3? =)

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Posted by: Alissah.9281

Alissah.9281

I hope they make arenanet servers that are 5v5. Everyone makes the custom arenas 10v10 or 8v8… And it does feel like wvw like you said, which forces me to pick something ither than Mesmer, which is my favourute.

Also, most teleport spots don’t work :/. It just blinks you in plqce and wastes the cooldown.

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Posted by: Sublimatio.6981

Sublimatio.6981

I think the game mode and the map IS AWESOME, just few things: it’s really not for big groups fighting together. I would like to see such maps with their own achievements etc

I don’t know about numbers for this map, but I’d love to have some 2v2 and the system like random arenas from gw1. No ressing. You win – you pass for the next fight.
it. would. be. awesome.

Finally PvP is getting interesting, and being about PvP and not running around to capture points <3 i’m so excited I can progress by doing some real pvp <3 (but the progress is still limited :c)

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Posted by: The Primary.6371

The Primary.6371

I’ve been having a lot of fun in courtyard so far, and wanted to give some feedback on what’s working and what’s not for team deathmatch.

Foremost, finally, the satisfaction of deathmatch. Deathmatch is a true test of a player’s skill, and by that i mean it reflects his/her knowledge of game mechanics. The objective is simple and clear: defeat your opponent, not cheese your way to victory by abusing meta objectives. With that being said, matches feel much more satisfying than conquest. Also, players can actually stick together, rather than being split up to capture different points. Deathmatch is much more conducive for comraderie.

As of now, i feel like 8v8+ is too much for deathmatch. The appeal of spvp deathmatch, is to have a venue where pvpers can use a wide variety of builds, and show off their skill in doing so. WvW, as we know too well, pigeonholes people into certain builds, and zerging. Indeed most large scale battles, are simply roll with your group, and mash 1. I can tell you why it became that way, largely due to lack of collision detection, and the unique feature of melee attacks cleaving., but that’s another topic.

Thus we want deathmatch to be at a robust scale, and i can tell you 8v8 and 10v10 is not. I love to melee, i’ve played thief and warrior since release, but so far in deathmatch, i’ve mostly been engineer, lobbing grenades afar for massive aoe damage. It feels alot like WvW most of the time. Of course having the scale too small, is not optimized either. We want a team build that is robust as well. I’m thinking 5v5 is a good place to start, in seeking the perfect medium.

The actual map seems to be well made. Aesthetically it’s gorgeous, (as always from Anet’s artists), and the size seems decent enough as well. The changes of elevation and barriers were also well done. An ideal map should provide enough cover for guerilla tactics, but not so much that it constantly interferes with the fight. Skyhammer is a perfect example of a poorly done map for competitive play, where combat is frequently interrupted by all too easily abused map mechanics. Players should know, or learn, how to use terrain and positioning to their advantage, but not so much that this trumps core mechanics of the game.

Also regarding map, i haven’t been on my thief much, but there seems to be some spots that are abuseable with teleport effects. I know of the imbalance problems of such, all too well, when i used to abuse infiltrator’s strike in obsidium sanctum back in the day. All i can say is be on the lookout for unintended spots to teleport in and out of. Usually they are on raised platforms, like bridges or scaffolding. The bridge in the south portion of the map is one of them.

You would have liked true gvg much more. Too bad anet never decided to even try to implement a gvg game mode in gw2.

(edited by The Primary.6371)

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Posted by: Tupi.2967

Tupi.2967

Too much AoE spam. I think that even 5v5 is too much. Maybe 3v3 is ideal.

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Posted by: Shockwave.1230

Shockwave.1230

I’ve done 6v6 and 5v5 tdm at courtyard. Those feel too much like WvW, where you are just like a havic group that keeps spacing to avoid AoE. You have to build for a group, and use party buffs / Heals to be most effective. There’s no reason to do side fights or split bcs you are so much stronger together. Also brining mostly warriors, guardians, and engineers is pretty much all that makes sense since you can just war banner and heal up. The other strategy is to create a zerg of Ai with Mesmers, Guardians, and Necromancers.

If a tdm game type is implemented 3v3 is probably the sweet spot. 4v4 is questionable, because it seems like it’d run into the same problems as a 5v5 or 6v6

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Posted by: Pumpkin.5169

Pumpkin.5169

Very solid map, quite fun to play however as a ranger I have one complaint about it. ITS TOO kitten SMALL.

This. Is fun, the structure is good, is really beautiful but is really, really small. And this kinda breaks the map for me. I think that a bigger TDM map can really shake how PvP is played in this game.

Pumpkin – Mag

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

My experience with courtyard so far is that I would like it, of it were not for the AoE / AI spamfest it has already become. Bring your MM/mesmer phantasms/Staff and just let rip entirely on center of map.

However I do applaud a-net for introducing new content to PvP. I very much think this is a much needed/welcome step in a positive direction.

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Posted by: Wolf.4739

Wolf.4739

New map ? Where? When?

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Posted by: MailMail.6534

MailMail.6534

I LOVE the concept of Courtyard.

My only complaint is that as a pvp purist, I really don’t like the zerg-ness of it. It’s a different play style but definitely enjoyable. 10v10 is a bit much though. I’d recommend the option for 5v5 maps as well.

Good job on the map design though. I love how easily it is to maneuver using blinks.

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“The jealous are troublesome to others, but certainly a torment to themselves.”

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Posted by: Lukin.4061

Lukin.4061

When this map is played 2×2 or 3×3 it is truly a great new “mode”. When it is played 5×5 8×8 or 10×10 it is only missing some door banging and npc guards, then it would be pure wvw aoe spam.

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Posted by: Valentin.2073

Valentin.2073

its a mini wvw map.

PVP Ranger: Prince Valentine, PVP Warrior: Prince of Hearts I, and PVP Mesmer: Prince Valentine I

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Posted by: Phadde.7362

Phadde.7362

When this map is played 2×2 or 3×3 it is truly a great new “mode”. When it is played 5×5 8×8 or 10×10 it is only missing some door banging and npc guards, then it would be pure wvw aoe spam.

^

Think ANet should start making Courtyard servers for 2v2 or 3v3. Without respawns. Last team standing. (Best of 3 perhaps)
Basically because I’d like that concept tried out and then launched with it’s own ranked queue =)

Vote for/against <dueling>: http://strawpoll.me/1650018/
Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…