Tarnished Coast
Panic Time!
Yo!
So, after 500+ sPvP matches as an Engineer I finally ran my first few tPvP matches last night. A guildmate asked if I wanted to run some tPvP and we scrounged up a few other guildmates (I’m rank 26, they were all below rank 10, most lower than 5) and gave it a shot.
We had an absolute blast. We won our first game, got spanked in our second, and lost by less than 10 points in the third. Again, we had a lot of fun.
Now I’m trying to learn a bit more about the dynamics of tPvP: common strategies, useful tricks, and assorted relevant miscellania. I just sifted through the first 10 pages of this forum and found… well, nothing helpful. I did see the sticky of people willing to help, but I’m honestly not even sure what specific questions to ask. What are common starting strategies? How do people split their teams? How do teams adapt to map-specific variables? (Chieftain/Svanir, Lords, trebs, buffs, ball, etc.) I’m just trying to get a good grip on the basic stuff for now.
I realize I could find watch some matches, but I feel like that’s a bit more of an intermediate step. I can see what those players are doing, but I may not necessarily get the rationale behind it. It’s kind of like watching someone do math—I may get a bit, but not nearly as much as I would if I study the ideas and practice on my own.
I’d appreciate any help the community is willing to provide. Thanks.
Step 1 is have an opening strategy. This is a before the match starts thing and it is important to know where everyone will be.
Step 2 be willing to adapt your opening strategy. i.e. you send 4 to mid and they send none, then you need to adjust.
Those two things you are first and foremost.
Common map openings- home point, mid point, far point,
(1-4-0) older style and made for massive mid team fights. Generally the 1 is made to bunker the home.
(2-3-0) second man at home for in case defense if the enemy were to cross.
(1-1-3) more aggressive strat in hopes of getting a free cap home and a bunker v bunker contest mid with hopes of distracting the enemy at their main point. Works well with eles
(2-0-3) or (1-0-4) Outside nodes strat. Generally employed when teams realize that a massive team fight mid would not go in their favor i.e. other team is running a strong team fight build. Generally like good conditions spreading. Splitting your team like this forces enemy to make a decision of potentially leaving someone out of a fight in mid or rotating, which can free up the mid.
Basic movement idea. Think of your 5 man team as points on a rubber band. If you stretch it too far i.e. spread out too thin, it will snap. If you pull hard in one direction, other players need to move up to support. If you played sports before, you can thing about it as a zone defense and how it rotates. This is how your in game rotations should occur.
Hopefully this helps out some. And feel free to hit me up if anything is unclear.
OK heres a few basic pointers. What im saying has exceptions, and good players can make unconventional strategies work, but here are some basics.
1. Role diversity. the first thing youll need is people who can do different jobs. The most typical thing is to have is a bunker, a side point holder, and roamers. I’ll
Talk about each. bunkers are usually guardians, or can be engies actually. Be as durable as possible, make it so they cant take the point your on quickly so that team has time to get to you b4 you die. Typically a guardian. Usually stays at midpoint.
Home point holder is often a mesmer or ranger. Rangers are better at holding home point than anyone as they can basically defeat any roamer 1on1. forcing enemy to send 2 to home.
Roamers consistant of things like necros/engies who typically go between mid and home and look for team fights. and thiefs/eles who go where they needed but are fast enough w good enough disengage to push and sneak far point if its undefended or weakly defended.
2. Consult the meta. The higher the level of play you go, the more uniformity of specs you will see on certain classes. learn the ‘top level’ specs for classes in various roles. Some classes have several, others like mesmers nearly one. (only difference will be gs vs staff). learn how to fight these specs and what they do. Learn to play these specs on your class they evolved for a reason.
3. learn how to rotate. learn what teamcomps are weak in teamfights and to force teamfights vs them/avoid team fights and bounce between points.
4. Super typical strategy. send someone whos good at 1on1 homepoint at start, 4 to mid win teamfight take point. bounce between both with your roamers. push far if the enemy leaves it with your thief/ele.
5. Be ready to get backdoored, be ready to react, be flexible, if you cant get mid, go for there far point. If you see thief+ele for example the odds of you getting back doored at the start of the match went up 75%. learn stuff like that so you can head problems off. the enemy team composition gives you a good idea of what they will try to do most times.
6. Anyone can do anything in a pinch. sometimes the necro should push far. Sometimes a warrior has to bunk for a few seconds. Get good at recognizing the exceptions to convetion, this is what makes good players great. The ability to take advantage of opportunities no matter the roles you have.
BUT LEARN THE ROLES FIRST. learn the rules before you break em. Hotjoin puggers usually dont know what they are doing, and it shows, they break em at bad times and lose points/die.
(edited by daydream.2938)
I wrote this up ages ago. It mostly still stands, though a couple details might have changed. The other posts have already covered most of that though.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Tournament-Basics-for-Beginners/first#post721200
Or instead of all this take the short cut and roll a d/d ele do whatever you want, or roll a bunker guardian and sit on a point. Tada, you are now the backbone of any tPvP group.
Or instead of all this take the short cut and roll a d/d ele do whatever you want, or roll a bunker guardian and sit on a point. Tada, you are now the backbone of any tPvP group.
Why do you even reply with nonsense like this? If you want to be a 14 year old smart kitten then go back to WoW. This is a legitimate thread, with actual thought out responses. People like you are what is ruining this game, not the professions.
Or instead of all this take the short cut and roll a d/d ele do whatever you want, or roll a bunker guardian and sit on a point. Tada, you are now the backbone of any tPvP group.
Why do you even reply with nonsense like this? If you want to be a 14 year old smart kitten then go back to WoW. This is a legitimate thread, with actual thought out responses. People like you are what is ruining this game, not the professions.
People are allowed to be sarcastic if they want to be and just because the joke rings true doesn’t mean you can tell me to leave. The fact you are even slightly irritated at the joke shows how true it is, which is sad. The balance is the fact and cause of this sPvP being so empty. Be glad that I am even here and a part of the 2,000 people community that remains in sPvP or even looks at it forums.
Edit: Changed sPvP () is to sPvP being.
(edited by Vanthian.9267)
People are allowed to be sarcastic if they want to be and just because the joke rings true doesn’t mean you can tell me to leave. The fact you are even slightly irritated at the joke shows how true it is, which is sad. The balance is the fact this sPv kitten o empty. Be glad that I am even here and a part of the 2,000 people community that remains in sPvP or even looks at it forums.
Well it’s not even a joke directed at the questions he asked. He asked how to play as a team, team strategies, and why the players he watches in streams do what they do, so your reply was both unhelpful and made no sense.
one of the rules of engagement in the army for the troops is to engage when u have more person and disengage when equal or less person compared to your enemy.
to put this into effect,when starting the match send 1 to home point,3 to mid point,1 to far point but wait for enemy movement. if they send 1 to their home point and 4 to mid then all 3 person in the mid should disengage and proceed to enemy home point. the intention is to early kill the lone person or the smaller group by using number superiority. If done fast u will have 4 vs 5 in your favour for a few seconds.This can easily help u to get 3 vs 5 if your teammates are at the right place at the right time to assist each other to overwhelm the remaining enemy.If your enemy is smart,he will wait until at least 1 or 2 other member is alive to run back together into combat. Usually the untrained person will go back alone into the fray and end up dying again and thus repeating the process.That is how teams get decimated and demoralised
Well it’s not even a joke directed at the questions he asked. He asked how to play as a team, team strategies, and why the players he watches in streams do what they do, so your reply was both unhelpful and made no sense.
Wrong again. I told him what to do with two different classes that every team runs with in any tPvP match. Grab a Elementalist run from point to point doing what you will or grab a Guardian and sit on a point. There is no denying the truth of those too simple statements. Every “strategy” you can state will have both of those things in them. It is rare, very rare, for a group in tPvP to not have those things and do well.
Also I find it helpful to know what classes are needed most in a group. So this post may not be useful to you, but it will be useful to some who wants the blunt truth and not a “carebear version statement” of the game. You can dress it up all you want, but be honest with yourself and you know every team has a Guardian Bunker with at least one Elementalist doing whatever.
+If you want to win in sPvP it is important to remember that it is the nodes that generate the most overall sum of points for your team. (With the exception of certain maps providing alternative goals that provide points.) This is a “King of the Hill” type of game, not a Deathmatch. Kills will only net you 5 points, which is great if you can get them while keeping your points.
+I’m sure by now you have heard that chasing a foe down for the kill is fun but it is not a wise idea. Chasing them down can leave you and your node open for several detrimental situations. Example: Your node could be neutralized in seconds by a Thief, or Fast moving roamer. (A neutralized point provides no points to anyone.) and in a few moments more they will be gaining the points. Or your target could run into reinforcements . If a foe is smart enough to know how to harass you into chasing him off the point he probably knows how to wield LoS (Line of Sight) making killing them take even longer. By you maintaining your teams point from that particular foe, your essentially forcing a handicap on your opponents. When that guy is getting away with 25% health and you stay on your point the enemy team is temporarily down a player.
+Know when to use, avoid, destroy, or simply ignore each maps secondary mechanics. This is a tricky one because it does require some experience with each levels but the pay off can be huge because each level has its own tricks that can give you a seriousness edge. For example The map Raid on the Capricorn has a small cannon you can pepper down on foes. This can sometimes be used to some effect but it is usually very buggy and since the size of the ma kitten o small your time would better be spent finding a nice “In water” build that is good at kiting or slowing.
+Do not over populate a point. Having 100 people on a point does not make it capture faster. Especially in the very beginning of the game (arguably the most important part) I always hot join a game to see half my team standing on the home point waiting for it to cap. This is a waste of manpower. The middle point or the far point will be contested shortly and having most your team together will create amazing momentum in PUG games.
+Fight on points. Weather your going down or your taking your enemy down take the fight to the point. Especially if you have Knock Backs or Blowouts, luring a foe to even step a fraction of an inch out of the node will cause it to become contested taking only seconds to neutralize it. (Prevents them from gaining points.) This is a game changing strategy to buy your team time. Many times I have won games by reliably charging into a swarmed node, knocked foes away and neutralized the point and then simply tried to play defensively knowing I was going to die. This is more than an honorable notion, even while downed your body will continue to contest the point. (The one exception to this rule is if you can successfully harass multiple foes from a point into chasing you, although this is not recommended as it requires a bit knowledge of each profession and each map, it is a viable option if you can keep at least several of them agitated enough to continue pursuit.)
+Heal every downed ally. Besides the obvious, reviving downed allies is more of a priority than finishing an opponent if there are few nearby foes to focus fire you of course. I can’t count how many times I have gone into a skirmish downing 2-3 foes while they are distracted then I go down, and several allies come to my supposed rescue but instead of healing me they go in to make the stomp only to be tossed around by 2-3 downed CC moves. Eventually I die and all three foes Rally back to full health and kill my reinforcements. Obviously this is a situational rule, but I find when in doubt Res your pal. If you take excessive amounts of damage then back off and go on the offensive to push them back before trying again.
+Know what your engaging. Seeing what your headed into can really make the difference in a long game or a easy game. If you see 2 Rangers and a Mesmer headed your way, change your course. You’ll be of more use to your team while your alive… Trust me. Don’t waste your time trying to fight multiple foes that you know will only waste your teams time or get you or your allies killed. Sometimes after spending 2 minutes trying to bring down a D/D Elementalist while we both stay at around 50-60% health I will simply turn and walk away. Sure a victor would have come out eventually but prolonged 1v1 fights do not help your team gain points. Instead lure them away from your point, and into your allies. Or neutralize their point while they dance around you.
There’s are some tricks of the trade I hope you can use to get some more enjoyment out of Your PvP. I hope to see you out there.
Congratulations on making the transition to tPvP. As you saw, it’s a lot more fun that hot join. It wasn’t too long ago that I was nervously attempting some 3 rounds, hoping to at least win the first match so I’d get something.
Honestly more people should do this. If you don’t have a team, make one. This is an MMO after all. You don’t need to be “pro” to be organized.
Some map tips:
Forest: Do your boss (chief/svanir) only when you know there are no enemies around. If two just died, there’s 1 at their home point and 2 fighting at mid, you can probably pull. Otherwise, they will steal. It’s usually better to have a burst class do it, as they can generally do it in 5-10 seconds which means you only need a small window. If there is a thief on the enemy team, don’t go for the boss to start.
Foefire: Most of the time ignore the guild lord. The only times you should bother attacking is if that’s the only way to win. If you have two points just hold out and defend your guild lord. It’s very easy to wipe 2-3 people on the guild lord with just 1. If they go for the guild lord hard and early, just triple cap them. Usually by the time they run there and back, you’ve made back the 150. Be wary of thieves (and sometimes warriors) as they can solo the guild lord. If you insist on going for the lord, try to open the doors ahead of time. That way they won’t get a warning of attacking the base.
Kyhlo: Don’t let them treb! Even 1 treb hit can change a fight. Usually teams have a good 1v1 on the treb (like a trap ranger), so either send a duelist yourself, or send 2 to quickly bring it down. Remember conditions don’t affect objects, so power oriented builds will bring it down faster. Practice dodging the treb, as well as moving out of the radius (so you don’t have to waste a dodge).
Temple: Know what the meditations do and when they spawn. The top buff (double points) spawns at 11:30 and 8:30 if i recall. The bottom buff (triple cap) spawns once at 8:30. Try hard to win the top buff, because it will keep you in the game even if you only have 1 point. If you have 2-3 points it will for 4-6 points which is huge. The bottom buff is important, but not required. If the enemy team goes hard for the bottom buff and you can’t get it, spread people out and be ready to backcap.
Spirit Watch: You don’t need to run the orb to win. Holding 2 points the whole game is usually enough (unless they are really fast at running and you never slow them down). Usually it’s better to run the orb to your point and get 30 points vs 15 and a neutralize (if they are going to recap immediately). If a point is being capped for your team, wait for it to be done before scoring.
Or instead of all this take the short cut and roll a d/d ele do whatever you want, or roll a bunker guardian and sit on a point. Tada, you are now the backbone of any tPvP group.
Why do you even reply with nonsense like this? If you want to be a 14 year old smart kitten then go back to WoW. This is a legitimate thread, with actual thought out responses. People like you are what is ruining this game, not the professions.
People are allowed to be sarcastic if they want to be and just because the joke rings true doesn’t mean you can tell me to leave. The fact you are even slightly irritated at the joke shows how true it is, which is sad. The balance is the fact and cause of this sPvP being so empty. Be glad that I am even here and a part of the 2,000 people community that remains in sPvP or even looks at it forums.
Edit: Changed sPvP () is to sPvP being.
Wrong.
Balance is the least of this games problems.
Or instead of all this take the short cut and roll a d/d ele do whatever you want, or roll a bunker guardian and sit on a point. Tada, you are now the backbone of any tPvP group.
Why do you even reply with nonsense like this? If you want to be a 14 year old smart kitten then go back to WoW. This is a legitimate thread, with actual thought out responses. People like you are what is ruining this game, not the professions.
People are allowed to be sarcastic if they want to be and just because the joke rings true doesn’t mean you can tell me to leave. The fact you are even slightly irritated at the joke shows how true it is, which is sad. The balance is the fact and cause of this sPvP being so empty. Be glad that I am even here and a part of the 2,000 people community that remains in sPvP or even looks at it forums.
Edit: Changed sPvP () is to sPvP being.
Wrong.
Balance is the least of this games problems.
+1
PPl don’t leave because they have the feeling, this game is unbalanced. The reason is after 7 month we still have quite the same features (3-round, newer 1-round tournaments) and nothing more. ERGO: it’s the lack of features (ladder, observe-mod, custom-arena, bigger tournaments etc.).
There’s been some really good stuff said here, but the best way to internalize what these guys have said is to get some experience. Maybe you’ll lose some games and remember what someone said in this thread and it’ll click just like that.
My advice would just be to press the buttons that make you happy. Nobody on your team wants to play bunker? That’s fine, run around the map like you’re playing mario kart and look for power plays.
Above all else; be like the guy in my signature, I think we should all try to be like him.
This tread deserve a bump.
Hey, I’m also a tPvP noob freshly hitting Rank 30 out of the wilds of hotjoin. I was wondering what classes tend to lean towards what roles and why?
For example.. Guardian/Ele: Bunker to sit on a point because of great defenses/healing.
This is well known, but what of the other classes? I’ve only played Mes, Ele, and Ranger.. The ranger is still kinda brand new, the Ele is a bit obvious.
+Heal every downed ally. Besides the obvious, reviving downed allies is more of a priority than finishing an opponent if there are few nearby foes to focus fire you of course. I can’t count how many times I have gone into a skirmish downing 2-3 foes while they are distracted then I go down, and several allies come to my supposed rescue but instead of healing me they go in to make the stomp only to be tossed around by 2-3 downed CC moves. Eventually I die and all three foes Rally back to full health and kill my reinforcements. Obviously this is a situational rule, but I find when in doubt Res your pal. If you take excessive amounts of damage then back off and go on the offensive to push them back before trying again.
+Know what your engaging. Seeing what your headed into can really make the difference in a long game or a easy game. If you see 2 Rangers and a Mesmer headed your way, change your course. You’ll be of more use to your team while your alive… Trust me. Don’t waste your time trying to fight multiple foes that you know will only waste your teams time or get you or your allies killed. Sometimes after spending 2 minutes trying to bring down a D/D Elementalist while we both stay at around 50-60% health I will simply turn and walk away. Sure a victor would have come out eventually but prolonged 1v1 fights do not help your team gain points. Instead lure them away from your point, and into your allies. Or neutralize their point while they dance around you.
There’s are some tricks of the trade I hope you can use to get some more enjoyment out of Your PvP. I hope to see you out there.
Well…you can’t rez everyone as you said especially thieves. If the other team has a necro or a grenade engineer then they’re not gonna bother with stomps and are just gonna throw everything on that downed person in hopes of downing would-be rezzers. If the downed body has poison as well, it’ll be very difficult to rez.
The point of tpvp is pushing fights in your favor by out rotating your enemies and pushing superior numbers into fights. They sent two to your point? send back 3. Theres 4 at mid? Push 5 at mid with mesmer portal on home point. A big part of teamfights lies in the question “Is your bunker there to support the fight?” A team that knows how to rotate a guardian into all the teamfights will generally be victorious.
Hey, I’m also a tPvP noob freshly hitting Rank 30 out of the wilds of hotjoin. I was wondering what classes tend to lean towards what roles and why?
For example.. Guardian/Ele: Bunker to sit on a point because of great defenses/healing.
This is well known, but what of the other classes? I’ve only played Mes, Ele, and Ranger.. The ranger is still kinda brand new, the Ele is a bit obvious.
- Also, how effective is portalling in tPvP?
sort of the generic overview within the current meta but by no means an absolute:
rangers are great for holding small/side points due to their being excellent duelists. on certain maps they can make use of excellent mobility with certain builds.
mesmers are great back point defenders due to portal (which is extremely strong in the hands of a coordinated group) which allows them to support mid and return to close point instantly, and bring reinforcements. not the fastest roamers.
Ele’s are great at getting to points fast and holding them as neutral, if not outright cap them. they can also carry other burst roamers (warrior possibly benefits the most) with cleanses, heals, fury, and swiftness, in addition to the possible aura share (shocking aura ftw!)
Warrior, amazing burst dmg(!!), though lacks in other build options. Excellent roamers when built accordingly. Need to be carried by support classes though.
Thief, best burst in game, excellent mobility, natural roamer and back capper, suffers in team fights due to squishy nature and abundance of aoe dmg around team fights.
Engi, jack of all trades atm with possibly the most build diversity. Able to build for burst (100nades), hybrid/condis (HGH condis), bunker, control, support – though the latter 3 can be done better by other classes.
Necro, typically hybrid or pure condition dmg, best bunker-busters in game due to available boon stripping and ability to spread/control conditions.
Guardian, best bunker in game currently for obvious reasons.
Thanks very much for the replies. I very much appreciate all the help—it’s given me quite a bit to think about, and I hope to be able to put some of it into practice.
This is by no means meant to imply that I’ve had enough; by all means, keep the advice coming. Just wanted to drop a quick note of appreciation.
+Heal every downed ally. Besides the obvious, reviving downed allies is more of a priority than finishing an opponent if there are few nearby foes to focus fire you of course. I can’t count how many times I have gone into a skirmish downing 2-3 foes while they are distracted then I go down, and several allies come to my supposed rescue but instead of healing me they go in to make the stomp only to be tossed around by 2-3 downed CC moves. Eventually I die and all three foes Rally back to full health and kill my reinforcements. Obviously this is a situational rule, but I find when in doubt Res your pal. If you take excessive amounts of damage then back off and go on the offensive to push them back before trying again.
+Know what your engaging. Seeing what your headed into can really make the difference in a long game or a easy game. If you see 2 Rangers and a Mesmer headed your way, change your course. You’ll be of more use to your team while your alive… Trust me. Don’t waste your time trying to fight multiple foes that you know will only waste your teams time or get you or your allies killed. Sometimes after spending 2 minutes trying to bring down a D/D Elementalist while we both stay at around 50-60% health I will simply turn and walk away. Sure a victor would have come out eventually but prolonged 1v1 fights do not help your team gain points. Instead lure them away from your point, and into your allies. Or neutralize their point while they dance around you.
There’s are some tricks of the trade I hope you can use to get some more enjoyment out of Your PvP. I hope to see you out there.
Well…you can’t rez everyone as you said especially thieves. If the other team has a necro or a grenade engineer then they’re not gonna bother with stomps and are just gonna throw everything on that downed person in hopes of downing would-be rezzers. If the downed body has poison as well, it’ll be very difficult to rez.
The point of tpvp is pushing fights in your favor by out rotating your enemies and pushing superior numbers into fights. They sent two to your point? send back 3. Theres 4 at mid? Push 5 at mid with mesmer portal on home point. A big part of teamfights lies in the question “Is your bunker there to support the fight?” A team that knows how to rotate a guardian into all the teamfights will generally be victorious.
Not that I’m wholly disagreeing but pushing greater numbers around the map is only advantageous to a certain degree. At some point you begin to give up map control for merely zerging a point. Moving players efficiently around the map and winning evenly matched fights (1v1, 2v2, 3v3) is the ideal. If you can’t win a fight without superior numbers then your team isn’t functioning at it’s most efficient and is subject to being countered by superior mobility.
That’s not to say that an overwhelming force can’t be ideal in certain situations (removing a bunker from your close point quickly for instance) but at some point your team needs to know they can count on you to win that even match up in order to commit the appropriate numbers to take/hold another strategic point.
+Heal every downed ally. Besides the obvious, reviving downed allies is more of a priority than finishing an opponent if there are few nearby foes to focus fire you of course. I can’t count how many times I have gone into a skirmish downing 2-3 foes while they are distracted then I go down, and several allies come to my supposed rescue but instead of healing me they go in to make the stomp only to be tossed around by 2-3 downed CC moves. Eventually I die and all three foes Rally back to full health and kill my reinforcements. Obviously this is a situational rule, but I find when in doubt Res your pal. If you take excessive amounts of damage then back off and go on the offensive to push them back before trying again.
+Know what your engaging. Seeing what your headed into can really make the difference in a long game or a easy game. If you see 2 Rangers and a Mesmer headed your way, change your course. You’ll be of more use to your team while your alive… Trust me. Don’t waste your time trying to fight multiple foes that you know will only waste your teams time or get you or your allies killed. Sometimes after spending 2 minutes trying to bring down a D/D Elementalist while we both stay at around 50-60% health I will simply turn and walk away. Sure a victor would have come out eventually but prolonged 1v1 fights do not help your team gain points. Instead lure them away from your point, and into your allies. Or neutralize their point while they dance around you.
There’s are some tricks of the trade I hope you can use to get some more enjoyment out of Your PvP. I hope to see you out there.
Well…you can’t rez everyone as you said especially thieves. If the other team has a necro or a grenade engineer then they’re not gonna bother with stomps and are just gonna throw everything on that downed person in hopes of downing would-be rezzers. If the downed body has poison as well, it’ll be very difficult to rez.
The point of tpvp is pushing fights in your favor by out rotating your enemies and pushing superior numbers into fights. They sent two to your point? send back 3. Theres 4 at mid? Push 5 at mid with mesmer portal on home point. A big part of teamfights lies in the question “Is your bunker there to support the fight?” A team that knows how to rotate a guardian into all the teamfights will generally be victorious.
Not that I’m wholly disagreeing but pushing greater numbers around the map is only advantageous to a certain degree. At some point you begin to give up map control for merely zerging a point. Moving players efficiently around the map and winning evenly matched fights (1v1, 2v2, 3v3) is the ideal. If you can’t win a fight without superior numbers then your team isn’t functioning at it’s most efficient and is subject to being countered by superior mobility.
That’s not to say that an overwhelming force can’t be ideal in certain situations (removing a bunker from your close point quickly for instance) but at some point your team needs to know they can count on you to win that even match up in order to commit the appropriate numbers to take/hold another strategic point.
I didn’t mean to say there shouldn’t be 1v1s (I was assuming equal skill in my above post) like a backpoint holder fighting a roamer where the holder or something but if they send 1 more person to kill him, you will lose that point. If you lose that point, you have to win the fight at mid (or there point, too many variables in game) and NOT zerg back while keeping a mindful watch to the enemies respawn time to your point cause then your bunker could get dropped by the time you are returning to the middle point.
@Snizzy.5427
Your opinion on my jokes matter very little. I honestly do not care if you find them funny or not. I am not here to make you happy nor am I here to entertain you. I am here to bring awareness of a problem no one else seems to care to recognize. Class balance should be the biggest priority on the list.
Just because you love the game in the current state and win due to the imbalances doesn’t mean you should come to the forums to defend it. In fact, you are hurting the game more than I with my simple statements of what is actually going on (in fact me bringing awareness to the issue is a good thing). You can not deny (or rather you can not deny it intelligently) every single team runs a Guardian that sits on a single point and at least one Elementalist doing something (if not two). Just because you love the current “meta” doesn’t mean it is good for the game.
The current “meta” is boring due to class balance (biggest issue) and the type of game modes we have (secondary issue). Most people who say class balance isn’t a issue is because they are currently playing the “God” mode profession. When you see nothing but the same line up again and again and again and again… you can tell something is wrong.
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