I’m calling out the Anet staff on what I’m about to write here. Any mod who wishes to dismiss it will simply have to keep on dismissing it because I am exercising my right as a dissatisfied customer, and voicing my opinion. I did pay $60 USD for it, I do reside in the state of California, and employees at ArenaNet/NCSoft fall under Federal jurisdiction by working in WA, therefore this post is protected by the 14th Amendment, Section 1. No censorship prz. I have scanned most of https://www.guildwars2.com/en/legal/ and found nothing preventing me from posting this.
Oh and its exceptionally long.
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It has been nearly 3 years since I’ve logged onto GW2 almost a daily basis, solely for the PVP and content related to it. I always found having an kitten nal of 5 characters to choose from and the diversity of professions fun.
What made it quickly boring, however, was when I realized that the server matchups and sPVP were governed by a small handful of people who could not possibly encapsulate or foresee balance problems between professions, servers, skills, or even the niche populations of servers (the PvE people vs. the PvP ones).
What I am referring to is, and this may be outdated information or even false because the last time I heard it was 2 years ago, that sPVP alone was spearheaded by only 2 individuals. That means that it was only up to 2 employees to oversee and fix the problems that arose out of sPVP, like balance, whatever.
Because of this, I thought the same to be true of WvW. At one point, matchups were so stagnant that we once had the same server as an enemy for 4 weeks in a row.
If you fast-forward to now, we have had RIDICULOUS matchups based on this “new” system. And if anything of what I know about the matchups are true, its that they are purely based only on server population. This is not only volatile, to me its pure laziness. Instead of incorporating a set of equations based purely on a player’s viability to contribute to 24/7 war on their home server, we get matched based on POPULATION.
When I say to take a lesson from other games, specifically Destiny, there is a Combat Rating that they use for each INDIVIDUAL player based on the matches they abandon, their K/D count, their 6v6 Win/Loss Ratio, and other factors. This makes for fun gameplay between players of equal skill. It makes things interesting. The game doesn’t just sit there and match based on internet connectivity and how close a person is in geography, or even worse, how immediately available a person is once they seek a match. There is actually thought that goes into those matches. If there was something like a Rating per player here, it would give value to their ranks. Anet, you did a POOR job of implementing ranks across sPVP and WvW. Rank should reflect time AND effort, not the ability to mob one person 20v1 or sit there in that same group of 20 for hours ranking up based on captures. There’s a reason major MMOs have loot go to the highest damage dealt players, its because they contribute the most damage to targets and do the most work most of the time. So instead of awarding WEXP to everyone when 1 person dies, boost the WEXP gained based on the level of the person and give it to the one person who contributed the most to killing them! Don’t just award ranks because of how long they’ve been running around in groups! Make people earn it!
This leads me to my next point. Condition meta in this game has made people so unarguably lazy that I have literally seen the same people who sit in those groups of 20 make a necro, equip a scepter, and spam 1. Or they made a thief, stole, inflicted torment, stealth, and then spam 1 using pistols. Or they got a warrior, 2 leapt to their target, used F1 after spamming 1 on swords, then proceeded to spam 1 even more. Why do I bring up conditions? Because conditions should have a purpose, not be a lazy mindless form of fighting. Currently the only ones I can agree with are Poison for reducing Healing, Freezing for reducing movement speed and skill, Torment because DoT while moving is actually forcing people to think twice before running away, Weakness for reduced damage and energy, and the powerful attacks on Burn.