What about Ranked do you want?
Is it standard models?
The type of matchmaking?
Is it the map selection? Now that the maps are updated, is this still an issue?
Do you want to climb the ladder until the the season resets?The ladder and match making would be nice.
I feel like 24/7 ladder would create a lot of burnout. Plus there wouldn’t be time for big balance patches to settle before the season starts.
Regarding matchmaking, it seems that two camps are developing. What about ranked matchmaking do you prefer over unranked?
I’ve been playing a lot of League of Legends lately, and they have a really developed update/balance cadence which I think would be worth taking a look at as a potential model.
The ladder is constantly “on” with big changes being previewed on their Public Beta Environment, which is always 1 step ahead of the “live” patch. Competitive play lags behind slightly (for example, the current live patch is 6.8, which just dropped – while the LCS finals were on, the pros played on 6.6 while the rest of the live game was on 6.7).
I simply mention this because I think some sort of staggered patch structure like this would be one way to address your concern about metas developing. On the other hand, constantly having a reason to give your best may help the meta settle faster; as it is now, unranked really isn’t worth playing because of rewards and the pool of players is really small, so there’s very little variability in the sorts of matches you get (either you get stomped or run away with the win).
As old as Guild Wars 2 is (almost 4 years!), the competitive scene is really just getting started, and I think it’s worth ANet’s while to look at some successful esports games to get an idea of how to work around this problem. sPvP has huge potential to be fun and interesting imo, but it currently feels lacking; I think some of it has to do with population and numbers, and some of it has to do with the fact that the established cadence relies on this “turning off ranked” period which I think most players agree isn’t good for the game’s growth as a potential esport.
As an aside, not related to ranked vs unranked, most of the esports I find interesting always have an element of persistence between matches that makes games and matchups interesting. In League of Legends, it’s the pick & bans of the draft mode where a metagame really flourishes over the course of a series. In Counter Strike, it’s the economy and how it becomes an important focus over the course of 15 rounds. DotA2, Overwatch, etc all share these elements. Currently, Guild Wars 2 lacks something like this “series metagame” as all teams blind pick what they want to play (with some idea as to their matchup) and just go at it. The series metagame potential is fairly low, imo, and as a spectator that might not be deep into the game, the choices players make seem to be related more to a developer dictated meta, rather than due to the matchup or series ahead. Part of this, I think, has to do with the fact that the trait system is fairly obtuse for players that aren’t already fairly engaged in the game.
The only constructive idea I had that might move GW2 this way (and it’s super not hashed out) is to simulate a sort of “Draft” mode for teams going into a match “lock-in” one member at a time that the other team can see – this way there is much more potential for a series metagame to evolve – which would probably mean a Bo5 series might make more sense than Bo3. I think this approach does a better job of surfacing the importance of traits and builds and makes it a central part of how a team builds for the match ahead. As I said, it’s not very well thought out, but a start.