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Competitive sPvP? What needs to change?

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Posted by: Zacchius.1360

Zacchius.1360

Well playing in a 8v8 pub game, people tend to zerg and ignore objectives, and that frustrates me as well. I hate losing games I should have won because my team doesn’t actually do what it takes to win.

But, it’s the 5v5 format that is Anet’s e-sport candidate, where it’s not a massive zerg fest all the time, and where most of the points I made actually apply.

Why did/does Anet think one game mode was a good idea?

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Posted by: Zacchius.1360

Zacchius.1360

League of Legends and Dota both have one game mode are both highly prolific esports worth millions of dollars of prize money.

There was a post I saw on the LoL forums by one of the devs that I wish I could dig up regarding PvP in GW1.

Basically, he pointed out that the biggest problem with GW1 PvP was that there were too many game modes to encourage players to find the full depth of any single one; therefore, no game mode ever reached its full potential. While I don’t have enough GW1 PvP experience to validate that, I still think it’s a valid concern that Anet will have to consider before adding too many modes.

Competitive sPvP? What needs to change?

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Posted by: Zacchius.1360

Zacchius.1360

sPvP in this game is great and has lots of interesting ideas and is genuinely fun for the most part but I think a number of things need to be changed in order for it to truly succeed.

1) Ladder Seasons – This is probably the most important and a pretty common request already. Basically, just something to see where you rank amongst other players with some neat end of season rewards (unique armor/weapons, titles, novelty items).

It’s already been said that they’ll roll stuff like this out once they feel confident about the general state of the game after fixing bugs and balancing. So no worries here.

2) The maps – I find myself as well as my friends enjoying Forest of Niflhel the most. I wasn’t sure why at first but then it I realized it is the one that has the least impactful secondary objective for the most part (Svanir, Chieftain).

I think sPvP as a whole would greatly benefit from having all secondary objectives removed – guild lords, NPCs, trebuchets, etc. The player vs player combat is what is the most fun and should be emphasized as much as possible leading to…

If they removed all secondary objectives I would think it would get boring really fast. I would leave that kind of gameplay for a deathmatch mode, maybe, but the secondary objectives make cap-and-hold more interesting imo. Each map has a different strategy as a result of these secondary objectives. Otherwise they might as well just have made one map.

3) Kill points – Killing players needs to be more rewarding. I don’t know what the ideal number would be but 5 definitely seems to little.

This change would be huge for build/team build diversity because you can have teams built around holding nodes, teams built around killing or a team that does a little of both. Everyone could find a team/playstyle they enjoyed the most.

Teams can already be built like this even with the current system.

I supposed an equally acceptable change would just be to make holding a node slightly less rewarding. The important thing would just be to find that sweet balance between the two.

Nodes are also already pretty unrewarding to defend. If you turtle a node that’s getting no action, you miss out on a lot of glory you could be getting fighting elsewhere.

Making killing players more rewarding would go a long way in making the sPvP so much more fun. As it stands now it feels like fighting anywhere other than near a node is just a complete waste. With kills being more valuable the entire map would suddenly become more relevant because you never know when you are going to have that skirmish between two nodes and have to call for help.

The whole map is relevant, though, and secondary objectives are partly responsible in doing that. If you take out secondary objectives, then the only really relevant areas of the map are the nodes, because holding nodes guarantees a steady stream of points for your team. Making kills worth more would just make the game end sooner, and/or make people build more survivability to make up for it.

Also as a side note, Capricorn’s water node should probably just become another land node (or switch it to the boat maybe?). I don’t think a whole lot of people enjoy having to worry about water combat in sPvP. It’s a great addition to PvE, though.

I don’t think these changes are really that drastic especially since there isn’t any ladder yet at the moment so it’s not like some huge mid season change that willkitten everyone off.

Thanks for reading and any support I get, also feel free to post your own ideas or opinions on the points I made.

I agree that something should be done about the underwater node; I think it gives too big of an advantage to the team that holds it. Underwater class balance is another issue that comes up as a result of having an underwater node.

Why should I play a Necro?

in Necromancer

Posted by: Zacchius.1360

Zacchius.1360

Necro is a control class based on debuffing/conditions, with some support utilities on the side as of right now. There aren’t any very appealing direct damage options, and I’m sure you saw the stickied thread listing all of the bugs and issues they have right now. A lot of the other threads in this forum express the same opinions I’ve formed over the last 3 weeks about the class regarding damage, mobility, and other things. By yourself, I’m sad to say, necro feels a bit weak, but there is a lot of utility you can bring to a group setting.