(edited by Agemnon.4608)
People aren’t complaining about losing, but rather having unwinnable matchups given by matchmaking way too often.
Imagine playing casualy in Starcraft II in some bottom tier and being matched vs pros…
In a league system where everyone starts at the lowest league at the start of a season that actually should happen. The real problem is getting matched with much weaker players who’ll leave you to die in a 4v2 at mid while they all rush beast or thieves who rush in with shortbow 5 and won’t even benefit from your overload attunement share or have the initiative for when they’ll really need it.
You mean in horribly designed system, where pros can exploit to get matched below their own rating?
I believe in rating floors and only teaming with those within 10% MMR to avoid such abuse while doing away with the need for manipulation in the first place. If good players rank out of amber they shouldn’t be seeing those ambers again until they rank out. Let’s say we have a rank 500 team on average facing off against a 20th percentile team in amber. They rank out and in emerald face 40th-70th percentile players, rank out of that then face teams between 71th-85th percentile in sapphire. Then they beat the 86th-98th percentile players in ruby, then the top 1.5th percentile players in diamond and finally reach legendary where they belong and face off against other top 500 teams. After a couple of weeks everyone will be in a division representing their skill level after radical adjustments and loophole closing. In other words if two legendary teams rank out of amber the first day of the season they won’t meet in emerald because it would compromise the seeding but only face players whose MMR are emerald tier while they’re still ranking.
(edited by Agemnon.4608)
Reign in conditions then a proper nerf should follow. I think attaching diamond skin to earth utility skills like earth armor and aftershock is a good compromise, but wouldn’t need a HP threshold. If diamond skin is irredeemably OP according to objective standards and metrics then replace it with a skill that attaches reveal to a 600 radius on all enemies in that radius. This way you can target the mesmer and use gust if you’re in the process of lightning flash to stomp but the stealth rez happened at around the same time.
People aren’t complaining about losing, but rather having unwinnable matchups given by matchmaking way too often.
Imagine playing casualy in Starcraft II in some bottom tier and being matched vs pros…
In a league system where everyone starts at the lowest league at the start of a season that actually should happen. The real problem is getting matched with much weaker players who’ll leave you to die in a 4v2 at mid while they all rush beast or thieves who rush in with shortbow 5 and won’t even benefit from your overload attunement share or have the initiative for when they’ll really need it.
It’s not losing I mind, it’s having bad enough losing streaks where I’m worried about getting flagged for MMR tanking. There was a game where I actually told the team to rush lord because we’re losing anyway so it’d be the best way to avoid losing two pips.
Glad everyone is treated the same. In a couple other games, this isn’t the case. Given these folks popularity, ya’ll will probably be bashed to hell in every venue their supporters can manage. But know there are players that appreciate all the effort to keep the game legit.
Especially those of us who spent hours raging to complete the puzzle.
I quite literally raged on that puzzle even after turning down all my settings, especially the couple of times I just barely didn’t make it, especially the invisible snowballs. But I did all three paths once and admit I did like the gingerbread men at the end very much. If I ever do the puzzle again It’d be to see them, already have stock of presents ready that I’ve been saving for such a bot ban.
" Make it a usable ability with an actual cool-down and then we can talk about it being balanced."
This is something I agree with. Maybe attach diamond skin to armor of earth and aftershock?
Either way so many classes need radical rebalancing. Cheese will always be with us, but we need to eradicate the cheesiest cheese. Throw spamming is cheese, but it has counters so it’s acceptable whereas Akuma is so overpowered he’s uber-cheese.
“Not sure if Chill should be put in there considering Reaper makes Chill do damage.
What do you guys think?
Edit: Keep in mind with 90% health threshold”
Chill should keep immunity because it happens so much it needs some counter.
Why would you even soloQ that close to diamond anyway?
The system expects you to carry. So the matchmaker hates your guts too today huh?
Biggest problem is being expected to carry. Oh, there were plenty of people who had the sense to go for mid at the start, too bad most of them were on the other team.
I don’t know how it happened, but a trolly subject line resulted in some really interesting and insightful posts.
The idea of banning any classes from ranked is the silliest thing I’ve ever heard, so I don’t know how to keep this on-topic other than “no, lol”.
Thanks for the interesting read, other-folks.
In The Secret World years ago there was a blaze bug that gave it way more damage than intended when paired with another ability. Using it was a bannable offense. While I don’t advocate for anything that strong graying out some abilities in rnaked should help with many of the balance problems. You can usually tell who’s going to win just by looking at class composition and that’s a sad sign of gross imbalance.
Yes, please. Also take class into consideration for matchmaking so I don’t have to face two chronos without having them on my team too.
Good post. There is so much wrong and offered up some suggestions myself but won’t repeat them here except make the higher end people in a league be on the same team (especially if soloQ is brought back) and face the lower end people so the better players progress to the division appropriate to their skill level.
“My observation after being with many guilds over the years is that the Gw2 player who sticks around after the newness wears off is the same crowd that plays Final Fantasy on-line. "
I play Dark Souls and Street Fighter. Dark Souls’ PvP balance is bad enough you’d think Anet made the game whereas the Street Fighter series is the best of all time due to its responsive controls and excellent balancing. Dark Souls is great for the single player PvE experience so long as you don’t cheese grind it.
It honestly isn’t fair how DH traps have shorter cooldowns than signet of stone and strength of the pack. If anything other nodes need to be made bigger especially after bunker specs get brought in line. Skill should involve making skills count, you use static or ice field at the wrong time and it should be punished, but if a node is small enough the window for wrong time is much narrower meaning unskilled, random play is still likely to be useful still as far as AoE field dropping goes. Big AoE CC and damage has its place but make its placement and timing more skillful and sometimes it’s a byproduct of aurasharing (static field after wind attunement opening). Node progress should be earned with skillful play or at least decent coordination and free dodge baiting or cooldown burns handicaps the defender if the node is too small.
B-but pet damage is skillful right guys?
While the pets are way overtuned you have to press the pet skill button at the right time (not obstructed by minions and especially not after an enemy used earth staff 3 or overload in bristleback’s case or wash over someone elses’s combo field with smokeskelk’s stealth which is useful for the targeting wash than the actual stealth) to optimize your chances of downing someone.
“There is no way a druid just complained about Trap daze. Or any other class for that matter.
You do realise that your class has more access to daze that the nr 2 and 3 combined?”
For the signet daze (best use is cleanses in celestial avatar anyway) you need to sacrifice signet of the wild or sic’em and you only have a limited time in celestial avatar form. Time spent dazing a target is time spent not using CA skills for tactical cleanses, skill 5 (very situational but great when you can time it right) or the big CA 4 healing skill. There’s also the trap skill on DH you can’t staff 3 out of but tempest can lightning flash out. We don’t have the big health pools of elite and vet mobs so we really need to separate balance between PvP and PvE. The skills are perfectly fine for PvE, but for PvP balancing in general is a mess.
All classes need tuning somewhere and the maps were designed before elite specs came out anyway. In other words the maps assume everyone will be base specs.
Anet said they would never make Dedicated Healing Classes/Specs.
Why did you create Druid…
Furthermore why is this allowed in sPvP
I loved playing Monk in Guild Wars 1 however if your going to make a promise…
Then keep your promise.
Anet = Politician
How is Druid much different than old Water/Arcana/X with Staff or Tempest now…?
Pets deal an insane amount of dmg
Tempest just deal “decent” dmg on air overload… fire isn’t an issue till it’s easy to not stand in.
The real prize with fire overload is the might stacking and fire auras so you want to stand near your allies first, enemies for damage second. Bristleback with such might stacking is simply insane DPS.
It’s a snowball map meaning that you keep mid, it’s very easy to snowball in either direction, the layout of the map allows bunkers to kite way too easily, making them near unkillable, the map is not suitable for the current balance and gamemode as it favour premade vs soloers
This.
Graveyard is too big to try to hard-cc/aoe a bunker out of it for some seconds, it’s braindead easy to kite inside of it.
It honestly isn’t fair how DH traps have shorter cooldowns than signet of stone and strength of the pack. If anything other nodes need to be made bigger especially after bunker specs get brought in line. Skill should involve making skills count, you use static or ice field at the wrong time and it should be punished, but if a node is small enough the window for wrong time is much narrower meaning unskilled, random play is still likely to be useful still as far as AoE field dropping goes. Big AoE CC and damage has its place but make its placement and timing more skillful and sometimes it’s a byproduct of aurasharing (static field after wind attunement opening). Node progress should be earned with skillful play or at least decent coordination and free dodge baiting or cooldown burns handicaps the defender if the node is too small.
Balance will never be achieved and is largely subjective. Also keep in mind the devs have stated they’ll sometimes do PVP “balancing” purely to change the meta and keep players on their toes
Ele and mesmer will always be meta because they have strong advantages that aren’t tied to raw numbers.
Just remove MMR altogether and do everything by tiers.
Let results show skill
Then you get the abjured (or whoever is good and playing normal leagues) playing against new PvPers for like 40 games.
I actually agree with that at the start of the season. Let the best crush the worst of their current division so they have a smooth ride to legendary since they aren’t simply going to just place you according to MMR.
Heh. Funny. I’ve been wondering this, myself, recently. I loathe Foefire. What people call a ‘comeback’ mechanic I call a get-out-of-jail-free card. Outplay the other team all game and two DHs blow up your lord at 380 to 488 or whatever. I hate the mechanic and never vote for the map.
That’s why I always like to get lord at 350 whenever we have a secure lead. If the lead isn’t so secure then simple point holding and counter lord rush can work.
For every game this happens to you, someone else is experiencing the opposite. Perhaps your MMR is higher than your league rank so the system compensates by giving you worse players. Are you a veteran of the game, by any chance?
The system needs refinement since that shouldn’t be happening in a skill based league system. Some of my solutions would work, like matchmaking the best together against the worst within the same league so the pros get a smooth pass to the league they belong on. If you’re the GW2 equivalent of a gold player you’ll be in ruby, but the platinum and diamond (diamond and legendary) players will beat you, then your win/loss will return to normal as you face only other golds/rubies. It would be a trickle down effect: similar MMR players get paired up against weaker (or stronger) opponents but they rank out eventually making leagues and MMR correlate very strongly.
With loophole abuse closed you will no longer see legendary caliber players stuck in diamond or even need to queue with weaker players. After proper balancing (tons of metrics should be in now) PvP’s reputation will gradually improve leading more people to play it. Badges help of course (one of the best things about this season) since the cool kids will all be sporting diamond and legendary tags and it gives something to aspire to.
.. for the next balance patch. Because PvP and PvE balance are still not separate! Balance team has to cater to PvE crowd which also means no drastic changes. And the first thing we need right now are drastic changes.
If they really insist on keeping the two modes with similar skill strengths, areas, and cooldown lengths then they should only balance for PvP but nerf PvE content accordingly to maintain the challenge level except where it needs buffing. Keep in mind that many of us vets have been playing since base game early release and have full ascended so our view of “challenge” is skewed and except for some new maps specifically designed to challenge veterans shouldn’t assume we’re in full ascended or even exotics. The old Orr’s challenge needs to be brought back though I remember doing okay with some yellows and greens…and not all gear was level 80. You learn to dodge the pullbacks and get your rotations and timings right.
I don’t mean to an extreme degree like Tangled Depths though that’s still the best map in the entire game but it’s somewhat worse now with the nerf. Can you get lost and killed at a confusing dead end? Good, then map awareness and logic get rewarded. The platforming is also nice when heading towards the diving area.
It also seems like the new AoE skills are “balanced” with PvP in mind since it feels like they’re intended to cover an entire node. Either cheap damage, node progress, or free invulnerability baiting taking advantage of the fact you have to stay on point. If I forget to switch to stone heart from diamond skin (which requires being above 90% health a thief just needs to hit you once for conditions to apply and damage gets applied faster than healing even with celestial) which is what I normally do depending on the opponent’s team comp then I know I can be in for a rough time.
If a teammate is using a tempest overload stand near them and use combo fields! Ele is the best class in the game across all game modes due to its versatility, flexibility (with celestial can do everything okay, air for damage, CC, and interrupts, fire for condition damage and damage and might stacking, water for CC, baiting dodges or applying invulnerability and healing, and earth for reflects and CC), group support and powerful combo fields with aurashare on top of that. I remember a big string of chill after a druid fired over my ice field.
(edited by Agemnon.4608)
Yes, spiritwood and Deldrimor steel should be your best bets.
Foefire with bunkers on mid = no thanks
Better than bunkers on a smaller node where you’re forced to eat the mesmer and ele AoE’s.
With electro blue and crushed bone dye. Sometimes I switch to crimson lion, electro lemon, and flare to get a somewhat Flash look.
Ew, no. I don’t see how this gives solo players a more reasonable chance to reach a higher tier. That problem isn’t really a result of division structure, but the lack of soloq vs teamq.
Agreed soloq vs teamq is the main problem, but I fail to see how you don’t understand how one 30 point tier (which Ruby is at the moment) Vs 3 × 10 point tiers, doesn’t give solo players a better chance against everything which is stacked against them at the moment.
I’m at 69 points and almost in T2 in ruby so ruby is likely higher. Then again I haven’t played ranked since yesterday. I mostly SoloQ but join the occasional team.
The capture points have a good layout.
This, and it isn’t Temple and there’s a big node in the middle where you can stand on it and not be forced to eat big AoE’s or give the other team free progress.
The badges are the rewards themselves. They’re supposed to communicate, “I have this skill level in PvP.”
Except it’s more like “I played this much”.
I know -_- Leagues need tighter skill gating and better matchmaking (only people on your team when soloQ are within 10% of your MMR) or just placing people in leagues based off their MMR and graduate to a new league when it meets the threshold.
i just got to diamond a few minutes ago. From Ruby tier 5 to 6 was hell in the past 3 days of solo queue. You’ll eventually get there.
But not if we soloQ stronghold?
The badges are the rewards themselves. They’re supposed to communicate, “I have this skill level in PvP.”
I only queue stronghold for unranked (unless I forget to uncheck stronghold when I do ranked) because it still beats Skyhammer while the chances for Foefire, Khylo, or Forest are still better than Skyhammer or Temple so I keep conquest checked.
I’m a tempest and stronghold can be fun or not. Sometimes I get people who really don’t know what to do, sometimes it’s a big race to the lord on both sides, etc. It’d be better without NPCs and making the map 10v10 or 8v8 so the extra players can take on the roles the NPC’s used to (guards or door breakers). Also a channel at base instead of lord killing to ensure that someone at base is needed for defense.
5 man premade dont make them better players
sry m8
No but it ensures they keep out underpowered classes or people who don’t know what they’re doing whereas SoloQ has that random element. Full premades also often have teamspeak.
Which elo games are you talking about? Most elo games I know take an average, and then split rewards according to that average.
^This
Ppl gain and lose pips based on the average of the oposing team compared to their own division. Fair, easy and stops all the smurfing.
Are you guys serious? That is ALREADY how it works. What you’re suggesting is the same broken kitten system we already have.
The reason smurfing is a thing because Legendary+Amber offset eachother to approximately a Sapphire. So when that Legendary Duo gets matched with 3 Rubies, their TEAM is essentially Ruby + Sapphire. So when they go up against a team of 5 Rubies, the 5 Ruby team is favored and can potentially lose 2 pips for a loss to a team with a Legendary (and the legendary can even gain pips when losing to a 5 ruby team).
My suggestion would weight the two man duo of Legendary + Amber where it belongs: as Legendary. It is fairer for the opponents, and only has an effect on the person choosing to group with the lower rank. Which is how it should be, IMO.
Considering the huge skill gap between 90th percentile (ruby) and top .1% (legendary) a sapphire is only a paper average between amber and legendary. In practice the legendary or diamond is skilled enough to more than make up for the amber’s lack of expertise assuming it’s even a legit amber and not a sandbagger. Otherwise you might have a ruby for example with amber credentials.
Not that it matters, but it makes no sense that my character would learn to glide….then magically forget how to glide in other maps…then suddenly remember how to glide again when back on certain maps. Again, not that it matters.
It makes perfect sense when you take into account from a lore perspective why level scaling exists. Each map exists in a different time. We were level 10 strength in level 10 areas and level 80 areas are our present or recent past. We’re stronger now than we were back then. We also didn’t know how to glide in those days.
“As a result, the only things that are ever moderated on an official forum are exploits made public, and abuse by one member toward another member, and of course more grievous offenses like threats.”
Umm, shouldn’t it be that way to begin with? Unfortunately it isn’t the case.
Downed state wasn’t balanced with this current meta in mind and therefore should be rebalanced accordingly. In fact lots of stuff should be like global cooldowns to account for how much chill is in the game.
My targetting ideas are:
1.Priority for playable characters either friendly or hostile target.
2.Self-target option for ground targetting abilities (this is basic)
Lol sure.
Yet another legendary druid. Too bad we all know that 5 > 3 trick nowUltima Troll worst teammate you’ll ever come across on EU. Calling people names and afking lol.
Also, this^ Should probably report you for the bug…oh wait, no. Exploit abuse like the rest druids
I knew it for quite some time. How is it a bug it’s a legit AoE heal that had to be intentionally programmed in.
What PvP needs at its current state is a gazillion skills like Well of Corruption.
Maybe a new one as well that instead of boons it corrupts Auras as well…
If this ever happens I’ll stop playing Glint and auramancer.
Glass <<can take on>> Bruiser <<can take on>> Tank ||can take on>> Glass
I like a soft rock-paper-scissors approach myself. The weakness of the middle of the road very balanced guy is good defenders can take his hits while good attackers cut through him, but his attack still outclasses the defender’s and defense outstrips the attacker’s whose offensive capabilities assume he’s taking on a defender and vice versa.
The balanced guy needs to make sure he doesn’t engage a specialist on his terms but rather exploit the holes in the specialist’s understanding and capabilities while the onus is on the specialist to create a situation where his skills shine.
Guild Wars 2 has fewer skills and some different conditions for a class (thief lacks smokebomb for example that denies targeting in and out of the smokefield…maybe smokeskelk and thief can have this effect?) and other classes should be skill gated. I really like what they did with dragonhunter: create a bronzestomper where good players know how to properly counter them and the nature of the class limits good players who’d be better off switching to a higher skill and ultimately more rewarding class with the same roles.
(edited by Agemnon.4608)
I actually like the badge idea. It brings more people into PvP because no one wants to be a tagless sub-amber.
I’ll give some advices on dealing with them:
1. Necro Reaper (Chill, Chill, CHill, then “I win button in scroud, when I am low on hp”, and also very tanky and dish out high dmg).
That’s not an I win button it’s more of a omigosh gotta stay alive button. Just try kiting and your team’s druid or ele will activate cleanses if available (celestial avatar form needs energy to charge up then it’s for a limited duration)
2. Revenant (INSANE DMG, INSANE). Got hit by a 13k and 15k today in one hit (no i was not running glass build)..
Yes, the damage is insane but the self healing is simply the worst I’ve seen on any class. Good mobility, but for an energy cost. The key to revenant is its energy management and the insane damage is needed to balance out the insane defense. I honestly don’t know where that one hit is from but unrelenting assault has many hits that hit for around that much on a single target provided they don’t dodge or counter.
3. Dragon hunter (BLOCK!!!,m tanky, blah blah blah) Fix it!!
Wait it out and use an AoE CC field like chill or daze lightning. Or on rev use the Shiro ability that makes attacks unblockable for a time. Well played dragon hunters are tough but even the losses feel fair unless they stack the chain one that keeps you inside with the blades, can’t even flash lightning out of it :(
4. Ele (dont need to say anything here)…
Yeah it feels overpowered. I play one myself but I don’t feel like I do any good damage, just use buffs, healing, and crowd control primarily. Couldn’t kill a thief on point (he couldn’t kill me either) whereas on my revenant or druid I could.
“Elementalist as a class needs a huge nerf, seriously”
Even with a raw numbers nerf they’ll still have useful daze fields, AoE stunbreaks and haste (on a long cooldown) chill fields, reflects, and cripple. No need for big numbers for it to be useful.
Keep in mind that while much of the game needs lots of work they have a record of banning bots. In other words hold off on selling your presents, no botters means no flood of unearned gifts keeping the supply artificially high. I know I’m waiting to sell! :D
whats wrong with temple map
Primarily the team that channels tranquility steals all three points, but also all the ways you can fall and its verticality. I notice pretty much everyone voting for Legacy or Forest so it’s apparently hated by most.
stealing all 3 points does no good if they cannot hold any 2 of the 3 stolen points.
teams with weaker builds, mechanical skills, rotations will still get outplayed.
holding 2 points and securing stillness is more important.
I’ve had temple games where they’d get tranquility and we’d immediately recap and win but still too many where we’re ahead, they get tranquility, they catch up and we can’t recover again. There also doesn’t seem to be a lot of coordination in general with it.
whats wrong with temple map
Primarily the team that channels tranquility steals all three points, but also all the ways you can fall and its verticality. I notice pretty much everyone voting for Legacy or Forest so it’s apparently hated by most.
Grats on diamond! Working towards it myself but need to break out of sapphire first. Need lots of learn to play on top of teamspeak to get there though. Sometimes I try my best but we all just get run over anyway :( I noticed some holes in my rotation on sword/sword Glint/Shiro rev and tempest but big team fights at mid tend to get panicky. Still, I’ll noticed a downed guy, dodge for stability, proc superspeed and go for a stomp but it doesn’t always work so there’s a tactical error when it doesn’t.
Yeah those are good within the match itself but sometimes people need something more basic. That thread also doesn’t go over risk management with your pips. I can back up my advice though with a screenshot.
“k for the best fps and do what y need for y team but exploit?”
1.Read tells and animations better with good FPS.
2.No need for exploiting. The specific class comp because those classes offer strong mechanics for those maps.
(edited by Agemnon.4608)
Yeah. If you want lots of presents but not risk your third T4 sapphire pip queuing unranked is ideal. You should always strive for the best FPS and do what you can to contribute the most to your team.
The stronghold tip is optional but lots of people overlook doing it.
1.Know when to quit ranked! Sometimes you just gotta quit while you’re ahead or behind. Evenings are typically stronger than mornings and in T3 sapphire and T5 emerald I strategically quit while I was ahead, did some unranked, then did ranked again in the morning, sometimes even getting a couple of two pip games. This is an excellent way to get reward track progress and not risk your pips. You could still lose, but your pips will be secure.
2.Know when to stronghold! If you have a tempest or mesmer you can queue up for stronghold, preferably with a specific team advertised in the LFG such as “only need two, druid and tempest” and with the threeQ won’t likely get two thieves or warriors (though I did get two thieves earlier on solo with disastrous results). There’s just one straightforward goal: get lord. No holding points, no risk of lord kill meaning catchup, and the summoned lord contributes to the main goal.
3.For crying out loud read metabattle! When you get lots of team chat begruding thief or warrior a lot it’s time to listen. There’s a reason why these classes are complained about and blamed for losses. Modify weapons and traits according to your style but don’t deviate too much. When people complain about certain classes being overpowered it’s time to take notice. Would you rather be run over by an overpowered class or be on even terms with them?
4. You should also git gud! Seriously, we all have lots of room for improvement somewhere. If it doesn’t hurt your FPS too much (more on that in the next bullet point) then use Shadowplay or Bandicam and review your rotations and situational awareness. I notice I play better with a cool head than panicking. Sometimes you just have to learn when to let someone run away too, could be a diversion for a decap.
5. Optimize for the best possible FPS! If you get 60 FPS on the highest settings then ’grats, but some of us with 4k monitors and very old graphic cards (GTX 670 here already have money set aside for a Pascal GTX 1070 equivalent or 1080 if the 1070 just gets GDDR5X instead of HBM2). A lot of PvE is playable at 25 FPS but PvP is a whole other game. Did you get caught in a dragonhunter trap? If you had a better framerate you would have seen the tell better and dodge out of it.
6.Teamspeak. If you don’t like your voice then MasqVox is a good program for disguising, just don’t set it too extreme. You either level the playing field against other teamspeak premades or have an unfair advantage over PuG’s.
7.Keybinds! Use your mouse to move and set AoE fields to target. Set target self to a mouse button for healing fields.
Etiquette:
Never vote Temple! Seriously, usually it’s one or two people that vote Temple and we all hate them. Like a gentlemen’s agreement not to use Akuma please don’t vote Temple.
Only queue ranked if you have HoT. You’re just gimping your team for those of us who have HoT. A possible exception could be made for dagger/dagger elementalist though staff tempest is simply better since it has attunement overloads and access to auramancer.
It’s tough out there between all the manipulation, smurfing, sandbagging, and an already flawed MMR system incompatible with leagues so may as well maximize your chances in the face of all that.
I think Elites should be account bound… It would really help out WvW players who have 17 or more toons.
WvW maybe get a PvP template? Or all Elites unlocked similar to PvP in WvW?
What ever the case, it really sucks being in a PvP environment where my enemies and myself are sub-par because we dislike PvE grinding Elite skills, we are after all in a PvP environment and it makes no sense to punish PvP focused players for it.
(I run Daredevil in WvW, most people I come across are strill grinding elites, maxed out Daredevil vs a Tempest with only 20 points invested is not a fun fight at all for either side)
WvW getting an sPvP template does sound good at first but if that happens the PvE content is completely obsolete since you’re no longer required to PvE in order to obtain ascended gear and then skins to look cool. The current system of WvW is fine on that front since it gives PvE meaning and purpose. WvW does need some big changes though to avoid empty maps. Maybe add a map with more environmental factors so a smaller side could still choke a larger zerg like what happened in 300? Traditional WvW with big open fields and fort raiding is fun (especially the jumping puzzle) but there needs to be more map variety.
1.A 10 man battleground modeled after Voidstar with needed channeling to progress. Each team would have their side and try preventing each other from progressing.
2.Also a 20 man per side battleground like Alterac Valley with choke points each side can take advantage of and involves NPC kills. If not NPCs then channeling at a base. The team decides amont themselves who is going to be on offense and defense. The first team to reach a score of 500 or kill lord/channel wins. So technically the score can be 400-100 but the side with 100 wins if the side with 400 all decided to AFK. There would also be traps and mounts (getting knocked off would result in a 3 second stun after breaking the mount’s break bar)
Points awarded for NPC kills on Foefire and Forest are reduced in half.