Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…
Adding 2v2/3v3 Arena would make me want to organise group/event with my guild.
It would make me play PvP even more, in the good way.
Exactly, right? =D
Imagine having Guild-Tournament on a Custom Arena to see which Guild Member is the best ^^
~.
Indeed.
Conquest mode feels unrewarding: …….. ~
You are assuming that capping points are just nothing more than ninja-capping.
What gives players the most thrills when capping a point is when there is a huge battle involved beforehand.
Agreed, but I that doesn’t make the quote from the OP wrong.
Only players with less skill want match ups of fewer than 5v5,
this game is about group fights, not about how great your 1v1 spec is.
Lowering the number of opponents in a match will further promote 1v1 specs, and distance people farther, from group fight specs, which is already the biggest problem in gw2pvp. 1v1 specs are for trash players
1v1 spec? I’m not sure if you get the entire picture here… It might be a tad hard to grasp, but there’s a lot more to a 2v2 or 3v3 arena-fight than it might seem to be at the first glance.
Frankly I think 1v1 specs seen in Conquest would get murdered in these suggested Game Modes.
~
Of course, but it doesn’t really seems to be all that time-consuming or difficult relative to other features in the game, and relative to what the sPvP community would gain.
I completely agree with this thread, and was planning on mentioning a possible 3v3 or 2v2 game type had you not posted it prior.
I would like to say, however, that I think 3v3 is more ideal than 2v2 for arenas. This is because once someone is downed in a 2v2, there isn’t much the other person can do except for try to res. In a 3v3, you could have someone CCing and another rezzing, which I believe would promote much more coordinated gameplay.
Additionally, I think with 3 people you can develop more complex builds and really start giving each person a role. In my opinion, 3 people can build off of each other’s strengths and weaknesses better than 2.
I’d also like to add that they could totally put this in as a hotjoin mechanic, but they would also need to make it a competitive tournament game type where teams can pick their players.
I’ve always believed that when it comes to gw2 pvp, all of the big plays happen on a more personal level. If Arenanet could implement this game type, we could really start to see some highly competitive teams come forth and possibly have “GvG”.
I agree with your view on 3v3, but as someone who played a lot of Arena in World of Warcraft, I strongly believe that 2v2 would be a very good addition to sPvP. I viewed 2v2 in that game as a much more casual and generally a more enjoyable experience, as it was less complex. For those qualities, it had a solid place in PvP besides the somewhat more challenging 3v3 Game Mode.
… And that’s even including the obnoxious “Healer + Dps” – setups. I honestly think that the combat system in this game is perfect for these two Game Modes!
(edited by Phadde.7362)
~
I think that most people that does not like conquest does so because they “dislike” the core objective of the game mode. Polishing would help, but it wouldn’t do much of a difference for those players.
Personally, I think it’s a great Game Mode, but I don’t like it as the only Game Mode. I want a sPvP experience that’s about the combat and not running around and capturing nodes.
I however do NOT agree with seeing other peoples’ specs. Reason being some abilities cant really hard counter other builds (without even having to respect) and that’s not fair. The glory of Arena combat is building a best-for-most-circumstances builds so that you can adapt to whatever comes at you. That’s literally the best part of building for arena is knowing you have to build to survive anything you have to encounter.
I didn’t mean that you would have the possibility to change your build, not even it’s Utility-skills. You still have to adapt to the situation, but since you know their exact build, you can have a more strategic and tactical fight.
2v2 is all I want out of this game. People say it’d be too short, but that’s certainly not true. Make it best of 3 and you instantly double or triple your time in there, and people are much more survivable when they can use their surrounding rather than being forced to stand on a circle(lol). Then have a button at the end for “Continue?” and it automatically ques you for the next arena. It’d be fun as HELL, and honestly I can’t imagine it being that hard to add… As long as the rewards were worth it. Come out with a NEW set of armor called Arena “armor” that you get via Arena Boxes and Arena Tokens. Bring in any armor sets that PVE has that PVP doesn’t and make those the lower tier (arcane orb and crystal) sets, then have the Sliver/higher tier set be fresh and flashy. It’d be great fun!
I don’t think 2v2 matches would have to be all that short. I mean, would offensive Zerker-builds be all that useful, really? I’m confident that it can quite easily be designed to create long, tense, engaging and interesting matches.
Maybe it would be a good idea to make people wait a few seconds before the arenas start and during that time give them the ability to look at the opponents builds?
I think that it would, in theory, be a very interesting and good mechanic.
Just to confirm, we are working on new maps. I can’t give too many details, but a few things:
I want a tower in the middle of the next map please. 50% fall damage might be a useful trait.
You know what just throw in the mad kings clock tower into the center of Foefire please, thanks. Cap point at the top
Brilliant!
I wonder if people would have it harder to get into PvP if hotjoin didn’t reward them with anything. It is an MMO after all.
I’ve heard about HA before, and although I believe that it was explained with a big pinch of nostalgia (by WP), it sounded absolutely amazing as a kind of a “secondary” game mode.
All of this! 2v2s and 3v3s arena is what I believe to be a feature that would – by far – give me the most enjoyment out of the game!
The combat system looks to be superb for this kind of sPvP Game Mode! I love this game and it’s awesome combat system – It’s by far my favorite game of all time, but as someone that loved the PvP in other MMOs and did nothing else, I cannot bring myself to play sPvP. I adore the philosophy of sPvP but I don’t like Conquest as the only game mode.
I mean, this suggested game mode is an extremely pure form of MMO-PvP. Kill the other team. The simplicity of the Game Mode embraces the combat system.
This is how I feel about the matter. The OP explains it perfectly.
Hello everyone.
I’d like to sum up what, in my opinion, are flaws of conquest mode in the current Guild Wars 2 ecosystem and why it is a lot of times source of frustration and bad PvP experience.
- Conquest mode encourages the new trinity: Guild Wars 2 made a great step in the right direction by removing the holy trinity, which solves a lot of problems in terms of matchmaking and profession balances. In other games, the success of your team is heavily reliant on the team composition: no healer, no win. The class design of Guild Wars 2 is great since no healer is required but conquest mode makes a bunker as required as an healer is in other MMOs. The whole Guild Wars 2 system is a step ahead, but conquest mode vanify all the improvements behind the awesome combat system and class design.
- Conquest mode is PUG-unfriendly: conquest mode requires a lot of team coordination, thus voice communication, to be played effectively, which is something unreachable in hotjoin groups, when you’re matched against people you barely communicate with (and some times don’t even understand what you’re saying). This requirements creates frustration when you are matched against non-collaborative teams and makes being matched up with newbies a real catastrophe. Hotjoin/SoloQ is better suited with easy gamemodes like Annihilation/Deathmatch or KotH, where not so much team coordination is needed.
- Conquest mode feels unrewarding: we should be honest with ourselves. Everyone likes to see the “Player kill” popping up on your screen and performing your finisher on a downed enemy and knowing that, in that moment, you outplayed your enemy and helped your team reaching the win. That is the reason of why most people in hotjoin play like it is a deathmatch and most of the custom arenas are occupied by people doing duels. Conquest mode, compared to other gamemodes, feels much more unrewarding because capping points doesn’t give you the same thrill of victory that stomping an enemy does and, yet, killing enemies isn’t what makes you win in conquest mode.
- Conquest mode is harder to understand: this is something that developers are really fond of. Once a newbie join a match in PvP, what he wants to do is killing people with his beloved profession. But, yet, he have to face different maps with different mechanics withing them and he has to learn them all in order to getting really into PvP. He has to know that going for middle point in Kyhlo when the enemy has their treb up isn’t a good idea. He has to know that in Skyhammer, you probably want to hold the hammer as much as possible. Then there is all the other layers of finesse to learn, like not fighting off points, not trying to take down the bunker the whole time, not pushing when you have 2 points if not sure and so on. That is added to learning all the skill animations and class mechanics. That’s a lot to learn for newbies.
Gamemodes like Deathmatch, Annihilation, KotH and CtF are way easier to understand. Yes, they lack the depth of high-level Conquest, but they are great for smoothing up the learning process.
- Conquest mode only makes the game harder to balance: this is a tough point. Some professions are clearly designed to be better on conquest compared to others. An example could be Guardian, with its party buffs and survivability, or engineer, with its point fight capabilities and massive AoE. This game offers a lot of game possibilities and since devs have already stated they don’t want to split skills that much between gamemodes, the only solution to this problem is to make gamemodes which let the player face against WvWvW-PvE-like situations and make competitive PvP a mixture of those modes.
For instance, Thief is extremely strong in 1vs1 encounters and disengagements, which doesn’t really apply to conquest, since you can’t contest point while stealthed. On the other hand, Thief would be great flag runners and splitters if placed in the old GW1 GvG. Staff ele and Blood necro are another examples: they are extremely useful in WvWvW, not so much in conquest, while they would be great in KotH gamemode.Those are only my opinions, obviously. Feel free to comment and write your opinion too, but please, be constructive.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Conquest-mode-Analysis-of-flaws
(edited by Phadde.7362)
OP:
Nailed it ON THE HEAD! Thank you for these accurate insights! I deeply hope that this post influences the PvP developers!
This is exactly how I have felt for almost a year, but I haven’t been able to express myself this well. THANK YOU!
This sounds amazing!
I’m dying for a game mode that actually puts emphasis on the Player Vs Player combat (which is great in this game).
In Conquest, it’s all about the bases and the 2nd objectives, and the PvP combat is mostly about outnumbering the other(s) and involves an awful lot of fleeing from the fray. Legitimate “duels” about combat skills is never really a part of sPvP.
I’m a huge fan of Arena PvP in MMOs, and it would fit this combat system perfectly! (i.e., 2 teams of maybe 2 or 3 players in each team meets up in a grand arena. Last team standing wins. It’s all about the teamfight!)
Whatcha think?
I would love this. As a thief that doesn’t like to spam the #2 on the Shortbow, I think that a trait like this would be a great way of bringing some more AoE – with a fitting flavor.
Running with double pistols, though enjoyable, always annoys me since they’re single target.
Not a huge fan of the Ricochet -trait. . .
According to the devs, and other personnel, feedback is collected from all the threads (as evidenced by their responses in many threads), as well as other fan sites, Reddit, Facebook, Twitter and other social media venues.
Reading through the ‘Dev posts’ thread might answer some of your questions. =)
I might do that. Thanks.
The developers have many times said that they look for feedback on forums.
My question is, where do they do this? Do they look through all the categories on these forums or do they collect the majority of their feedback on the “Suggestions” category?
On which other websites do they search?
If you don’t know the answer or don’t even have a good theory to share, don’t post a reply. I created a similar thread a month ago, but it was close because topics like this apparently often attracts a lot of flaming if one is not careful.
Thanks in advance!
No
But why “replace”? Conquest is good, it just shouldn’t be the main game mode. Who wants a game mode that’s mostly about roaming and little about PvP combat?
GW2 should never be left with one PvP Game Mode, especially not Conquest.
I want engineer rifle skill 4 not to knock me back(only the enemy) and having it 0 cd. Would it be OP?
If you’re knocked back as well, there’s a larger gap between you and your target.
And, to think all this time…I thought people didn’t enjoy being zerged.
What’ll those fruit roll up kids come up with next…..
Sry, but I think Deathmatch is a BAD idea. Just imo
It can be a horrible idea if it’s just a big Zerg.
It can be great fun and really competitive if you make it without respawns and a Team Deathmatch. I’ve said it before and I will say it again: World of Warcraft pulled it off with combat mechanics that’s far inferior to Guildwars 2’s.
We’ve been researching/developing other stuff for a while now (which I’ve stated in other posts, the SOTG, etc.). We just don’t talk about things until they’re ready.
I feel that just being transparent will help you guys to calm down a bit.
So:
We wanted to have a solid set of conquest maps our first half a year after ship, so we did that. We have tweaks to do for conquest maps, but overall we like a lot of them (and some of them we’re still not 100% happy with – so they may never make it into the tournament rotation).
But, as we’ve said, the other game types commonly tossed around actually have some MAJOR issues that need to be fixed for MMO-style combat (which is what Jon is speaking about). Those are the places we’re pushing now – trying to find ways to take those game-types and get them to be FUN and FUNCTIONAL in GW2’s combat system.
We’ll keep you posted as more happens.
Also yolo.
^This is a bit reassuring. It seems like you had dropped the ball completely on sPvP. I love the PvP in MMOs, but when the only game mode is so heavily focused around roaming and, in reality, quite little about actual PvP combat, I just don’t find any enjoyment in PvP.
Add more Game Modes that’s more about PvP than roaming. Of the 80 active guild members in my guild I know only one person that has played tPvP a lot. As someone that loves the PvP in MMOs, I cannot find any enjoyment in Guildwars 2’s PvP. It needs a lot of further development, in my honest opinion.
Why have “healers” when you can utilize the “Damage, Control, Support”-system? I can only imagine how nice it would be to play on my Bunker-Traited Elementalist while I have to figure out when to interrupt which skill, which opponent to damage and when to do my massive “burst heals” (If I equip my semi-cleric-gear in dungeons, I can almost heal myself up from 0-100% – and it’s AoE! It’s great fun to save guildies who often run with Zerker-Warriors.)
I don’t really know how healers worked in the previous game – but if it’s anything like how they worked in World of Warcraft, this system just must be better. You’ve to decide which one of these 3 main “combat-categories” to utilize at a given time, even if you’ve dedicated your build to one (or any) of them specifically. That sound a lot more fun and strategic than just being “the healer”
(edited by Phadde.7362)
There are no dedicated healers
/thread
Dedicated healers is actually bad. At least in the way that they worked in PvP in World of Warcraft. Frankly, they made the combat less interesting and boring. I.e, from what I’ve seen, most people preferred not to meet teams with healers – Not because it was any easier, but because of the reasons that I’ve already brought up.
It’s another game, but we’re still talking about dedicated healers in an MMO’s PvP. Guildwars 2’s professions is designed not to have to rely on healers or the Holy Trinity, instead the system is divided into Control, Damage & Support. Everyone can support one another, which is why we’ve, in theory, a much better replacement for the dedicated healer.
another great post that obviously has no intention other than bashing the game. another day on the “im gonna go on forums and troll the game LOL” train.
you guys are such original and creative trollers XD i mean its no like theres been 10+ threads like these XD
The OP makes a good point and it doesn’t hurt that it’s shown.
Death match would be a horrible game mode in GW2… you really don’t think this game is zergy enough? Yeah put this mode in so we can have a bunch of zerkers 1shotting each other and a few bunkers dragging the game on for hours. No thanks!
How about some decent objective based games like GvG (I HATE conquest with a passion, BORING, almost no tactics)
I agree 100% with the last bit. However, I think that it’s fully possible to make an Arena format that’s all about skill and coordination where 2 teams meet, without making neither Zergs, Bunkers, nor Zerkers much of an issue. It’s all about profession balance and the design of the game mode. Abilities and Traits are already being split up into PvE and PvP versions in order to properly balance them.
I think GvG is not a “game mode”. It only means that there are two(or more) guilds fighting each other instead of random or premade groups. They could make more game modes like conquest which could be used by random or premade groups and then somehow implement a GvG system with guild leaderboards and stuff like that and guilds could fight on maps with the other game modes and get guild ranking and stuff like that.
Of course if you mean something like attacking a guild hall(have not played Guild Wars 1, but wasn’t there something like that?)… yeah that would be a game mode and it also could be played by random or premade groups that aren’t from the same guild – only that they have some other point to defend then and not contributing to guild ranking.
Just make this viable. It would be awesome.
I’ve read something about making bad skills viable >Here<
The Game Environment desperately needs a Dueling Arena, for everybody, the one that wants to duel and those that don’t want to duel.
Why? because people who whats to duel, they get interrupted when they use the battleground to duel, and the people who aren’t dueling have to leave and soemtimes the game keep sending them back to the exact same game!
Developers has many times said that the PvP is based around ~5v5 and a supported 1v1 option will not happen.
Keep an eye out for the custom arenas, though. There is other ways around it.
You cant have death match with out Healer Classes, Kiting and Ranged classes would overshadow Melee classes even more than they do now (If that is even possible).
Gonna post a quote here. . .
" I have to argue that I think that an Arena format in Guild Wars 2 would work better than in World of Warcraft, especially because of the lack of healers. Do have in mind that the Holy Trinity in World of Warcraft was designed for PvE content – PvP wasn’t introduced until later on and Arenas came a few years later.
There is plenty of Arena Teams that runs without a healer and form what I’ve seen most people prefer not to be up against a healer. Then you’ve to consider that the Professions in Guild Wars 2 is designed to work without the Holy Trinity and without a healer. Instead, combat is based around the following elements: Damage, Support and Control. The Combat system is in fact a lot more skill based than in World of Warcraft and a lot more fleshed out. Just because something was a big feature in another MMO doesn’t mean that it’s necessary – or even beneficial for this MMO."
I don’t think Conquest even close to strong enough to stand on it’s own.
I’ve not played Guild Wars 1, but based on what I’ve read from the Wiki, this is just what’s missing from GW2’s PvP! It sounds amazing. A serious, competitive and fun game mode. This is so much more than, say a game mode that was all about positioning your team across a map. . . Cough.
(edited by Phadde.7362)
Historically, GW2 promised to become an esport, and don’t want to release multiple PvP types because this could divide the community (and subtract from viewer interest and such)
Looking back now, it’s apparent Gw2 will not be an esport. An alternate theory begins to emerge, gw2PvP lacks depth because arena net didn’t spend any real money developing it, and never will. They dedicated just enough money to scam gw1 pPvP fans into buying their game and otherwise don’t care. That is why.
I think That “scam” is a bit of a strong word for it. But I do understand were you come from. I still think the game could be salvaged, if they looked into balance and moved closer to the true and tested trinity. God knows the only thing actually missing from it is a proper healer class/build/weapon, other than that, everything is already there, thus the balance issues.
Tank? – Can spec a warrior to have about 3000 power, 60% crit, 30k hp, 500hp Regen per sec, cant get into melee for the life of me, but if that does not scream tank i dont know what does. I bet the guardian can do something similar.
Caster/Kiter? – Mesmers, Rogues, Eles, Engi, Necros
Dps – Thief, Ranger, Melee sucks, but Thief can close in for the kill with HSThe only thing missing is a true Healer/support, hence its like trying to dive a 3 wheel car.
|
V This
2# I’ve quite a bit of knowledge about the Arenas in World of Warcraft and it would be a similar game mode. I have to argue that I think that an Arena format in Guild Wars 2 would work better than in World of Warcraft, especially because of the lack of healers. Do have in mind that the Holy Trinity in World of Warcraft was designed for PvE content – PvP wasn’t introduced until later on and Arenas came a few years later. There is plenty of Arena Teams that runs without a healer and form what I’ve seen most people prefer not to be up against a healer. Then you’ve to consider that the Professions in Guild Wars 2 is designed to work without the Holy Trinity and without a healer. Instead, combat is based around the following elements: Damage, Support and Control. The Combat system is in fact a lot more skill based than in World of Warcraft and a lot more fleshed out. Just because something was a big feature in another MMO doesn’t mean that it’s necessary – or even beneficial for this MMO.
I agree, we need more game modes, but not tdm.
Tdm is all about, kill the enemy. Simple enough. But there has to be a side objective. Think about this, since each team will no doubtedly know to stick together, they will engauage in a lets say 5v5 brawl. Pretty epic, and can change in the blink of an eye. Now lets say team A killed a memeber of team B. Now its 5v4 with team a having a much larger advantage because 20% of team B’s effectiveness (just example) got cut out so it is likly team A will just wipe the rest of team B out unless some memebrs of team B stealth away.
If there are no side objectives, people won’t split up and every encounter would end in a wipe. Tdm alone doesn’t work well because people are likly to group and zerg (as many already do in solo queue). Ctf is difficult right now because many people have a clear advantage over others with their mobility and spirit watch is getting adjustments with the orb already (the post is somewhere on the first few pages of this sub-forum). Idk what kinda of game modes aside from something bomb related that can be added, but I don’t see tdm working out well.
The fact that getting one teammate killed is devastating for the chance to win is very true, which makes it so vital to avoid that! This adds tension and makes it more difficult.
The advantage in mobility should be balanced out for the one that wields the flag. You won’t be able to use Ride the Lightning while wielding the flag, because you shouldn’t be able to.
They want a game with a time limit…that is clear…the type of match you are describing encourages turtles….they want a fasted paced game that is fun to watch.
They’ve already changed Traits and abilities in sPvP only while keeping the original version outside of sPvP. It’s completely doable to nerf Bunker Build (i.e.) in sPvP or even in this Game Mode alone.
For a spectator… a tournament death match is boring…they don’t want that. You have to know too much about each class to get what is going on, and commentating on death matches becomes either WAY too simple or WAY too complicated.
It’s boring if you don’t know what’s going on. But the people that would like to Spectate Arena Matches in the first place are those who actually plays them. With the difficult and complex combat strategies that an Arena format would encourage and that would be required in order to climb up the ranks (Yes, of course you would meet players/teams with a similar win-rate, or whatever it should be measured in) you would as a Spectator know how hard it was to counter that attack, or how hard it was to dodge that attack while at the same time how little endurance that person has to use, or whether someone is preparing a devastating burst. You will learn the different Professions mechanics and some features in their possible builds and the animations that is followed by the nasty attacks and to interrupt the attacks entirely! This is a kind of thinking that doesn’t have room to bloom in the current Game Modes.
I get what you are saying that death match has some of the highest skill cap at the VERY top levels…but A-net wants this to be an easy to watch and easy to “get” game…all while maintaining a high enough skill cap to make it competitive at the top.
. . . Which is just what would be provided! Of course you’re not going to be up against people who are much better than you, just like the top WvW servers are matched up against each other while the less successful ones fight with servers of similar success.
At first you will have to learn all these little things and become better and better. When things is going well you’ll be up against people with similar success-rate and skill.
So I wouldn’t expect it added is all I’m saying…at least not for a year or two. They are missing some huge things right now…and I pray (for their sake…and their awesome game engine) they are working hard on them.
I’m trying not to think about how much fun I could have with a great PvP environment and actually enjoy what’s available. I hope it doesn’t takes nearly that long =/
I stand corrected. I haven’t played for quite some time, but I occasionally watch a PvP match once in a while.
Historically, GW2 promised to become an esport, and don’t want to release multiple PvP types because this could divide the community (and subtract from viewer interest and such)
Looking back now, it’s apparent Gw2 will not be an esport. An alternate theory begins to emerge, gw2PvP lacks depth because arena net didn’t spend any real money developing it, and never will. They dedicated just enough money to scam gw1 pPvP fans into buying their game and otherwise don’t care. That is why.
I just think that this is yet another argument to add this Game Mode. Look at World of Warcraft – The majority of the players that takes PvP seriously plays their Arena Game Mode. That’s with combat mechanics that’s very inferior to that of Guild Wars 2.
(edited by Phadde.7362)
Someone had suggested a new game type a long while back, I cant be bothered to necro the thread. Basically it was a moba style GW2 map.
Take Foefire, and add spawning creep waves that will attack each other, then the fortress walls, and eventually your lord.
Or something like that. In any case it sounded like a cool idea.
This should definitely be experimented on a weekend and such just like the Beta events had some fun pvp events at the end. They should introduce this mode and see how it goes. They have nothing to lose.
Agreed
It wouldn’t only put heavy weight on how skillfully you play your profession, but also how you can support your teammates and how to control your opponents. You NEED your Teammates to survive, they’re not going to respawn at a base nearby, they’re dead! You NEED to be able to avoid that incoming burst, because if you don’t, you’re team is one man down and that’s a Huge disadvantage and will likely lead to a lost match. This is what adds the tension and this is what encourages skillful play a lot more that Conquest ever will. In Conquest, if it isn’t time efficient to try to defeat your opponents at the base, you just leave the base and capture another. If you die, it’s generally not good, but you can just respawn.
Playing in a 3v3 format would indeed put more pressure on you compared to in a 5v5 format. . . I don’t know what you’re trying to say by that.
The “Macro” in Conquest (Running around capturing bases I assume) wouldn’t be present. If you want some additional map positioning-strategies, just add in a few traps and dynamic terrain that’s activated after an indication.
The “Micro” in Conquest would be the “Macro”, what the Game Mode would be all about. But since it’s just the “Micro” in Conquest, this deep and highly skillful combat that an Arena Format would provide and strongly encourage just isn’t all that vital in Conquest. It is generally more useful for your team to either outnumber whoever is taking your base or just leave and capture another.
There is place for a Game Mode where it’s mostly about capturing bases, but it shouldn’t be the only Game Mode. A Game Mode where your actual skills in combat and your knowledge of the game’s mechanics is vital should be present. A Game Mode that’s about organized, skillful and strategic Players versus Players should be in an MMO with such a good combat and design philosophy.
(edited by Phadde.7362)
Heroes ascent in gw1 was 8vs8 you kill the other team you win that and GvG it was great please add it. I’m not interested in deathmatch which is just a slaughter fest the one with most kills win no thanks rather play this in fps games.
I didn’t mean a Slaughterfest Deathmatch as in, say Call of Duty. I’m talking about organized ~4v4 (i.e.). No respawns, the team that defeats the other wins. It would very likely become highly competitive and difficult.
Ye I agree that a pure deathmatch wouldn’t work. They build the entire game around conquest (kinda). Anyway, I like conquest but I’m the minority, I guess?
How exactly did they build the combat mechanics and Professions around Conquest – And not around PvP combat? The combat mechanics wasn’t built around positioning your team on a map (which is mostly what Conquest would be without the combat) but rather around having 5v5 on a large map while fighting over objectives.
How this makes something like a ~5v5 Arena format impossible to work is beyond me.
1# don’t get how the game mode makes this any different than it already is. Just because the game mode is conquest doesn’t mean you shouldn’t be thinking about these things. I just don’t understand what you’re trying to say.
2# Also, about deathmatch/arenas: it would not be good for this game. This game was not meant for that. I played WoW arenas, and I loved them to death in earlier expansions of the game. But the way this game works, specifically in that it lacks healers, it would not come close to WoW arenas.
3# A lot of people don’t like conquest because it promotes bunkers, and fighting around points. Well, no matter what game mode you play you’re going to run into things that are “the best.” Arenas/deathmatch would be complete AoE spam and stealth spam. Melee would not be viable. Furthermore, it would be a constant zerg one target until it’s dead, then move to the next one. It would not be as great as a lot of you think it would be.
4# Having objective based game modes like conquest adds a level of depth to the game that arenas/deathmatch will never reach. Anet does a really good job with the idea of secondary objectives, and it’ll be really cool to see what they come up with in the future. You can say only having 1 game mode is boring, but there should only be 1 competitive game mode. Plenty of competitive games have survived with just 1 game mode. Custom arenas will hopefully allow you to have deathmatch servers, and hopefully lots of different options to make things fun.
1# Thinking about those things will help you a lot when in combat versus other opponents. The thing is that It doesn’t matters all that much in Conquest, since it isn’t about the PvP combat – it’s about capturing bases. In Conquest, what ends up happening when you’re in a fight is that either one side gets outnumbered or someone leaves the fight. The focus isn’t about the PvP combat, but in Arenas it is. The combat system, and this in depth focus on the opponent isn’t encouraged to be utilized to the fullest in the present PvP mode.
2# I’ve quite a bit of knowledge about the Arenas in World of Warcraft and it would be a similar game mode. I have to argue that I think that an Arena format in Guild Wars 2 would work better than in World of Warcraft, especially because of the lack of healers. Do have in mind that the Holy Trinity in World of Warcraft was designed for PvE content – PvP wasn’t introduced until later on and Arenas came a few years later. There is plenty of Arena Teams that runs without a healer and form what I’ve seen most people prefer not to be up against a healer. Then you’ve to consider that the Professions in Guild Wars 2 is designed to work without the Holy Trinity and without a healer. Instead, combat is based around the following elements: Damage, Support and Control. The Combat system is in fact a lot more skill based than in World of Warcraft and a lot more fleshed out. Just because something was a big feature in another MMO doesn’t mean that it’s necessary – or even beneficial for this MMO.
3# Your point is that there will be “The Best Builds”? There will always be that and don’t tell me that this was a lesser issue in World of Warcraft!
How would an AoE spam even be beneficial? Stealth isn’t that hard to counter and you’ve to consider that this would be a much more organized fight with organized teams – if something makes you lose games, you can easily build around it. How wouldn’t Melee be viable? Every profession has a lot of snares, CC and gap-closers to use if they use melee weapons. As you might have noticed, fights between players in this game happens to keep them a lot closer together than in World of Warcraft.
“It would be a constant Zerg one target unil it’s dead.” Well, if you by Zerg mean to try to take one target down while keeping your teammates alive in order to make the other team a lot weaker, then yes! This is the main goal in World of Warcraft Arenas as well, isn’t it?
4# I have to strongly argue against the statement that conquest has a depth that an Arena Deathmatch mode will never reach! The definitive importance of your teammates survival and the importance to kill off the enemy team while keeping your eyes open to counter/avoid/suppress devastating enemy attacks and skills adds so much depth to the PvP combat itself that I doubt that even the top-tier players would be able to know every possible mechanic of the opponents builds and playstyles. Conquest is about positioning your team around the map with the occasional combat (that’s more about the number of players on one side or whether one should leave just to take another base). It is simple in comparison.
(edited by Phadde.7362)
Them newest maps are still conquest – It’s not apple and pears, it is two kinds of apples. It sounds that your example of the format that would be the closest that Arena Net would ever get to Deathmatches sounds very casual, I have to say. I.e. it sounds like players would respawn just as in the present Game Mode, which takes away a lot of the importance of staying alive and killing the enemies, even if the game mode is designed around it.
A Teambased Arena Deathmatch is something that I think would be a lot more enjoyable to watch and play. It is a lot more exciting and skill based than I think Conquest will ever be, as it is more about positioning your team.
However I do agree with the fact that they should fix the “server-system” towards your desires. I think that it’s coming, but we’re just not seeing any evidence that real effort is being put into it by the developers.
Why haven’t we seen an improvement on GW2’s PvP yet?
We’re still stuck with one Game Mode: Conquest. Even if it’s not a bad game mode, it simply cannot stand on it’s own. It is heavily based on capturing bases. Engaging in an actually challenging PvP fight is rarely beneficial for the team and one side usually ends up outnumbering the other after a while. It’s fine as a strategic Game Mode, but not as the only Game Mode as it barely provokes good PvP battles where your PvP skills matters.
Then there is the lack of variety. The Secondary Objectives where meant to solve this, but it is still Conquest one way or the other. So far we’ve seen small improvements, such as new maps (which I personally think has great map design) but it feels like the PvP barely gets any development time.
On the topic of adding additional Game Modes something like Capture the Flag could be considered as it, compared to Conquest, focuses on a much smaller amount of objectives. Either it could be a single flag, or it could be one at either side of the map at the opposite team’s base (which would add an element of hostility and danger as you approach their base).
But a more important option would be to add Team Deathmatch on a small map, just like a gladiator arena form ancient Rome! The PvP combat is already balanced around 4-8 players on each team so tweaking the balance to work for this format as well shouldn’t be all that difficult.
The reason why these Team Deathmatch Arenas would be such an important and needed feature is that it adds a lot of depth to the PvP combat and raise the skill cap further. If one member of your Team is Defeated, you’re in some serious trouble which makes it key to kill one of them off while making sure that your Team Mates are alive and out of lethal danger. In this format, knowing your opponent would benefit you a lot and that’s where a ton of depth comes from.
How long will the Thief be in Stealth and when should I dodge his opener? Will the Guardian be able to block this attack using Aegis… Maybe I could make him use it without launching my real burst? Should I save my Blowback for the Warrior with that nasty Axe in his secondary Weapon Set, or to interrupt that Mesmer’s Utility Skill that I know that he has?
This is the kind of depth in the PvP combat that isn’t present at this time! This is what MMO PvP should be all about!
And then there’s another issue: The reward system is dull and just not engaging. If you really want that reward at the end of the round, the match becomes massively more interesting and engaging. You care if you win or lose and that adds a lot of tension! In addition, if you’re working towards an item then the journey, in this case playing PvP, becomes a lot more enjoyable. This is a big reason why PvP in this game is as boring as it is, even with great combat design – It isn’t engaging.
Why haven’t we seen an improvement on GW2’s PvP yet?
We’re still stuck with one Game Mode: Conquest. Even if it’s not a bad game mode, it simply cannot stand on it’s own. It is heavily based on capturing bases. Engaging in an actually challenging PvP fight is rarely beneficial for the team and one side usually ends up outnumbering the other after a while. It’s fine as a strategic Game Mode, but not as the only Game Mode as it barely provokes good PvP battles where your PvP skills matters.
Then there is the lack of variety. The Secondary Objectives where meant to solve this, but it is still Conquest one way or the other. So far we’ve seen small improvements, such as new maps (which I personally think has great map design) but it feels like the PvP barely gets any development time.
On the topic of adding additional Game Modes something like Capture the Flag could be considered as it, compared to Conquest, focuses on a much smaller amount of objectives. Either it could be a single flag, or it could be one at either side of the map at the opposite team’s base (which would add an element of hostility and danger as you approach their base).
But a more important option would be to add Team Deathmatch on a small map, just like a gladiator arena form ancient Rome! The PvP combat is already balanced around 4-8 players on each team so tweaking the balance to work for this format as well shouldn’t be all that difficult.
The reason why these Team Deathmatch Arenas would be such an important and needed feature is that it adds a lot of depth to the PvP combat and raise the skill cap further. If one member of your Team is Defeated, you’re in some serious trouble which makes it key to kill one of them off while making sure that your Team Mates are alive and out of lethal danger. In this format, knowing your opponent would benefit you a lot and that’s where a ton of depth comes from.
How long will the Thief be in Stealth and when should I dodge his opener? Will the Guardian be able to block this attack using Aegis… Maybe I could make him use it without launching my real burst? Should I save my Blowback for the Warrior with that nasty Axe in his secondary Weapon Set, or to interrupt that Mesmer’s Utility Skill that I know that he has?
This is the kind of depth in the PvP combat that isn’t present at this time! This is what MMO PvP should be all about!
And then there’s another issue: The reward system is dull and just not engaging. If you really want that reward at the end of the round, the match becomes massively more interesting and engaging. You care if you win or lose and that adds a lot of tension! In addition, if you’re working towards an item then the journey, in this case playing PvP, becomes a lot more enjoyable. This is a big reason why PvP in this game is as boring as it is, even with great combat design – It isn’t engaging.
(edited by Phadde.7362)
More game modes, yes.
Guild-locked content, NO. Forcing people to play in a guild is like forcing people to play in premade parties: not everyone wants that, not everyone has the time for that, not everyone wants to support a specific guild for that.
The worst thing about gvg in gw1, is that it wasn’t accessible. One thing that GW2’s pvp, for all its flaws, is much better at.
Yeah I bought GUILD WARS 2 hoping there was no kind of guild wars or battles in the game.
Hate this planet
First, what I meant is that GvG would be the same thing as the “XvX” formats, just that it benefited the Guild itself as well. This would probably mean that the “XvX” formats that are played without the Guild-Component would be equally challenging, rewarding and viable to play.
1vs1 tournaments ? that would be something or 5 vs 5
much more drama that 1 class will be more op than others
I highly doubt that 1v1 would ever happen since ANet has said that the PvP isn’t balanced around that format, which also means that casual duels won’t be directly supported.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.