I originally started brainstorming these ideas after the recent announcement of Swiss style tournaments. My plan was to do a complete post including every class. But after watching the mAT today I feel compelled to post what I have here today
Here are some suggestions that I truly believe will bring back the competitiveness & fun we lost in gw2 pvp
Why display this information? To allow player skill and game knowledge to supersede cheese builds. Better players should now be able to effectively counter comp in matches given they are smart enough to know what counters what. More on this later
The way maps are picked for Ranked needs an update. It doesn't feel right at all, plus the randomness truly takes away from the competitive aspect of the game. Players will be much happier if they can choose a map to be banned (I'm not saying the majority vote should always win, but the map with the most bans should'nt be picked. It will become a lot less likely for 1 player to force 9 players to play on a map only he/she want's to play.
Currently there is an Overwatch style of class swapping that gives players with better setups a game breaking advantage and this advantage is being abused a lot. Obviously we all know this isn't Overwatch, the combat in gw2 has potential for more build adaptability, our profession system in pvp should represent this.
Build swapping is only allowed using build templates.
Players are required to lock in their preferred profession(s) before a match, and are stuck with said profession/class 45 seconds before the match starts. The last 45 seconds only allows build swapping.
Helps cut down on constant time wasters. If you take the entire time to plan your strategy you better stick to it. Everyone waited for you.
Use a moba style loading screen. The match doesn't start counting down until the last person loads in
Use a buff/debuff to prevent build swapping in a match. When players have the buff they can swap builds using pre-saved build templates.
Players gain invul/build swapping buff while in their base before a match starts. Players can receive this buff once a match using a clickable skill (Similar to the clickable skill from Eternal Colesium)
They lose this buff once they ready up. They regain this invul once they respawn in a match. The players get the invul buff for a short duration while leaving their base. (To help regrouping and stopping snowball games)
Enemy players are no longer instantly killed when they get in your base.
Utilities can be swapped on the go out of combat, or in neutral territory. (The nearby point isn't owned by anyone)(See the ZONES section)
Utilities can be swapped ooc while capturing a point and on respawn in your base for 15 seconds
Utilities can be swapped ooc in hero panel while defeated (Get new utilities once respawned)
New feature that works in combination with the mount & build swapping....
Each point now has a respective zone. Capturing a point gives you control over the zone.
The zones are:
Gain access to a buff in enemy zones. (slight increase to damage, or movement speed)
0.5 point every second awarded for winning mid
1.5 points per second for holding your home
Gain 2 points when you down an enemy in your own zone
Gain 3 points when you finish an enemy in your own zone
Gain 1 point on getting a down and 4 for a kill in neutral zones
Gain 3 points when you down an enemy in their zone
This should help limit snowballing & open up more counter play to it. Now you can regroup in a neutral territory
Add a pvp specific mount which can only be used in pvp maps ooc & in specific zones. It functions similarly to the Jackal mount. The major difference is that it has access to a blink skill (can be 15 seconds). This allows all players to join a fight an contest players on high ground (eg. dealing with a DeadEye who is free casting from highground)
The horse/mount mechanic has become a staple in almost every video game with a non-fps oriented pvp
New mount: "Shadow Lion" or "Mist Lion"