Hey guys! I'm really excited for this change!
I'll preface my post by saying that Guild Wars 2 is an amazing game, and i've devoted a lot of my last 6 years towards it. I love Arena Net, and while, personally i feel a difference between 2018 and 2012 Arena Net. I still have the utmost respect for you guys and your work, and a deep gratitude for the many hours of fun you provided. So if i seem harsh or blunt in some of my comments, it's a personal nature issue and a language barrier, and has no ill intent behind it. And all observations are my opinion, although i know that they are mirrored by parts of the community, are still my own.
While i believe the previous balance team probably were doing their best, balance changes were too few and far between. With the merger of several teams into the new one, can we expect more frequent balance?
Also, another frequent point of contention has been somewhat unexplained changes, like just recently the Lava Font 40% damage reduction, which on top of the other aoe nerfs was a bit overkill and no reasoning was presented as to why it was done.
I personally feel that the balance notes usually teeter between helpful and well reasoned in a lot of entries, but then they have these curve balls that don't seem to have a logic behind them. Don't you feel that having a better more thorough set of balance notes might make it easier not only for players to see why things changed, and how they might shift their builds, but also give more pointed feedback? If we know the reasons behind a change we can then explain how and why that objective was achieved, or not.
A lot of core trait lines, and especially weapons, have fallen behind in times. A lot of professions hinge on singular critical traits to remain viable. And a vast majority of weapons are entirely ignored for having become entirely obsolete. Can we expect reworks to core weapons, traits and skills to bring them in-line with current power levels? Also, are there plans to rework professions or elite specs like necromancer, revenant and elementalist, which all have pretty unhealthy metas right now?
I've entirely abandoned sPvP. Granted i was never the most hardcore sPvPer, but i've always enjoyed the mode, especially when i could play with my guild mates, mostly during season 3 and 4 after the bunkers were sorted out, and while we had the guild leaderboards. But lately, between the balance, the weird match-making and the lack of friends to play with, i became discouraged, and honestly moved back to League of Legends for PvP.
Can we expect some deep changes to sPvP and especially ranked?
Team queues were entirely removed via a majority vote, over what's definitely a minority game mode. Not only that the vote was in favour of a trial season, with a follow up vote following that. This follow up vote never came to pass...
Will a team queue ever be an option?
I personally feel that the over-abundance of rewards, especially with focus on has had a detrimental effect on the quality and mentality of pvpers. With a lot of people admittedly only playing for the easy reward farm. Personally, i feel that rewards would fit ranked better if they were given solely when player ranks up, and at the end of season, based on how high players finished.
Of course this would probably remove a lot of the currencies required that could make them too hard to obtain. I'd fix this by adding a repeatable achievement with 0AP, that grants a chunk of sPvP currencies (Shards of glory, and maybe a dye and or transmutation charge) every 5 or 10 wins in ranked. The rarer rewards would be better suited for the end of season and rank up rewards.
I also feel that pvp armor and weapons should go back to how it was in the past, and be skins instead of functional items that can easily be farmed in sPvP for use in PvE.
**Would you consider a shift in the rewards available from ranked, especially since they're compounded with reward tracks?"
Two questions here:
Will this merger of teams benefit or hinder the planned Alliance and Randomized worlds system release?
Will we ever see a fix to the field of view issues when fighting from the top of walls?
I've mentioned earlier that WvW and sPvP usually offer a lot of easy ways to obtain useful rewards, like, for example transmutation charges, Tomes of Knowledge, even stuff like Black Lion Keys, Mystic coins and Clovers are more readily available from Reward tracks and other rewards than from PvE, which have them on entirely RNG or limited availability sources.
Can we expect an equalization on availability of common rewards between PvP and PvE?
The following i don't know if i'm "barking at the right tree", so feel fre to ignore them:
GrandMaster marks feel weird, i mean the point of using a vendor is to avoid crafting, and yet they require crafting for most people, since they aren't rewarded commonly. More importantly, they're not even available, to my knowledge, from the only content that actually requires ascended gear: Fractals.
Also, this was mostly justified because Ascended Armor was too easy to buy in PvP... Wouldn't it just make sense to make it harder to get from PvP? Instead of such a convoluted method?
Could we either get rid of GrandMaster Marks altogether, and just change the costs of Ascended gear, or at least make them obtainable in the actual content that needs ascended gear?
Can we please remove time-gates from Charged Quartz and Ascended Materials? It never made any sense and feels forced, also nowadays they're cheap anyhow. It's only making it harder for new players who can't afford to buy them, to catch up.
Sorry for the long post, thanks for reading.