Sombrero.9204 Posted October 6, 2017 Share Posted October 6, 2017 I genuinely think since launc that Conquest gamemode is really not enjoyable and has flaws making some builds way stronger than they would be in any other setting. There is two major problems with Conquest that I will explain seperately but are actually combined and make the experience really not fun to play.First of all as I said just before Conquest very heavily favor three type of builds: high mobility builds, very high sustain builds and very good aoe effect builds. High mobility builds are favored by the fact that running quickly to points to decap and eventually cap afterwards means more points for the team. It is so favored that some people are running builds meant to never engage in any fight but only run and survive, and the worst part in this is that this kind of build is actually very good to win a match in particular in matchmaking context. Having your "close" point constantly decapped means that you have to decide whether you decide to sacrifice a team member to stay on it ad vitam eternam or instead to try to use the man advantage to cap other points. The problem is that the super mobile build will manage to decap in no time and re-join his teammates to help slightly in fight when needed, those builds being mostly thieves (and to some extent mesmers) they have most of the time good nuke potential and manage to essentially still help in fights during key moments. To be honest that type of gameplay requires skill to be pulled-off effectively (by this I mean not simply decap but also fighting) but last time I checked GW2 is not a racing game or a platforming multiplayer contest. Having so much emphasis on moving around to the point that avoiding entirely conflict can be rewarded is absurd and I'm not even talking about the anti-fun aspect creating a naturally toxic environment. Very heavy sustain builds on the other hand tend to be slower but to stay on a point to keep it forever, whether it is close, mid or far it doesn't really matter. Some metas had very strong bunker builds and the Dragonslayer is the most iconic example of such gamestyle. This time around bunker builds often require very low skill to be used correctly (simply having defensive skills and gear is enough) and all tactics involving to play as a bunker are mostly basics. Again, like high mobility builds, bunker builds are really anti-fun and create more frustration than anything. Lastly high aoe potential builds are naturally stronger because Conquest requires you to stand in a circle to capture points in order to score for your team. So if you can target the circle entirely very repetitively you are quite certain to do very well. Those builds are not neceesarily anti-fun by design but the problem is that being forced to capture small areas make the situation really not fun and messy as the best way to counter an aoe-based build is to move around in the environment (by doing that you never capture the points and never score).If you think about it both Spellbreakers and Scourge are two specializations that are extremely inclined on at least one of those three aspects. The spellbraker is particularly good at all three being fast to move around the map with many mobility spells, extremly sustainable and having a super strong aoe capacity with full-counter (the cooldown so low making it a constant threat). The Scourge is by default quite slower and can be more easily put down thanks to mobile power based ranged builds (thief double pistol or rifle, pretty much all bow power based builds etc), the problem is that the damage is so incredibly high and the aoe so easily massive that this only allows the Scourge to completely deny any capture point in a second.The second problem (even though it's actually part of the first) is the gamemode itself and its rules. Beyond the fact that it favors way too much many anti-fun tactics the gamemode causes many problems on many different levels. I don't want to be too redudant with the first part so I will focus on specific parts being down states and general communication and understanding issues. Guild Wars 2 as you all know introduced a fairly unique idea for MMOs at least being the down state. Simlilarly to many modern FPS games GW2 allows for players to be downed on the ground before dying and even coming back to life if they manage to secure a kill before dying or if an ally help them to get back up. This came with the idea of breaking the sacred trinity of tank/heal/dps used by a huge majority of RPG based games (which is by the way I think another reason of the failure of PvP and the only fact that Druid has been ever created is a clear statement that they regret that decision nowadays). So why down state is a problem for conquest ? There is many issues with the interaction of those two design choices and instead of trying to identify them all I will simply point out that at this moment in PvP people clearly prefer to never try to revive allies downed and rather kill enemies. The points stated before make the problem even greater as fights tend to happen in small circular areas where downed players are stacked all around which gives even more power to aoe builds and create situation where sometimes 3 players on each side are downed at the same time and throwing rocks at each other like toddlers to figure out who will win the fight (sounds epic right?). I will develop slightly more on that point in my conclusion/suggestions part so stay with me!The other aspect I mentioned is the problems of communication and undestanding brought by Conquest. To make it simple Conquest is a huge chaotic mess and 5 years after launch of the game there is still no clear idea in any player's mind on what strategies are best to employ and what is recommended to do in Conquest. Should we split, should we not, should we revive, should we not and so on. Of course you will find players that will say things like "1 close 4 mid noob" and such but I have never seen a PvP format in any game where players after 5 years have still generally no idea what is the best course of action to do. There is never any strategy involved (especially in matchmaking scenarios) and it's just a huge mess of 10 players trying to figure out what they can do at each given moment. That fact is further reinforced by the problems stated above: bunker, mobile and aoe builds will have a very clear goal on their mind to win the game so they will know what to do (because they will be inferior in other context anyway). The game forces you to play an anti-fun build or you are stuck in the chaos trying to get things done somehow by magic.So after all those critics what would I suggest to improve things ?Well a very simple thing, kill conquest entirely. Keep the maps as they are and simply make a 5vs5 team deathmatch with a time limit of 10 minutes and the first team with all 5 members dead loses the game, no automatic resurrection possible. This will not only entirely solve all problems of builds stated above (those builds will still have a use in certain context but won't be the dominant answer to the problem, aoe may be the only type of build still a bit superior because of down state but with clever balancing it can be done well). This will also naturally push players to coordinate their moves and strategy to win the game. Helping a downed ally would be actually crucial to avoid being outnumbered, using "reviving" skills would finally have a meaning. High cooldown skills would be riskier to use and would require more thoughts put into their use. Every class and specialization could find a use to win fights and every type of build could shine equally. A heavy crowd controle build could help the team disrupting the enemies while high damage builds nuke the key targets and supports could actually retaliate damage for the team and eventually heal a bit. Guild Wars 1 was featuring this type of gamemode and it was just a lot of fun. In my opinion Guild Wars 2 has a gameplay that favors a lot more that type of gamemode (down state, dodges, no trinity etc.). When a team wins the members stay together and are automatically put against another team and they can chain victories to have the best streak possible, the bigger the winning streak the better are the rewards. A specific premade 5vs5 format could be made in parallel and already existing maps could be kept as they are, even letting special gimmicks almost intact to create different dynamics on each map.I would like to hear your thoughts on this, I was having the hope that Arenanet would do something about PvP with the new expansion but sadly still nothing. I think this suggestion would be very easy to implement and solve a lot of issues and bring a lot of fun back into the game. Also it would naturally make Scourge (even in their current state) weaker and easier to counter, spellbreakers would still be super strong and still need heavy balancing but I hope you see why this suggestion could solve many issues. It would have solved the too strong Dragonslayer we had or any similar super tanky builds in the past (elementalist, druids and so on).Please stay constructive with your feedback guys! Link to comment Share on other sites More sharing options...
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