Feedback:User/Delvin/Re-implement Team Arena and Hero Battles
Re-implement Team Arena and Hero Battles | |
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User | Delvin |
Categories | Player vs. Player → Other |
I know this is going to sound crazy, but re-introducing Team Arena and Hero Battles right now is probably an excellent plan now that there has been a resurgence of players from the Hall of Monuments update, and considering how difficult it is to get a PvP character title from working from zero, limiting our options feels a bit restricting. I wouldn't bring them back quite the same however...
Team Arena[edit]
The issue with Team Arena when it was removed was its stagnation in the types of skills being fielded. I feel as though this wasn't as much of a problem with the skills as it was an issue with the maps. When it boiled down to it, all of the maps ended up with just two teams in the middle fighting each other, which, frankly, is the point to PvP, but it left a lot of skills and opportunities to spice up gameplay sort of out of the loop. So my suggestion for Team Arenas is as follows:
Running Maps[edit]
These maps would place two teams near each other to start, and the goal is to essentially reach a certain point in the map to get points and keep the other team from successfully doing so. This would help introduce (more) pinning skills, running skills, and other skills that don't put emphasis on just damage.
8v8 Maps[edit]
These maps would take four teams and randomly pair off each team so that instead of a typical 4v4 match, we instead get a more interactive 8v8 match. These would help create a community atmosphere such that the party will also have to plan for the possibility of being paired up with another team and how their own skills will effect them as well.
4v4v4 Maps[edit]
One thing I remember when Team Arenas still existed that I hated was waiting for there only to be three groups in the outpost and two teams getting to fight. Multiple team maps would allow for the odd team out to continuously participate in battles instead of wait at the outpost for one of the other two teams to finish.
Hero Battles[edit]
Stagnation was also an issue here, but this time caused simply by the fact that you placed three bots and one human up against each other and the maps were repetitive. I know that by adding in a smarter hero AI that this would be more fun, but seeing how Guild Wars 2 is in full developmental swing I think the time needed for updating the heroes is a bit lacking. So I propose the following: limit the players movement. This is hero battles, so I feel as though it should be treated as heroes vs. heroes. Using this along with the other types of maps given from Team Arenas should shake up the metagame drastically
Hero Fights[edit]
The main issue of this type of mode is how to limit player interaction with the other team. Players should not be allowed to hold shadow stepping skills (heroes can) to limit their ability to actually join with their hero team or charge in against an enemy hero team. Using shrine capture for this mode would still probably be best.
4v4v4, 8v8, and Running Maps[edit]
Same as those described as above for Team Arenas.