Feedback:User/Sparky, the Tainted/Skill Sideboards

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I suggest a "sideboard" or back-up skills feature in structured PvP, as opposed to WvW and PvE where skill swapping any time outside of combat is fine.

Outline[edit]

  • This sideboard would consist of two non-elite skills.
  • You may only change out your build at certain points in the match.
    • These points could be at time interval and/or round victory, splitting the match into 3 battles (for a "best of two" game type). When the round is won or time is called (and a winner is declared by some means), both teams are removed from combat and have about 20-30 seconds to change their builds from inside their starting area before the next round begins.
      • pros: would provide time to discuss build changes with teammates to make collective tactical decisions; provides for a short break from fighting
      • cons: may cause matches to take too long; players may use multiple gimmick builds with different counters, making it a guessing game as to whether or not they will swap gimmicks, which may lead to wasted skill slots (hopefully this is not possible)
    • Could be on player death.
      • pros: if you're not dying, then your builds are probably fine; if your team is killed, you get a bonus of getting the chance to counter the opponents (and if they die, they can counter your counters etc.); forces players to make individual tactical decisions at times; allows active counters to gimmicks
      • cons: a team without damage and just survivability will have to suicide in order to get offensive skills (serves them right!)
  • You choose the sideboard skills you wish to bring before the match starts.
  • You can change nothing else in your build.

Objectives[edit]

  • To make a Build War less predetermined when someone is the rock lobster to your scissors lizard.
  • To allow players to alternate their hex removals for condition removals if you find that you're fighting more conditions than hexes etc.
  • To make a gimmick's counters viable through sideboards, because overall roles will not be able to completely change with the swapping of two non-elite skills.
  • To punish overly focused/polarized team builds by not offering very as role change as counter change.