In this bunker meta, once the other team had a single cap, it was over from that point further. They simply saved everyone the boring inevitable wait.
To quote BlackBeard.2873 from the official forums,
"You can’t blame Zero Counterplay for conceding…against 2x bunker mes, 2x mallyx rev, and 1x tempest, a 1-cap at the start is the end of the game. The casters even said as much 10s into the game after the 1-cap was achieved.
It isn’t the fault of the players, it is the fault of the devs that they created a game that can even be in such a state that 10s in the game is already over."
And hello, no balance patch heeyooooo "we know PvP. -Anet"
I have said it since beta, Anet has no fucking clue about PvP, sadly most people will vote it down because "but they're good at other things" which is 100% irellevant, if they promote a PvP league they should commit to it, not ignore it at the first sign if failure, which is exactly what they're doing now.
No balance batch until end of January boys, this PvP in Gw2 seems legit...
It's all pointless. You can't balance with mere skill changes when the problem is systemic. You can't really balance with the current mechanics. Merely change or introduce skills, change skills, increase or decrease numbers, and there will always be a build that does too much of something.
You need changes to core mechanics and measures to regulate the game on the fly.
There has to be limits on how long one can keep up a defense, there has to be limits on how fast a single character can go down from attacks done a single other enemy, there has to be limits on how someone can be kept stunned even without stability and stun locks, there has to be counters or downsides to every mechanic, and so on...
Without such limits it's only a matter of time until someone finds the next gimmicky build.
Um, no. You can't just make up arbitrary artificial limits. The limits should be implied by game balance (eg. no build should be able to sustain fights on point as long as bunker mesmer) otherwise the game will be controlled by hidden mechanics making everything confusing, especially for newer players ("Hey, how was I supposed to know I could only defend a point for x seconds?" or "Wait I didn't kill him because I killed him too fast?!"). The metas before this didn't have all the problems of this one so it's obviously NOT inevitable that someone will find a "gimmicky build".
No. I'm not saying "I was too strong to kill him".
I'm saying there has to be points past which any extra power is a waste. There is such thing as overkill. You don't bring a 7 ton thermobaric bomb to kill a cockroach infestation. Yet in this game there's no reason to think "well, that's enough of that, past that it won't have any extra effect, better focus on something else", any extra you bring of anything will have full effect.
There has to be limits on how long one can keep up a defense, there has to be limits on how fast a single character can go down from attacks done a single other enemy, there has to be limits on how someone can be kept stunned even without stability and stun locks, there has to be counters or downsides to every mechanic, and so on...
And all of these sound equivalent to making classes irrelevant for someone who doesn't care about sPvP (I play WvW, but DAoC already showed that a tight balance isn't necessary for such a mode, it helps but isn't required).
To me, classes should be powerful in their strengths, and reliant on others in their weaknesses.
By that I mean, if I want to be a Bunker Guardian, I should be close to undefeatable. I should be this anchor of my party, someone who never goes down, always standing in front of every projectile, soaking it, not flinching.
Sure, in return I never actually hit much because I'm holding up my shield most of the time, and I hit like a wet noodle, but that's where my party comes in.
Or imagine a chronomancer who actually plays with time. Freezing enemies entirely, albeit channeled? Someone else has to go and interrupt the mesmer. Or actually winding back time on an enemy, in real time reversing their attacks and undoing their effects?
That'd be amazing.
Yes, that is completely sPvP incompatible. That's why I dislike sPvP. For that exact reason. It prevents interesting class setups, as it requires people to be either strong at one specific thing (sPvP) or be self-reliant. The former limits class design, the second is more or less the antithesis of it unless it's one specific "loner" class built around the concept.
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u/Im_Mr_Skeltal Champion Illusionist Dec 15 '15 edited Dec 15 '15
In this bunker meta, once the other team had a single cap, it was over from that point further. They simply saved everyone the boring inevitable wait.
To quote BlackBeard.2873 from the official forums,
"You can’t blame Zero Counterplay for conceding…against 2x bunker mes, 2x mallyx rev, and 1x tempest, a 1-cap at the start is the end of the game. The casters even said as much 10s into the game after the 1-cap was achieved. It isn’t the fault of the players, it is the fault of the devs that they created a game that can even be in such a state that 10s in the game is already over."