shiggidyshwa, on 24 January 2013 - 03:49 PM, said:
I GvGed A LOT in GW1 and the stalemate matchups really depended on the comparative skill of the guilds involved. It required an almost equal balance of team skill for a stalemate to last until NPC rush.
Do you not remember sending individual gankers to pick off the borderline NPCs? Or using the catapults to down a few enemy players and gain the upper hand?
The number and variety of guild halls only added to the dynamics.
This game has more of a potential for tactical gameplay, owing to the expanded movement skills and abilities, combo fields, and the downed state. I believe Anet can work on creating more dynamic PVP maps and adding more dynamic events to WvW, but other than that, I think the PvP potential is rock solid.
When comparing builds/skills I always assume equal skill level of players ofc.
And I agree GW2 has more potential PvP-wise.
Cube, on 24 January 2013 - 04:32 PM, said:
And this will come for GW2 as well. The game is still young, but already have people found that certain builds are superior to others and they run those or/and want others to run them too.
In a little bit of time every team will run the same build for months, years, till something better comes out...
I don't think so.
In GW1 certain professions were much better than others in roles.
For example frontline was pretty much always warrior (1 or 2) with just a very small timeframe of sins and later dervs.
Healing was always monks, flag running was almost almways a rit.
Interrupting was only mesmer, and in condi teams ranger.
While in GW2 atm.
Bunker: guardian, staff ele, necromancer, engineer.
Roamer: thief, ele, mesmer, warrior
Support: warrior, ele, necro, engineer, ranger
Pure DPS: mesmer, warrior, thief,..
The roles are alot more diverse, and people actually have a choice depending on team setup, sometimes a bunker guardian will be nice, and sometimes a bunker necro will be better.
While in GW1 pretty much half your team was predetermined what ever you rolled.