The Integration of TDM into sPvP

#1 - March 21, 2014, 5:47 p.m.
Blizzard Post

There is a TLDR at the bottom of the second post

I would first like to say that I am so pleased to see the development of Team Death Match into this game which already has a great foundation of combat mechanics. I’ve been lurking around for a great while waiting for the next big thing for GW2 sPvP since release, and it’s been a long time coming. Unfortunately I’ll be gone for training for 6 months while this release goes live, so hopefully I can get back into the action of a well-developed game mode /fingers crossed! And maybe instead of TDM, Annihilation.

From watching the live stream about how to possibly make this a game mode with official support in the current rotation I have a few ideas I’d like to bring up, as well as many other members in the community as well.

1) Rather than just placing the game into the rotation, or having a vote on whether or not the team wants to play that map, have a separate queue for the players who want to play. This seems pretty standard and I’m sure most of the community who supports this game mode would like to see this as a ranked queue separate from capture points.

2) Some things that I worry, and many others worry about is how long these matches can/may/will take. Picturing two teams of bunkers whether it is 2v2, 3v3, or 5v5 makes me want to slam my head against a desk. With that, maybe have a timer and at the end of the timer, the team with the most stomps wins, if it’s a tie, the team with the most downs wins, if that’s a tie, the team with the most damage dealt wins (or something among that nature). Or another idea is to have enraged timers; this could be like after a set amount of time, each minute after that increases damage output by 10% and lowers defensive traits by 10%. Thus a full bunk banner warrior would have the damage to kill burst class or be killed by a burst class pretty easily. Just some food for thought when it comes to balancing stalemate matchups.

3) I think most the sPvP community in GW2 would like to see this be part of a ranked system, keeping it completely separate from the established capture points and ratings. It would be wild to see solo-queues, literally 1v1s for the players want to have the claim to fame of being the best mechanical player in the game. Players could literally have bragging rights about being the best Warrior in the game (NA/EU). Rather than it being account bound on the leaderboards, have it character bound, this way, you guys could have an idea of what is over powered in a 1v1 environment and see that, “Oh, look at that. 75% of all Mesmer’s beat Guardians. What is going on here, do we need to balance this, or that?” or “Wow the top 20 players in solo queue are all Warriors, is there something wrong here?” Things that help you with checks and balances to the individual classes.

4) As for the 2v2s, 3v3s, 5v5s, or XvX, set up a registration for teams. A while back I was playing on a mule account with some friends and got to the top 25 for Team Queues after playing 10 or so games. This shouldn’t happen, people legitimately earned those rankings in the team queue, my rank should be associated with my team not myself. I know this is something you guys already know about, but it really is unfair for the players that work so hard to get up there, just to have some mule named, “Your Mom Irl” or “America F T W” on EU to get up on the front page. A way to make the registration somewhat serious, is to have a charge for the team make up, “x” amount of gold/gems per player, an account may only be attached to “n” amount of teams at a time. Then the team will have its own MMR, where you can only have “y” amount of players on the roster at a time.

#9 - March 23, 2014, 5:32 p.m.
Blizzard Post

The idea about the enrage timers is fairly interesting. This map is going to play a lot differently than the 2v2 or 3v3s you see in Forest/Foefire. There is a lot of terrain to LoS on, and it’s fairly easy to disengage and reset. Tyler Chapman and I have had some extended duels on the map, but there’s definitely more flavor in it than just going head-to-head on a flat plane.

When it comes to feedback (after you guys have had a chance to play it), I think the scoring is going to be an interesting subject. Is this going to be a one-life type of deal, or solely based on timer? First option gives you much more of an arena feel, second is more deathmatch. Good news is you can replicate a lot of these options with the existing custom arena settings.

Anyways, I look forward to seeing what you guys think once you get into the map. I’m sorry to hear that you’ll be gone for training, Cheri. We’ll see you when you get back.