Now, I feel most of the attributes in GW2 is great. But in structured pvp, I feel there is a big problem. I'm not talking about the map design or the catapult, but how the point system works.
Pay attention to this video on the point gain. Each point you need to capture only gives you 1 point at a time out of 500 needed, most of us know this.
Lets put in a hypothetical situation. Lets say my team is doing badly in the early game and at a point my team finds ourselves 350/500 and the enemy is 450/500. The only way my team can actually win is if we capture and hold all 3 points for the rest of the game.
I'm sure in a pug match that is somewhat realistic since that does sometimes happen in other games like LoL: Dominion or even in Arathi Basin from WoW.
However, on an actual competitive match, if you were that much behind, there is no way a professional team could hold all 3 points against another professional team.
What I am suggesting is, at a certain point, if you're that far behind, you already lost, and that is true no matter how good or bad at this game. It is how the structured pvp works. The way it is only true equally competitive is if both teams were close the whole entire time. Eventually at a point in the game if the whole time the enemy held 2 points, you will get so far ahead it will be impossible for you to win at any point in the future of that map.
Well, I personally feel that this current system is broken in that aspect. How can we fix this? Well, I feel that the team who owns the most map points, as in 2 map points = 2 points per second (3 points = 3 points per second). If both team have 1 point on the map and the third point is contested, then they both get points at the same pace (1 per second).
Edit: Changed the wording in my suggested change, but not the context.