People dislike conquest as a PvP game mode because the way it is implemented in GW2 encourages focusing on the objective and not engaging other players. The format also prevents anything more than 3v3 skirmishes. It promotes defensive/bunker builds over offensive or supportive builds due to these things. It's also typically very snowbally for the entire game. Unless the winning team makes an extreme blunder like losing all three nodes, you can typically decide the outcome of the fight within the first third of it.
Some people dislike this reality. There's also very little actual coordination in group fights, it's basically "Target X until X dies." But that's a bit more complex of an issue than just conquest.
And frankly, the way CTF was implemented in the newest map just further encourages tank builds. 40% movement speed, not being able to utilize speed buffs, and not being able to teleport make bunker guardians and d/d bunker eles the optimal choice. The logic behind this could be that what's the point of chasing the flag carrier if we know we'll never catch them? Well, what's the point of chasing the flag carrier when you need two or three people to actually kill them?
---------- Post added 2013-02-15 at 11:33 PM ----------
Compared to a meta of 5 bunkers or 4 bunkers and 1 mesmer?