We have few topics about general feedback, but I would like to narrow things down do structured PVP to be more precise. I'm really interest in what people think about this form of PVP in GW2.
1. Maps
Personally I'm impressed with map design. Maps are nice, details are there, but environment is not distracting you from combat. In Battle of Kyhlo we have trebuchet, it's a great feature as proper use can really help your team to catch up. But its slow rate of fire and logistics involved in setting it up makes it double edge sword, to the point where every missed shot may cost your team a potential win. Forest of Niflhel have two veteran (elite) NPCs which can be killed for point boost (50pts), while this idea is great, they are waaaaaaay too easy kill. I can solo them on my Engineer and he is oriented more on damage than survival, so I'm guessing more defensive Guardian can solo them without a scratch. Overall: 9/10, just make the NPCs harder to kill in FoN and we are set.
2. Conquest Mode
I wasn't really honest with people about it before beta. I was defending it, but deep inside I was very worried about no deathmatch style gameplay. Fortunately almost every doubt about conquest was swept away in this beta event. Anet has reached almost perfect balance in points awarded between player kills and holding points. What I could only suggest is to increase the point cap to 750pts as 500 is making matches too short. There's fighting on points, on the roads and for secondary objectives - I was very impressed by it. The tournament 5v5 bracket looks even more delicious as it will allow for great variety of teamplay tactics. It's not uncommon to overturn even 300pts difference which adds to excitement and rewards better play. Overall: 8/10, they need to adjust the cap.
3. Flow of Combat
At first, everything looked.. chaotic, spammy and without a purpose. But with every match it was easy to catch up on class mechanics and fights were becoming more organised. You spam = you die, period. Abilities need to be timed, you need to predict enemy's movement, team play is crucial, positioning is key. If they really add ability to change the intensity of particle effects the combat will gain even more depth as using cross professions combos will become more reliable. I also loved how much visible it was which player knew what he was doing and how much difference the proper use of skills made - it is very rewarding.
There is also no issue of "melee profs having a hard time", omitting the fact that every class can do range damage, I just want to say that (based on current beta) when it comes to PVP, this is the best balanced game in melee vs ranged department. My friend was playing mostly warrior during this event and when we had met in opposing teams, I never felt I had an advantage over him and neither did he.
Overall: 7/10, fix the particles and it will be instant 10/10
4. Profession balance
Bit too early to formulate accurate cases. For example, for me at first Mesmer seemed very "OP", but after changing just one utility skill they become very manageable. If you feel that particular profession is dominating you it generally means your build is out of "balance", by that I mean that it's too specialized or there is no synergy between your weapon setup and utility skills. Overall: too early to say
5. Number crunching/theorycrafting
Orgasm. Yup, I went there. For a math freak like me, this game is gold. You have your weapon skills, healing skills, utility skills, 5 trait lines with various effects that affect skills in a very strong manner, runes on gear, gems in accessories, sigils on weapons, multiple MEANINGFUL stats (vitality, power, toughness, precision, prowess, expertise, malice, compassion, concentration), class specific stats (like ingenuity, brawn etc) - all this makes up one huge puzzle that's delicious and I will devoured it.
Putting nerdgasm aside, it allows for huge class customization. Runes, gems and sigils have really big impact on your performances and the number of them (A LOT) gives you lots of choices of playstyles. So no, it doesn't end on 5 wpn skills and 5 utility skills - spec building is very deep. Overall: 10/10
6. E-Sport
Anet claimed few times they want to support competitive community. My opinion? They are really on to something. Conquest mode really performs very well at delivering exciting matches (just increase the cap) and if they deliver on the promise of regulating the particle effects this game can really be very pleasant to watch for spectators. So yes, this game has a very big potential.
I also need to add how nicely the whole system worked during beta. The "Play now" button REALLY did make you.. play now ;p. Since there are no stupid factions, there are always players available to play. Auto balance feature was present, but it wasn't very intrusive. Server browser did work just like in FPS games, you could select the server and press play - done. Although you couldn't (yet) create your own match this feature is promised to be ready for launch and that only improves the chances of this game entering e-sport world.
So.. thanks for reading. Your thoughts?