Guild Wars 2 April 2014 PvP Changes - How They Affect You

The latest update to Guild Wars 2 in April came with a lot of changes to sPvP. For those who have been playing the structured PvP system for a while now, the reward changes are by far the biggest difference we are now facing. For some this is great, and for others it is quite possibly one of the worst things we have experienced. Let us take a look at why.

Rank Changes

Probably the most controversial change to the PvP system is the way that ranks work. Instead of earning rank points throughout matches and then getting a small bonus at the end (which was 50% of whatever you earned through the match if you were to win, and nothing if you lost), there are now guaranteed ending bonuses of either 300 or 1000 (lose vs. win, respectively). This was done to speed up the ranking process, allowing players to get to the top quicker than before. It also came with a change in rank requirements (in regards to the Rank Points needed), boosting everyone up past where they were prior.

This is a huge issue because it undermines the work earlier players went through to rank up. Whereas it used to take days to get a rank, it can now be done multiple times a day. What was once a great sign of both skill and persistence is now nothing but a sign that someone has played. Due to the changes, and the guaranteed rewards, there is nothing to show off when it comes to rank. Even the worst players are going to hit the top ranks, and it will only take them about twice as long as the better players. This is the complete opposite of how it should be.


PvE Rewards in a PvP Area

This is something a lot of us have been against from the start. When it comes to creating a game and keeping content separated based on what it is (in this case PvE and PvP), it should remain that way. I mix the WvW system in with PvE, being that, while it is PvP-based, it also has a lot of PvE aspects (and has always counted towards the daily and monthly PvE achievements). With that said, structured PvP has always been separated, sort of like it is a new game. In fact, all of these things were different between the two:

  • Different level systems (PvE had the normal levels, while sPvP had ranks. Neither could be earned through the other style of play)
  • (Different gear (sPvP always had its own set of gear, where everything was equal and all players had the same choices. PvE, on the other hand, had different tiers, different levels, etc., leading to a lack of equality)
  • Achievements (PvP achievements could not be obtained through PvE or WvW. Conversely, PvE achievements could not be obtained through sPvP)


All of these things helped show that PvE and sPvP were separated. Now, however, there is a new reward system called “tracks,” where the rewards are based on both sPvP and PvE. In fact, they reward things like yellow items for PvE (which are not bound and can be broken down or sold on the market), as well as things like Luck boosters that help get better rewards in PvE. These things should all be obtainable only through one method: PvE. Mixing the two together like the patch has done has changed the way the entire game works. Now players can obtain the PvE rewards they want, while in the safety of the sPvP system. Along with this, higher end items can be obtained with lower level characters that otherwise would not be possible, being that the sPvP system puts everyone at level 80. Even worse is that these tracks are the new method for obtaining sPvP rewards, rather than bags at the end of match wins.


Other Changes

Other changes that came to the sPvP system are that gear is now brought in from PvE (which further stresses the fact that there is less separation between the two situations) and that players can now change PvP builds (and the gear that they have equipped) during the preparation time of a match.

The ability to change PvP builds before a match starts is pretty huge, because it allows players to see what their team is comprised of (both class and role), after which they can alter their build according to what is needed in the group. Far too often prior to this players would be forced to stick around in a match where there was simply no chance of winning due to bad build structure. Now, however, this is no longer an issue (at least, assuming that players join the match before it starts, rather than waiting until the game pulls them in to it automatically).



Overall, the April patch to Guild Wars 2's sPvP system seems to be made with good intentions, although they did not follow the path that most of us would have liked. When a game is going to separate two sides in to their own compartments, it should remain that way. Deciding months down the road to start mixing and matching the two together is a recipe for disaster. It is hard to tell what is going to happen as a result of this patch at this point, but hopefully it works out for the best.


Source: MMOSite

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