The Arena Thread
With Alpha 2 on the way, I have decided to dig deeper into the competitive Arena system offered: 1v1, 3v3, 5v5
This is what has been confirmed, so let's dive into it. Just remember that these are my personal opinions based on what's been said, years of comeptitive gaming and what I am hoping this game mode will turn out to be.
At the moment, I suspect that these will be objective based arenas:
For 1v1 & 20m, FFA can remain as objective based as we have dueling (20man FFA being a battleground style game mode)
For 3v3 & 5v5, I think it should be the classic team deathmatch style (last team standing) with no respawns.
Most of scenario based modes in this game is objectives based, whether it be destroying sieges, caravans etc. so having a smaller scale PvP based arena focused on purely the classes and team vs team will give it some more diversity instead.
The Arena should focus on player vs player, working as a team using skill, game knowledge, cooldown management and coordination to defeat the enemy team with zero respawns. There shouldn't be arena gear - it should be what your character has earnt from raids, dungeons, crafting etc and that is what you use to compete with, therefore skill can only be used so much before it is time to go back out into Vera and get some upgrades (preventing people from just sitting there queuing Arena and letting them still have to take part in the game)
- Confirmed is a ladder system, ranked rewards per season with titles, cosmetics only is perfect
- Having too many Arena brackets will diminish players participating and the ranking system
- Arena should be cross realm to create more diverse battles and different team compositions
- You & your team should have to travel to an NPC to que the Arena (preventing node sitters)
Balancing of the Arena:
We already know that it is a rock, paper, scissor type game style and in dev videos, regarding the arena, they did say skill can help counter it. When balancing the arena, I believe there should be:
- A way to not affect the rest of the gameplay, it can be changes specific to that instance (i.e spell/ability is reduced by -25% while in the Arena but has full effect in open world) this prevents class changes from clashing with PvE and open world PvP
- There should be no potions or outside buffs for the Arena, only what your team can provide, if there is potions make it a big cooldown to use therefore its a more calculated decision
- 6 month seasons with seasonal rewards confirmed, and players can come show off their skills and maybe once a year tournaments can be held so that players can get into it and cheer on later when the game develops a bit more
- Gear cap should be a thing to a certain extent to prevent the hardcore PvE'rs from dominating in the arena (purely from their gear) and still putting it down to mostly skill and team coordination to outplay your enemy team and also (BIG COOLDOWNS can be not useable in Arena to make it a more exciting and competitive game mode)
I have stated some compromises to not break the integrity of this game and enjoy all the aspects it has to offer while still making Ashes of the Creation the game you want it to be. I'd love to hear your thoughts on this.