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It definitely requires much more active thinking, but the little I've read on various PvP games apparently shows that the "openness" is not exactly what it looks like. There are well-determined role, well-know skillbars and almost-universally-agreed tactics (front/middle/back-line ... I guess people have structured around the military thinking) well in place. This comment is just to balance things, PvP is not as challenging as one may think at first, but it's definitely more requiring than PvE. I'm pretty sure that there even are GvG guilsd that are well ranked because they pretty much perform almost always the same things, with slight variations.
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Haha, what a complete simplification. And then you have the guts to say this:
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And that's a misunderstanding on your part. I think you idealise too much PvP, I'm pretty sure that players with lowest ranks aren't the people you think they are.
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When you don't even play/know anything about it?
Yes, there are well-determined roles, but they are played by different classes in different ways. Facing a Ranger who is interrupting you is completely different than facing a Mesmer who is interrupting you. They both interrupt you, but they both do different things to you for it. Facing a Monk healer, is completely different than facing a Ritualist healer. They both heal, but they both have different skills. Facing a good interrupter vs a bad interrupter. A hammer war (and going deeper, DH/Magebane/Earthshaker) vs an Axe War. These all fit your simplification, and yet I will laugh at you if you tell me fighting a Hammer War was the same as fighting an Axe War. They both have similar roles, yet they do things entirely different.
Yes, there are well known skillbars. How does this change anything? It isn't about the individual skills, but how your team uses them. Some teams favor splits A TON, some teams don't split at all (and fail a lot), some teams are ultra defensive (Y HELLOT THERE rawr), some teams run balanced all the time, some teams are ultra gimmicky to be gimmicky. Every skill bar is pretty much "well known", because anyone worth their salt knows the intricacies of the game engine and its mechanics, and what all the skills do. Ultimately that is the dividing line between a good player and a bad one. Who knows how things work, and sees the bigger picture. Working as a team and seeing 64 skills vs working lone wolf and seeing 8 skills times 8. Knowing what everything does and how it links together vs knowing how just you work. This is very much why a good interrupter knows the entire enemy team and how to interrupt best (watching high sets, etc), and a bad interrupter doesn't. They might both be good at interrupting, but there is more to it than that. A good monk will watch the enemy field and probably doesn't need to pay attention to red bars, weapon swaps for nearly every spell, and does this so they know how much to use their Guardian etc. A bad monk doesn't, and sees only what the red bars tell them. A good warrior will chiizu dance, quarterknock, target swap to pressure, etc. A bad warrior doesn't.
Tactics does not include team structure, which while you have mentioned the basics (frontline/midline/backline), you have failed to include split structure, of which there are many types (offensive and defensive, and included in each, many setups) and knowing when to split, and which type to do, to maximize advantages. Team structure is universally agreed on, because the game is set up in that way. You'd have to be a complete idiot to put your Monks to the front and Warriors to the back. One does not throw their King at the enemy in Chess, unless if they have a plan to do so, after all.
You forget the human element, something that PvE does not have on the other side. Well known roles, well known skill bars, well known team structure, is good and all, and yet all of that can mean nothing when you add a human to the mix. Or 8. Because humans are crazy, insane, and sometimes completely illogical beings. You might expect them to offensive split with their Ranger, and yet they send a Warrior and a Monk. Stuff like that. There is no guaranteed strategy. You send two guilds running the exact same build, with the exact same attributes, with the exact same level of strategy and knowledge, and one will lose, because of the human element.
I am barely even touching the tip of the iceberg here, maybe you should research these things before you post, there is plenty of guides and such for this stuff.