I love how Costume Brawl got reduced to "boring" in one update. Don't get me wrong, there definatly was some issues with the format, and I can see the Krewe really tried, I highly doubt there will be alot of PvP'ers (big word, more later) left playing it after this update.
Note I say PvP'ers because a large part of the PvE community venturing in PvP don't care about fun, they mostly care about rewards. On top of that, due to their lack of PvP experience, most of them wouldn't even understand what is fun and whatnot. (Similar to how peope in the 80's concidered Space Invaders etc fun.)
Syncing
Syncing is fixed, but in what manner? One of the biggest complaints of the match-up system is the large amount of terrible people playing. Now, don't get me wrong: it's a good thing syncing no longer works (I must admit I synced last year aswell), but at what cost? Imagine if syncing was weeds growing on your lawn. You've succesfully burned the weeds to the ground, but at the same time your intire lawn is reduced to a pile of ash...
Getting consecutive wins is one of the most fun parts about PvP, because it gives the feeling (illusion?) you're getting rewarded for your play. Now, it's only a matter of time before you get teamed up with 4 complete retards, and your sense of achievement goes down the shitter, because you simply can't carry an intire team. I've done enough runs last year where I didn't sync, and I got teamed up with 4 other semi-competent people. My skill was more ofte than not that little bit we needed to carry our team to victory, and my allies were good enough not to loose matches and ultimately frustrate me to death.
Now, you'dd be lucky if you get more than 3 consecutives, solely because the overal skill level of peope is so low, you might aswell Rock-Paper-Scissors. This alone is for me a reason not to play it anymore.
Instead, they should've just fixed syncing at it's core, and that's shuffling the list of entering players 2-3 seconds before going in, and then form teams out of that shuffle. They've ruined a large part of the fun in a format solely to fix a problem which could've been fixed alot easier...
Bar Changes
Then there's the bars. The main problem was, everyone agrees, the Sin bar. The Palm Strike template was simply so strong, it had no problems killing every other bar 1v1, and even being able to beat most other professions 2v1.
However, the problem never was the efficiency of the Sinbar, but rather the inefficiency of all the other bars.
The Sin bar was so strong not because it was overpowered, but because it was overal; it had healing, condition removal, survivability and killing power. Not only did this make the Sinbar the best to play, it also made it the most fun to play. Nowhere during the time you played sin, even if you died or got rolled 0-20 you got the feeling you got gimped because of your bar. Every other bar had some kind of lack to it, which made it useless in certain situations giving you that "Damn, if I would've been a sin, this would've went differently (better)".
So what should've happened is they should've brought every bar on par with the Sin's, rather than the Sin's with every other. Why? Because the Sin bar was, by far, the best and most fun/complete bar to play, similar to balancing PvP around GvG.
The Monk should've gotten RoD, Veil, some kind of prot elite (think SoR or PnH), maybe even Word of Censure. (If they wanted to go more offensive)
Every other profession in general needed more damage, warriors shoudl've gotten Heavy Blow (for Dev hammer). Rangers were relatively fine, but barbed arrows for their elite, and cripshot or melshot for one of their attacks would've made them alot more suitable. I can keep on going for just about every profession. Rather than making the Sinclass incomplete and gimped, they should've made every other class complete, or compensate lack in certain areas by extras in others.
Now we've got 8 relatively boring bars to play, or atleast for the people who know what they're doing (Just because monkeys think it's fun to play with a stick doesn't mean playing with a stick is fun) because there simply isn't much you can do if your bar is gimped. Blind as a sin? /sit for 8 seconds.
And this whole "bring down every bar to a redicilously bad level"-thing wouldn't have been so bad, if it wasn't for the fact that every bar is so straight-forward. As a Warrior, you litterely go in, and spam your shit. I mean, there really isn't many other ways of playing your bar. As an Ele, you go in and spam your shit. If you don't kill shit, too bad, nothing more you could've done.
Agreed, it's a little bit the nature of the beast (sealed deck), but when you had bars like the old Palm Strike sin, you could work around 90% of the problems you faced simply by playing differently or playing better.
Every scrimmage has now turned into a Rock-Paper-Scissor match. If you're facing an Ele 1V1 as a frontliner, you're going to loose. (Unless they somehow mess up on ashblast + Lsurge) If you face a ranger or rit or monk as an ele, you're going to loose.
Rather than giving every bar some versatile skills, they stripped all bars of all versatily. This in result turns the format in a very boring one to play, atleast for me, and every friend I've pm'ed so far to come and play some CB together. (and talk on vent for the lulz)
The bottom line here is that the balancing of the format (It's relatively balanced now with the exception of a profession or 2) came at the cost of removing the one profession which showed the format in perfection...
GvG Changes
Then there's the GvG updates: 50 bags of ToT-bags per win. I like the intiative, but once again implemented competely wrong. For starters, why would PvE'ers start GvG'ing all of a sudden? 50 ToT bags in peanuts compared to farming them, or doing CB. Given the fact that on average, you'll need 2 GvG's for one set of bags (50/50 ratio, probably even lower for PvE'ers), and an average GvG lasts about 25 minutes (including set-up, waiting time, etc).
That's 50 bags per hour, hardly worth playing for, especially when you still don't know what you're doing.
And even if PvE'ers started playing in masses all of a sudden, what's stopping them from turning this into a RR event? Anet once again mistaked promoting PvP with promoting farming. More and better rewards are good, as long as they can't be farmed. "Force" PvE'ers (so to speak) to LEARN to play better and more efficient, and reward that effort. For those who absolutely don't want to PvP, don't. (So don't give unique rewards, but don't spit in our faces either -like 50 ToT bags-)
Nontheless, for the people already GvG'ing, this is a nice bonus, but ask yourselves, is this really what the GvG scene needs? Already alliance chat (of a top 30 alliance) is getting filled with jokes as to how redicilous this really is. Surely, it's welcome free money, but this in no way makes up for the years of neglect, or gives people a feeling of "satisfaction" all of a sudden.
Final Statement
So in overal, what happened is Costume Brawl got reduced from being a fun format for both Die-Hards as the casual gamers, to a format at best playable for an hour orso, only to leave it with a taste of sentiment to the old CB.
As for GvG, I believe hardly anything will change for both the GvG or the non-GvG community. Rewards aren't high enough to lure people, and if they were they'dd be given for the wrong reasons. Getting more people to PvP is psychology more than good game balance or other attributes.
You got to get people to want to GvG, rather than to want to farm the rewars for GvG, and I believe this update failed miserably at that.
I can see, and feel, Anet is trying to reach out. But it's FAR to little, maybe not too late. Anet, and apparently the Test Krewe, still has alot to learn as to fixing the problem rather than the symptoms. A good effort, but I can not see me enjoying this Haloween more than I would've any other week, aside from the "free" ToT bags I occasionaly get...
K



