
As we all know, there have been many complaints on these forums about "PvP this" and "PvP players want such and such", and there is really no end in sight to this argument. Both sides either want UAS/UAR, or they don't. Fixing the PvP in this game should be one of the first priorities on ANet's plate. While I myself am not a hardcore PvPer, I do enjoy that aspect of the game and can see where it is lacking.
The first thing that needs to be fixed is unlocking skills for PvP. I'm not talking about UAU (Unlocking all Unlockables), I'm talking about a way of unlocking skills that is closer to the pace that they are unlocked by doing PvE. Something that instantly unlocks everything will never work in the long run, because there is no effort involved in getting the skills. What I propose is unlocking skills gradually through PvP, which I and others have mentioned before in other threads. For this form of unlocking, it will reward: Kills, assisted kills (for the monks), and winning in the random or team arena (Winning the HoH has it's own rewards

All characters will start off with their basic set of skills for BOTH the classes they are (the skills PvE players learned in pre-searing). Buying each normal skill will cost 2 skill points, and all elites will cost 5 (seems high, I know). The skills that are available to you would depend on the total amount of skill points earned. For example, if you earned 10 skill points, you would have less spells/skills to choose from than if you had earned 80 skill points. The skills unlocked would have to be carefully balanced though.
If newly built PvP characters only have basic skills, this would put them at a disadvantage in normal arenas. Therefore, I would also suggest a PvP version of "Pre-searing", where PvP characters through a certain number of skill points earned can have an arena to practice in before moving on to the harder arenas. This will allow new PvPers time to adjust.
Also needed for the new expansion, while not absolutely necessary, but something that would make PvP more interesting, is different style PvP. And it's not just different win conditions with the same, small, standard arena. Here are a couple good examples I picked out of new arenas from mostly other posts (I just elaborated)
1)PvP on the High Seas
In Massassi's thread here , he suggested that the expansion have ships, and Mimu had mentioned PvP ship battles. This would be an excellent way to not only liven up the standard, stale PvP we have now, but actually create more people willing to play PvP.
There could be different style ship-arenas with different win conditions. One "arena" be each team has a ship sailing alongside eachother, and they are connected by a gangplank. There would be 2 objectives in the arena: Disable the mast of your opponents ship by using a dwarven powder keg, and assassinate the captain at the helm. This would be so much more intriguing than the current "two teams run and slaughter eachother" style found in the random arenas.
2)Free-for-all PvP
I know I may get flamed for this (because guild wars is a "team" game), but I personally would like to see a non-stop FFA PvP arena. It would need to be a very large map, with cliffs, caves, and places to hide, where it would be non-stop slaughter. There could be a little counter to keep track of your total kills, consecutive kills, etc. And in the outpost they should have a sign that acts as a "high-score" board. It would just be a place for PvPers (or even PvEers) to test out a new build or new skill combo, or just a place to go fight when your guild is not online.
3)Two different types of siege PvP arenas
It has been mentioned by many that back in the beta (?), ANet had a siege-style PvP arena that they have since gotten rid of. However, this is a really great idea. There are two kinds of siege arenas that are possible.
-One would be set up with a sieging team and a defending team, and the defending team has to hold off the attackers for a set amount of time. The attackers would get unlimited rezzs (but still DP) at specific intervals, and their objective would be to kill the Ghostly hero and ressurrection priest that are being guarded by the opposing team. The "castle" being guarded would have a closed gate, and the attackers would initially have to use a battering ram to break it down (3 people need to carry battering ram, get up close to the door, and the pointman simply "attacks" the door. Normal weapons would hardly damage the door). For 30 seconds afterwards, all the attackers have a 2% morale boost and run 5% faster. I'm debating whether or not the defenders should get boiling hot oil to pour off the walls, I just don't know how easy that would be to implement
-The second could be a "castle vs. castle" style PvP with very large teams on both sides. Each castle could have two stationary catapults behind the embattlements at the tops of the walls, and each team would start off with three "light" catapults in the beginning. The heavy catapults could be disabled by explosives, but the light siege weaponry could be destroyed by normal weapons and even stolen . Since when you are pushing it you would walk much slower, if the enemy cuts you off and kills you, they can take your catapult and use it.
The object in Castle vs. Castle would be to kill the enemy ressurrection priest, and kill the lord of the castle.
In addition to all the new types of arenas, I would like to see different spins on the old arenas. Different terrain with different strategic advantages, etc.
Constructive criticism, comments, and other suggestions are not only welcomed but encouraged.
Terribly sorry for such a long post
