1. (Orbs of Power)
Bring back Orbs of Power to WvWvW, but change how they function. Ideally, they should have growing bonuses to make holding/stealing them become increasingly important over time.
As an example, say Orbs were worth 10 points at every tally. This bonus could increase every hour to a maximum of +50, resetting if the Orb is stolen or the keep is captured. Alternatively, rather than simply growing over time… Further Orbs could spawn in the Altar at the top of the map, and can be placed (stacked) on top of eachother for increased bonuses. (up to the conventional 25 stacks, and therefore reduced to 2~3 points per stack at tally)
Furthermore, rather than functioning as point gain, Orbs could be used as a sort of "Orb"ital strike cannon (pardon the pun) Activating the orb would destroy it, and cause a strike at a keep of your chooosing. (the orb would then later respawn at the top of the map)
2. (Alternative Point Gain)
I see WvWvW as GW2’s Alliance Battles. As such, I feel it would be beneficial to reinforce players in all aspects of WvWvW, rather than making the focus entirely about holding land.
Currently, while there are a great deal of events and enemies in WvWvW… Most of this is looked down upon by the majority of the playerbase. “Why waste all that time killing the Overgrown Grub?” People ask. And they’re right, you know. Why do it?
Here’s why. Add point values to actions performed outside of holding areas at set tallies. Upscale the point value of held structures to keep them important, then add in alternate means of generating points for your server. 1 point per player kill, 5 points for “small” events (Veteran Ice Wurm and similar) 100 points for “large” events (Overgrown Grub and similar) and 3 points per player completion of Obsidian Sanctum (Awarded on chest use)
3. (Balance)
One of the biggest issues plaguing WvWvW is the lack of Balance. And by that I mean player-base balance. Many people complain that their server has no “Night Krewe”, and they’re hit hard during the night. They don’t have many people to fight, and “Outmanned” doesn’t do anything to help that.
My suggestion is a simple one. Multiple tiers of buffs. For simplicity sake, compare the highest population server to the current server at any time, only taking into account the current battleground.
I’ll give some examples below, followed by what these buffs should do.
Server (A) has 100 players. Server (B) has 75. They are Outmanned. Apply the current Outmanned buff.
Server (A) has 100 players. Server (B) has 50. They are Outgunned. Apply a new buff, in addition to or as a replacement of the old buff.
Server (A) has 100 players. Server (B) has 25. They are Grossly Outnumbered. The Kodans cry out in dispair at this lack of balance, and come to Server (B)’s aid.
Server (A) has 112 players, Server (B) has 54, and Server © has 28. (B) is Outgunned, and © has Kodan War Support.
Outmanned : +33% Experience, +33% Karma, +50% drop rate of Siege Blueprints.
Outgunned : Naturally Regenerate Supply. (At a rate of 2 supply per minute)
Kodan War Support : Kodan allies stream in from the main asura gate. These allies act as Dungeon NPC’s, being able to be revived, as well as following nearby players. These Kodans also regenerate supply as with Outgunned, and help build any nearby siege. One Kodan Veteran NPC is added per player below the highest. (E.G. 100 players vs 25, 75 Veteran Kodans join the fray and follow nearby players and/or attack the nearest enemy structure)
4. (Mesmer Portals)
Remove them from WvWvW, or change their mechanic in WvWvW to function as a shadow step rather than a teleport. Preferably, remove them entirely.