There have been a couple of threads about this in the WvW section but I guess it also belongs here.
You need to rethink the way you rewarded contribution in WvW. Basing it purely on damage dealt and kills does not encourage the variety of builds that each profession allows. I know you are trying to avoid the “trinity” but I think you are pushing it a little too far. The backwards thing is as it stands now someone can make a “Pure damage” build (which is, if you recall, one of the members of the trinity) and be rewarded EXCELLENTLY for their service. They can not have a single support type skill (except their required heal) and do just fine, get plenty of badges and contribution.
You can also make a “Pure support” build that is INCREDIBLY useful (I’m speaking as a guardian), and you will end up with no badges unless you take your time out of support/defense to “tag” enemies just so you get rewards. This is most noticeable on a Keep/Tower Defense where you are REQUIRED to kill enemies to get credit for the defense. Even if you are CONSTANTLY busy on the wall defending/bubbling/buffing/rezzing/healing/supporting your teammates non-stop, keeping them alive so THEY can do the damage…when the countdown gets down to zero you get nothing.
I’m not asking to take rewards away from those who want to run pure damage. THe suggestion isn’t to take anything away from anyone else, but just give us a little bit of encouragement for the good work we are doing. I’ve gotten several call outs from players for what I’m doing to keep them alive, to maximize their damage and keep the enemy off them. While those thank you’s are keeping me going right now, I would really like to know that the game itself is at least a little behind me on this. Your profession system provides a great variety of builds, so you should support all of those viable builds and not put an obvious preference on one kind of build while penalizing those who build their character another way.
What is the actual suggestion? I’m sure there are smarter people out there that can think of some things but one idea I had after an event last night would be sort of “Kill Assist” system. Obviously if I have a buff of someone I shouldn’t get an equal amount of xp for kills they get…but I should get some fraction (to be decided). The more buffs/support I have on someone, maybe could increase my fraction? I could also have a fraction of the chance to get loot (which would also go up with the amount of support i’m doing).
For a Tower/Keep defense? Perhaps count resurrection/some amount of support to the viable ways to get credit for the defense.
Now I know some people say “Well you shouldn’t be getting rewards just for sitting back and casting one support skill every 1 minute”. Ya I agree those people should clearly not be rewarded as much as someone casting nonstop AOE’s on the wall. HOWEVER, people casting nonstop support skills are being just as involved as the damage dealers. They are the ones this suggestion is for. Just like a person sitting back and casting one support skill every 1 minute, a person casting on AOE every minute should be similarly rewarded (IE: NOt a lot). The way it works now though if you cast ONE damage AOE every minute you have the potential to get a kill, and if you get a kill you at a minimum get a bronze for that defense. Meanwhile if I am NONSTOP supporting my teammates for the entire 5 minutes I can end up with not even a bronze.
Please work this out some way? My teammates are keeping me going right now because they appreciate me, but it would be really nice to know that the game developers actually care about all of the viable builds they built into their system.