There was a recent post on “the future of WvW.” https://www.guildwars2.com/en/news/devon-carver-on-the-future-of-world-vs-world/
It stated what was wrong with current WvW but it didn’t give insight in what they were doing to improve it. So then here’s my suggestions on how to improve it. I hope you guys like them.
1. Make repairing more rewarding. Right now it isn’t worth your time. You can drag 10 supplies across the map for 5 wvvxp. You also gave up your chances at assaulting a tower because you gave up your supply. So here’s my idea: make it an event. When there is siege damage taken to the wall or door an event pops up called “Repair the Tower” or “Repair the Keep.” After you spend 20 supply you get a gold metal and get, lets say, 40wvwxp and nothing else. The event would refresh about every 3-4 minutes. You repair and then you have to search for whatever did the damage because you aren’t going to keep being rewarded.
2. Make stealth traps last longer. 30s stealth removal is not enough to flush thieves out of large keeps and castles. It doesn’t help that there’s some cheesy blink locations you can get into either. You usually only set these things off on 1 player. I want them to have a heart attack when they do.
3. Make all traps unable to deploy when hit. I sometimes drop these things in the middle of a zerg and they just dissolve. There isn’t much they can do about it either. This thing is not a trap, its a bomb. Make it more trap-like and have it deployed away from all the action.
4. Give some rewards for the thankless work. Repairing towers was one of the thankless work, having opponents set off traps is another, and last there’s trebs. Have it so if a player dies while under the stealth trap they get an assist and give some wvwxp to the players who catch others setting off supply traps. Not a lot of wvw xp, but something, maybe 2 per 5 stolen.
5. Give some better rewards for trebbing. I like the treb. Not because it’s long range but because it forces the other team to crawl out from their walls and kill it. The problem is that it is thankless. You can spend a good half an hour shelling some wall and get nothing out of it. Give them at least something.
6. Give better rewards for caravan escourts. Once again, a very thankless job.
7. Have guard deaths take supply, about 1 supply for every 2 guards. This way you can effect the tower without shelling it. Its a high risk attack that encourages pressure. I would have the guards keep spawning even after the reserves hit 0.
Tell me what you guys think.