1. scaling creatures, new and more difficult NPCs and unique bosses at each objective
- No need. This is NOT pve. You already have too much of this in Living Story. Please don’t make WvWvW more into pve-like experience.2. Increased emphasis on verticality
Please no. This was one of the big design mistakes of the EotM map and Skyhammer, which is the least favorite spvp map.3. More chokepoints
While every map needs a good balance of open places, some hills, cliffs, water and chokepoints, EotM has way too many chokepoints. Please use current Eternal Battlegrounds as your standard of map design, not EotM.4. A much shorter match time
This could be considered, but I feel that EotM completely lacks the community aspect of the game and rapidly changing opponents make guild rivalries from opposing servers more difficult. EotM is nothing but just a big karma train and eventually it will get very boring, just like the ruins of power first had players, because of the achievements attached to it. When the novelty runs out, what then? WvWvW should be designed better to cater guilds and EotM is simple going to the wrong direction with that.5. Destructible terrain
Doesn’t seem to add much.Few things to add: I think the added new game mechanisms (player based buffs) and traps, turrets etc were BAD in EotM and I wish to see none of them outside that map. Rule of design: Keep It Simple Stupid (KISS), but keep refining the existing rules to perfection. A chess wouldn’t become a better game by adding more pieces and chokepoints to the board.
I think Arenanet is concentrating on wrong aspects. The biggest problems of WvWvW are none of the above. Some of them are difficult to solve and some easy:
1. More balanced match ups and more fair scoring
Now coverage and numbers decide the winner. Some matches are very imbalanced, making them boring for both parties and really desperate to those who have just few players on a map vs enemy zergs which spawn camp them outside their spawn point. Rewards are based on who manages to tag the most amount of opponents who die by the karma train. If only one the killers would get a reward (decided randomly) this would make karma train much less feasible. Of course the individual loot bag rewards should be adjusted upwards accordingly.2. Better class balance and balancing WXP abilities
Hammer melee train has been the meta since Autumn 2012 and it has been buffed multiple times in the “balance” updates, which are entirely based on spvp/tpvp. Look at the profession distribution of WvWvW. Surely you can see it is not balanced at all!
Some WXP traits were uncalled for and further make things more imbalanced (massive buffs to siege damage, area, skills, guard leech and applied fortitude). Add to this power of the mists and bloodlust border buffs, which should both also be removed.3. Better commander UI
This has been asked since launch! We need an open to have the commander tag visible to your own guild members only. Ability to select different colored commander tags. Easier graphical user interface to check supply info.I am just going to quote this one because I agree with every word said. I am surprised and frankly more than a bit concerned that so many people seem to think changing WvW into Red vs Green vs Blue is actually a good idea. . . You think the communities are messed up now? That would just put the final nail in the coffin for a lot of Realm Pride folks who are still hanging on and some of the communities we’ve managed to cobble together are actually quite lovely. I like having an identity to fight for.
Agreed completely. If you don’t listen to anyone else, the post above is right one.