I make the following suggestion as a means of countering the current WvWvW zerg meta:
Like walls, the gates of towers, keeps, and Stonemist Castle will no longer be damaged by player skills.
With zergs unable to DPS down a gate spamming auto-attack 1, they will be forced to build siege weapons if they want to capture a tower, keep, or Stonemist Castle. This, in turn, means they will have to learn the value of supply, maintaining supply lines, proper placement and use of siege weapons, long-term strategy, and coordinated tactics to successfully siege a fortification. You know…all those things that add depth to WvWvW.
Most counter arguments to this suggestion will fall into the following categories:
1) “Waaaah ! QQ !! I wantz mah WXP !!!”
No one’s taking away your WXP. Just learn to do more than press 111111111111 to earn it.
2) “This won’t stop zergs. They’ll just switch to building siege to replace spamming auto-attack at the gate. With their overwhelming numbers they’ll still have the advantage due to all the supply they can carry.”
True, it won’t stop zergs from forming. It will stop zergs from steamrolling the map doing nothing more than spamming auto-attack. Auto-attack can be thought of as a resource that is infinite. There is no cost or penalty associated with using it and it does not become depleted over time.
Supply, on the other hand, is a limited resource. If the zerg builds their siege weapons in locations that are easily destroyed by the defenders’ counter-siege, then the zerg has to build new ones if they wish to capture the tower or keep.
However, since siege weapons require supply and supply is a finite resource, they can’t build forever. Yes, supply camps regenerate it infinitely, but the zerg must have a supply camp(s) under its control and the regeneration rate is time-dependent; thus limiting how much is available at any one time.
The zerg will either be smart in placing their siege weapons and capture the tower or keep or they will eventually run out of supply as their siege weapons are destroyed and be denied the capture. This, in turn, means they will have to adapt and improve their strategies and tactics. In other words, learn to do more than spam auto-attack.
3) “Zerging is fun! How dare you suggest otherwise.”
Zerging is fun…for awhile. Eventually, running laps around the map spamming auto-attack will become boring for most players who don’t suffer from OCD. If you want to continue having fun past the honeymoon zerging phase, you’re going to have to find some new challenges and depth-of-play in WvWvW to keep it engaging. Otherwise, WvWvW dies out due to repetitive boredom and shallow game play.
If zergs won’t do this voluntarily (and they won’t), then mechanics have to be introduced to force them to experience the greater strategic depth of WvWvW. The funny thing is those who defend their pro-zerging position or complain, “I want to play my way. You shouldn’t be allowed to change my gaming behavior.” have already been manipulated.
WvWvW needed a boost of new players. So what did ArenaNet do? They introduced WXP to lure PvE-ers into WvWvW who previously wouldn’t have touched WvWvW with a ten foot pole. Now that they’re here, ArenaNet might as well manipulate the game mechanics – and, by extension, those PvE players’ gaming behavior – one more time. This way, they can experience the greater strategic depth of WvWvW; which is what will keep them playing long after zerging has lost its appeal.
Besides, no one is stopping you from zerging. You want to form a blob and steamroll some supply camps, knock yourself out. Just don’t expect that tactic to work any longer on actively defended towers and keeps if my suggestion were implemented.
Then the rest of us can get back to playing WvWvW rather than Zerg vs Zerg.