Introduction
After playing WvW for 8 months now I think everyone can quite plainly see that there are two forms of gameplay that have come to the forefront. We have the siege individuals and then we have the skirmish focused people. Over the past few months there has been a continuing struggle against both sides of “who is right” – and the answer is quite obvious – Both!
The biggest problem that both sides have is the fact the game only rewards one style of gameplay and that is siege play. It results in more points and gives the side with the most siege a distinct advantage over everyone else, especially siege that is placed perfectly in order to not be countered.
We now see another large problem that may be well within the right of servers to use since it is within the gameplay mechanics to use but essentially it is creating such boredom and stagnancy that people simply don’t want to fight anymore and we can see this with WvW populations starting to dwindle.
The concept of WvW was meant to be people fighting over objectives.
World vs. World (WvW) is PvP combat that involves hundred of players. Three huge teams —each representing a server, or world—battle for control over objectives on four massive maps in week-long matches.
Each map – one for each server and a huge “neutral” center map – is loaded with objectives that are worth points for the team that claims them. Players can band together to lay siege to castles, raid enemy supply caravans, clash with other players in truly massive battles, wreak havoc behind enemy lines, or build mighty weapons of war like trebuchets and siege golems.
While players are in WvW, they gain experience and loot just as they normally do while exploring Tyria. Plus, when their home world is doing well or wins a match in WvW, all players on that world receive special bonuses and perks.World vs. World—it’s PvP combat on an epic scale!
So we can all agree that WvW is meant to be about “Combat on an epic scale” but sadly that is no longer what it is about. Maintaining points doesn’t always mean fighting; it means waiting for your enemies to log off then going to cap everything. It means creating a zerg that dwarfs your enemies, it means putting 12 arrow carts behind a single keep door so it is all but impossible to break through – even with golems!.
WvW is distinctly flawed and one sided and a change is heavily required.
Proposed changes
>Reduce Reinforced gate HP and damage reduction.
>Reduce Reinforced Wall HP and damage reduction.
>Reduce Fortified Wall HP and damage reduction.
The main point of the above changes is that offence becomes the best defence, as opposed to turtling inside a keep. You will maintain your advantage with defence due to siege/cannons and the ability to withdraw into your keep to recoup and then attack again.
This also has the added advantage of smaller night teams being far more worth while. So servers that run around in blobs of 50+ to cap everything can be undercut by 5 or 10 man groups who will be able to take down walls/doors sufficiently enough to reduce the night capping. It also means that 50+ man night force will be required to have scouts on any major keep in order to ensure ninja squads aren’t taking it off them. This adds to the whole “cat and mouse” night game that is currently in play and will only go to reduce the night-capping power some servers have.
>Reduce Keep Points by 10.
>Introduce “King of the hill” points on the map worth 10 points each(3) on EB and 5 each(6) on Borderlands.
The game will still heavily be in favour of tower/keep points however this will mean that open field battles will actually be worth something. Placement is obviously quite important of these “battle points” but essentially this gives both game play styles the ability to be worthwhile additions to WvW. This means siege and skirmish guilds will be required to work together in order to maintain maximum PPT. 6 points should be added to Borderlands while only 3 should be added to EB (due to the lack of sufficient places to put them – but EB battle zones should be larger than those in the BL).
Each zone in EB will be worth 10 points while each point in the borderlands will be worth 5 points. The northern spawn server will have a slight advantage on the map due to two points being placed closer to their spawn than the enemies but this will give those small 5 – 10 man teams something to do and work towards.
The other HUGE advantage this will give is that forces will be required to split up since there are far more objectives to achieve than previously and a single or even dual zerg will not be able to counter attacks to all of them.
Pic1 – EB – http://votf-online.net/gw2/EB.png
Pic2 – BL – http://votf-online.net/gw2/BL.png
Cont.
http://www.votf.net
(edited by Aneu.1748)