I have read a bunch of ideas about improving WvW, some are good, some are pretty far out and most are repetitive. I want to try to keep an updated list of the best ones I have read.
1. Bloodlust Shaving and Stacking buffs like Sigils for Orbs
Providing 50 stats per Orb to a player is very significant and does exactly the job of making the Orbs sought after by servers. However, in large fights, most people find it to be quite overpowering and it can be demoralizing for the losing team. One suggestion is to cut the buff in half, only allowing it to provide +25 per Orb. This way, the most anyone could gain is +75. You could adjust it to other numbers as well but anything that isn’t 25 or 50 just doesn’t seem as clean, mathematically.
One way to overcome this is to allow players to gain a +5 all stat stacking buff for tagging players who are downed and stomped in WvW. You could get a max of 5 stacks of this per Orb. This would keep Orbs from being greatly overpowered when facing off in epic siege battles and still allow the roamers and havoc players to benefit even more from owning Orbs and Stomping players. Allowing the basic +25 would still greatly benefit the players in the large battles but gaining the stacks in these battles would be a bit more difficult, as well as maintaining them. It would also lend a sense of accomplishment to downing a player with 15 stacks of Borderlands Bloodlust, knowing that it would be removed.
The Buff would follow the same mechanics as a Bloodlust, Corruption, Applied Fortitude or Guard Leech Buff except that you could only earn stacks if you owned an Orb and tagged a player who was stomped after being downed. If you were downed, you would lose these stacks and have to stomp more players in order to regain them.
2. Objective Bounties in the Hidden Points for WvW
WvW objectives, especially SMC and Keeps are just not worth the effort to capture in outmanned matches. You can get the same reward from capturing an equivalent objective with less upgrades. The best suggestion I have heard to remedy this is to increase the hidden point bounty attached to a capture. The more upgraded a keep is and the longer it has been defended, the more the bounty for finally sacking it should be.
The effect of this would be 2-fold. It would focus the 2nd and 3rd place servers on capturing hard objectives, instead of basically karma farming each other’s objectives due to their ease of capture. It would also bolster the amount of potential hidden points a server can earn and provide a way for a server that is behind to make up ground faster than is currently available.
3. Gem Cost Adjustments for Transfers based on WvW rating
Gem costs based on overall server population is very basic but the problem is that with guesting, home server doesn’t really matter much except for guilds that participate in WvW. Therefore it would seem to make for sense to have the gem cost either directly related to WvW rating or at the very least have some sort of intrinsic effect on it in order to discourage people from transferring to servers that really don’t need any more population. Conversely if the cost to transfer servers with extremely low rating were very small, people would consider them much more serious candidates if they could move larger amounts of people for a much lower cost.
4. Map Capacity adjustments
This one I was kind of adverse to at first but once I thought about it, it makes sense. Currently the capacity is unknown but there are really only maybe 6-9 servers that can reliably queue all 4 maps on reset night and even less servers that can maintain this in NA primetime throughout the week. Most servers end up with queues on their home Borderland and Eternal Battleground. Lowering that map cap could be extremely detrimental to these servers that have very large WvW populations but it would force servers with lower populations to spread themselves out among the maps better.
No one knows the numbers behind the caps except you Anet guys, but judging from the current cascade of imbalance from Rank 1 to Rank 24, it is definitely something worth looking at. It could also potentially help a lot with the skill lag. Most of the time, this is only in 1 map because one major objective is being contested by 2 large forces that comprise of most of the maps forces in a small location. I know I have left a map just to avoid skill lag so it stands to reason that lowering the map cap would both facilitate a better combat experience and spread a server’s team out better, forcing them to fight on more maps.
In closing I would like to keep this list updated and eliminate any suggestions that have been answered for and deemed impossible by developers. I would also like to add any future or past suggestions that seem intuitive and workable based on the same criteria.
Accelerant [BURN] – Fort Aspenwood