Hello Anet!
When you created WvWvW, you probably envisioned that the two weaker realms would join together to topple the strongest (i.e. the self balancing system you talked about prerelease). But this isn’t happening. There are several reasons for this, but they all boil down to people taking the path of least resistance. It’s just easier to pick on the red team in Eternal Battlegrounds. For those that don’t know, the red team is always given to the realm with the lowest points at matchup. Green is given to the realm with the most points, while blue goes to second place.
Now what’s interesting is that the green team’s home area is the most defensible, while the red’s is the least defensible, and blue is in the middle.
Mendon’s Gap is completely exposed, and it’s the only tower I know of that doesn’t have a third floor.
Anzalias is vulnerable to siege on the vista hill, or below it if the there’s lot of treb cover from the red keep.
To capture Ogrewatch cut, all you have to do is a build a treb up in the harpy nesting ground and guard the choke point from defenders.
Veloka is the only bright spot. Defenders can put siege up on the rise above Velokas and rain hell down on besiegers. Plus, the red team can cover it from the keep.
And as for the red keep, it’s biggest weakness is the underground entrance near the mystic portal. It doesn’t get a cannon, and I don’t remember ever seeing oil down there before. Worst of all, it offers extremely good cover to besiegers. All you gotta do is put a catapult in the tunnel and bye bye gate.
The Green area, in comparison, is pretty solid.
Jennifer’s Slough are Aldon’s are both rocks. They both allow siege up on hard/impossible to hit spots for attackers. Curiously, the eastern wall of Jennifer’s Slough was made invulnerable at some point between the last patch and release. I remember smashing it down with catapults before, but now it’s not even targetable. The western wall is breakable, however , allowing green to recapture it with trivial effort, but more on that in a bit.
Klovan’s Gully and Wildcreek run are not all that great in and of themselves. They’re pretty average as far as layout goes. The problem is that it’s too easy to cover them from Jennifer’s Slough and the green keep. Which means it’s hard to capture, but very easy for green to recapture.
The green keep. Two problems with this place:
One is that the backdoor entrance, which all keeps have, is underwater. This mean no siege, and it means you have to hit it with crappy underwater weapons and utility. All the while, the green defenders above are killing you with impunity. Very stupid design.
Second, there’s this little gem:
!http://i45.tinypic.com/vmszs3.png!
There’s no way to hit trebs up there, but they can cover the entire swamp at that altitude. Which means that even if you take a green keep, they can just take it right back and there’s nothing you can do to stop it. It’s like sieging 1/3rd of the map from the spawn.
So what does all this mean? It means that it’s just that much easier to attack the red team instead of the green team. So people double up on third place, instead of first place. That defeats the whole purpose of the three sided match. There’s no self balancing system. It’s just face roll red team.
Please, at the very least, put some walls up at Mendon’s Gap or give it a third floor.
(edited by Moderator)