Q:
Let’s be honest, WvW has drastically changed since launched. WvW used to be exactly what the devs promised us, perhaps even better. Three worlds going head to head in a legendary and heroic battle. However over time WvW (EoTM especially) has become farming zones. After taking a little over a year break, I can easily see the differences. Some of the changes may not be as visible to some people because they consistently played and evolved as the game has.
WvW Before
At launch you would see tons of large groups roaming WvW map capping and defending points. Timing was everything, you would attack when you knew the enemy was across the map and defend it when enemy squads started showing up.
WvW Now
There is one giant zerg for each team, rotating in a set path to farm for gold/karma. There is no such thing as defense of a keep or some might even say, “tactics.”
Reasons Why I Believe WvW Has Gone Down Hill
This can be attributed to a number of things quite frankly.
First, as a mentioned before, there is no such thing as defense. The price of siege items are too low in my opinion. I can’t remember if siege items used to be more expensive (it might just be more gold in circulation) but now keeps and towers drop in seconds. I remember the when capturing the bay use to be a huge accomplishment. Now it’s just another point to farm.
Secondly, there’s no incentive to actually defend. Since everyone zergs, it takes a large (and I mean large) amount to people to thwart off an attack. Even if you managed to get a few people to defend, at best you can stall. However who’s going to come to the rescue? NO ONE, that’s who.
This is perhaps the reason why WvW isn’t near as fun as it used to be
You get way more gold/items rotating in a circle around the map. With uncontested keeps/towers, it’s basically a free farm. It’s like all three worlds mutually agreed to rotate in a circle and capture points without fighting anyone. The only reason the worlds would come in contact is when one world caps faster then the other. This is the only time you’ll see a bloodbath and even then everyone resumes farming after. Let’s be honest, the only reason there’s a bloodbath is because killing the enemy characters potentially increases gold/hour.
One server could completely crush the other but who wins? Everyone because everyone was farming and basically making the same amount of gold. No one actually cares about the score.
Recommendations
This may seem drastic but remove loot entirely from WvW. Give us points based on how much we captured/defended/killed enemy characters. Then at the end of the month the points will be added up and rewards will be distributed accordingly. HOWEVER, make tiers of rewards to stop people from farming. That way people will be encouraged to come WvW but not have to grind to get the full reward. Basically split the rewards into 5 or so tiers that would be easy to get if you played WvW often. Also leave the gold/karma you get from capturing, that way they still have some incentive to play past the final tier.
This would effectively bring people to WvW. If Arenanet really wanted to bring more people, make it something you could only get by WvW.
Next make the reward for defending better. Have a quest that charges up while you are actively defending a keep and make it refresh every minute.*
You may ask, what’s stopping people from just continuing to farm? Make the points you get for killing enemy characters a decent amount. That way you encourage player interaction.
Greatly increase siege price. Harder to capture keeps/towers.
Spawn archers depending on the number of enemies attacking the keep/tower. The archers would have to give no reward for killing (to stop farming of them) and would not scale 1:1. That would significantly make capturing a point more challenging.
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TLDR:
WvW sucks now.
Reasons why:
1)To easy to capture points
2) No point in defending
3) Farming is too good.
Fixes:
1) Remove Loot, add Point System
2) Give better rewards for defending
3) Increase Siege Price
4) Add more/better NPC’s to defend