As someone who has been a WvW veteran for a while (mostly playing in Tier 1 and recently moving to Tier 2 and 3), I wanted to address some points and offer some suggestions for improvement.
REWARDS
The first thing I want to address is rewards. The recent addition of a reward track is a nice touch, and I really don’t have many complaints about it, but there are some other things that need to be addressed.
1. My main is a water/tempest elementalist. I’ve fought in T1/T2/T3 WvW. My job for most fights is largely just healing and crowd control. This puts me at a significant disadvantage when it comes to collecting bags from large fights. I may get 2 bags from a fight while a warrior or well necro gets 10-20, even though I was the reason he stayed alive long enough to collect those bags. What is my motivation to continue being heal spec, other than it being a guild or squad requirement? I think this aspect needs to be addressed such that support roles can collect bags based on their participation in the fight, and not just from damage dealt.
2. The amount of ascended mats received from killing lords is either too high or needs to be addressed in some way. I have thousands of these mats just taking up valuable bank space with no way to get rid of them other than to craft them or destroy them. Adding Princess was a nice touch, but it only eats one type of ascended mats. Perhaps ANet could look into adding a way to trade in a stack of 250 of these mats for currency that can be used towards purchasing Ascended gear from a vendor?
KEEPS, TOWERS, SMC
I think most of the lords in towers and keeps are fairly balanced (in terms of difficulty) at this point compared to what they were before HoT. However, they currently do not provide much motivation to defend or capture, other than becoming a strategic position.
1. In terms of defense, I think there should be increasing buffs for periods of time that each are held. For example, for every hour that a tower is held, it will apply a stacking +5 to all stats buff (including % magic find), with a maximum of +50. For every hour that a keep is held, it will apply a stacking +10 to all stats buff (including % magic find), with a maximum of +100. For every hour that SMC is held, it will apply a stacking +10 to all stats buff, with no maximum.
2. In terms of offense, the magic drop rate for the attackers should increase as well. +10% per hour (capped at 100% for towers and keeps, no cap on SMC) should see some really engaged offensives. In addition, if a keep or SMC is held for longer than 12-24 hours, the points awarded for kills and war stomps doubles. This will allow a greater chance for a server grouping to come back from a deficit when they lack coverage during off-hours.
These buffs listed in 1 and 2 would apply regardless of whether someone has claimed a tower or keep (and could potentially stack, if ANet can balance it).
3. The “tactivators” look terrible and make little sense as levers attached to the ground. I would rather see interactive pads/stones on the ground with glowing runes that change color when they are activated or on cooldown.
4. SMC’s cloaking waters buff needs to be nerfed. Ideally, cut the stealth time down to 20-30 seconds, and don’t let it be reapplied for like 3-5 minutes.
MAPS
1. While I am excited that the Alpine Borderlands are coming back, I am hoping that it has received some improvements in terms of both visuals and gameplay. When you say “alpine”, you generally think of lots of trees, mountains, snow, and glacier blue lakes/rivers. Ditch the farms (and maybe the quarry) since WvW no longer uses the multiple types of supply. Mines inside the mountains, fishing docks, and logging camps are better suited for this map theme.
2. Desert Borderlands still needs some work, specifically the parts that are not very consistent with a desert theme. That includes the northern towers and the west keep. I think others have posted their concerns/complaints with regard to these borderlands, and I agree with most of them.
3. A third borderland type should be added, which would mostly be hills and farms with fewer line of sight obstacles. Many people enjoy open-field battles, and they don’t want to have to traverse difficult terrain while they are fighting. This unique type could include siege and support elements that each realm could capture to support these battles, as opposed to ruins/shrines/etc.
Ideally, all three of these borderlands would eventually be active at the same time (Alpine – Blue BL, Desert – Red BL, Plains/Countryside – Green BL), bringing diversity and various different tactics depending on the borderlands you are fighting in.
TIERS
The tier and glicko system itself has become the biggest source of server stacking lately. Entire guilds are moving servers just to break up the monotony of facing the same servers every week. I think the glicko system needs to be removed, and the tier groupings should be based on the servers that end up scoring the highest and lowest number of points each week. For example, the server grouping with the lowest score in Tier 1 at the end of the week drops down to Tier 2, while the server grouping with the highest score in Tier 2 moves up to Tier 1. The people that want to stay in Tier 1 must put in the solid effort every week to stay there.
BATTLEGROUNDS?
One of the main things I think many are frustrated with is a lack of PvP/GvG content to fill the gap between 5v5 and large-scale WvW battles. If you could implement some squad-scale PvP/GvG for 10v10 or 15v15 fights on maps slightly larger than PvP maps, that would definitely bridge the gap and provide relief for some of the WvW queues. Some people go to WvW just to participate in these GvG fights instead of attacking objectives and engaging in large-scale battles.
In conclusion, these are some of my suggested improvements for the WvW experience. Obviously, the values I have provided for buffs and such are arbitrary and likely would need some balance, but they were meant merely as examples for the concepts I presented. Let me know what you think of these suggestions and any problems they may create.