Orb of Power bonuses too strong
Well the fact is that WvWvW now is about getting inside after reset, secure keep ASAP, steal the orb, fortify mentioned keep. At this point you basicaly won the match before the afternoon if you manage to keep it that way. After 10hrs from reset you’re basicaly unable to fight your way back to the top no matter how hard you try unless winning team just quit all fo sudden or lose all orbs.
Last time with 3 orbs our 5 man party could easily take upon 20 enemies and after they finaly killed most of us, two thieves that managed to survive still killed 7 more people. Basicaly 3 orbs is like wearing another set of items.
Buff for being outnumbered is useless too. Instead of silly exp, karma and magic find bonuses it should have description like “go play PvE because you don’t have chances anyway”
Orbs are ridiculously overpowered.
make their bonus -only- effect guards.
The biggest issue with Orbs are night hours…
The undermanned side get’s XP, Karma and MF buffs…
The full side has the orbs and get’s 50-150 stats and extra hp…
One buff is useless, the other isn’t.
The biggest problem with the orbs is that it just cements the battles against lower population servers. They already have trouble organizing enough people to go against higher population servers, but with the orbs it just makes the whole situation worse.
There needs to be some kind of buff for underpopulation in WvW to counteract all three orbs.
I feel that the buffs need to be changed over, you already have a server that was strong enough to take all 3, they don’t need the help, they have 2 servers trying to take them from them so they can defend, they need the xp/karma and MF buffs etc etc, and the other two need the power buffs to brake in and take the orbs, this would make fights better and allow people to focus on defending while mixing the games up more then X-server had orbs for 10 hours and was too OP from buffs, GG for 1 week, or 2 weeks soon.