I enjoy a decent battle. I like a good challenge. I love PvP and what WvW could be. But I have a really big problem, and the clue is in the title. Orbs of Power.
Games in WvW are now turning on which team secures the orbs in the early hours after the server resets. Personally I am not able to play at these hours. The likelihood of a third orb being captured once two are owned is increased. This is the “escalating” power that people are complaining about elsewhere on the WvW forum. Once three orbs are owned, it is extremely difficult for the other teams to re-balance the difficulty level in their favour.
Let’s think about what it would take to re-balance a three-orb in one world match, a common occurrence. It would require a lot of players joining both the weakened teams, for starters. This is a difficult hurdle to pass at stage one, since people may look at the WvW screen and see that their server is at a vast disadvantage, and prefer not to play. On the flipside, if players see their world owns two or three orbs that is, I would suggest, encouragement to most people to join the match and further improve the power of the orb holding team.
Assuming we have the unlikely scenario where there are equal numbers on each of the three teams, what would we need to do to get the orbs back in balance, or even shift the balance to a different team? We would need a boost in morale, and a coordinated effort, possibly involving the two weak teams collaborating … somehow … and enforcing some kind of siege scenario to prevent the strongest team from repairing any damage that is done to it’s orb locations’ defences. This is a frighteningly difficult prospect, even for the best of teams. With a 15% health boost and +150 to all stats, the orb-controlling team is so totally overpowered it is ridiculous.
And remember, most of the time there will be fewer players on the losing sides. So in short, orbs are ruining WvW for me, and many others. Get rid of them please, ArenaNet. Let us use tactics to break through defences, and not have to rely on what our fellow server players did or did not do at some unearthly hour in the morning (or earlier on in the week if it shifts to weekly resets) when the orbs were first secured.
If they are destined to remain, please change their effect – reduce it at least, or even better, turn it into something less combat oriented and more defensive, such as players can carry a few more supplies, or defensive structures for that team become tougher. We could then compete on a level playing field when it comes to fighting other players face on, and it would keep a sense of achievement around stealing an orb. It would make an assault more challenging for a non-orb holding team, but would not make it depressing as it is currently when even a large number of players gets wiped by the orb-wielding folks who don’t have to try very hard to maintain their position.
Another thought just occurred to me – perhaps have the orbs reset every hour? Or every 2 hours? Just please, do something about it. I’ve been on teams where we have had all three and it’s great running around the place being able to kill two people at once when you are all alone. I then shed a tear for the dead, who have to pay out for the repair bills who inevitably give up on WvW for a while. But I’ve more often been on the non-orb-holding team and it’s not fun at all. It’s not how I would define good PvP. It’s imbalanced, and it must change.
Ruith Seimh