I’ll be totally honest, I don’t WvW anywhere near as much as I used to. I used to be in there almost every single day fighting the good fight, but these days I just can’t bring myself to do it. Zerg combat is simply just unfun now.
Stability and Crowd Control need an overhaul in WvW to make combat fun again. It’s the heart of the problem.
Stability
A lot of people are calling for an un-nerf of stability and while I’d personally love to see that happen, I don’t think it will. What I propose is a middle-ground that has been mentioned previously.
Introduce a very small ICD on stability stacks. This would mean that every stack was worth an actual amount of time you’re immune to CC after it being stripped. This would prevent being absolutely blasted by a zerg, losing all your stability and being stunlocked into oblivion.
The time I’m personally in favour of is 0.5s, maybe up to 1s. This would mean that a full amount of stability, 25 stacks, would result in around 12.5s of CC immunity, assuming you can actually hold the stability up for that long. While this might seem like a lot, it’s fairly tricky to attain that much stability with the current balance and we’d be looking at closer to 2.5 – 5s of immunity in bursts. This would also encourage groups not to just blow their entire load the second they get started, it’d encourage tactics and planning.
Crowd Control Overhaul
What I’m proposing isn’t so much a CC overhaul, as much as it is bringing a few problem skills in-line with the rest of the game. Most skills have an actual target limit. This is what allows WvW to function the way it does, however, there is a small number of skills that do not work this way.
Static Field, Unsteady Ground, Line of Warding and other similar skills have no target cap. 100 players can run at one of these things and every single player loses a stack, whereas a skill like Charge of Mists (a bit broken in itself) will still only effect 3 players with each hit. It has a target cap.
I propose adding a cap to these skills. 5 targets or “charges” on the skill. After the charges are used, the skill disappears. This is no different to every other skill in the game. Adding this skill would allow for more tactical planning of CCs, instead of just blasting an incoming zerg with a couple of statics and stripping every single stack of stability on the entire zerg.
Conclusion
These two changes, in my opinion, would be completely game changing and could be the first step in bringing back the melee-meta that many of us loved. Yes, there is other issues that result in the current pirate-ship meta, but again, this could be a healthy step in the right direction, allowing for better counter-play and varied compositions. I can see no reason not to add these changes, as their effects on other areas of the game would be practically non-existent, so ArenaNet wont even have to separate the skills/buffs.
Regardless if this or something similar gets implemented or not, ArenaNet needs to remember that an Overhaul to WvW is not just about it’s overarching mechanics. It’s about the little bits like class balance and combat. These are the nitty gritty parts that are going to be the difference between success and failure. The combat is a huge element of what makes WvW fun and if it isn’t addressed, then any overhaul will fall flat on it’s face.
lol.. its good for baiting and running through all them skill spammers :P