If you can’t tell by going to http://mos.millenium.org/matchups#NA none of the matchups are exactly going too well, from a fun/competitive perspective. My two main issues with this are as follows:
1.) Orbs
2.) Conquering entire maps doesn’t spread your forces, it in fact concentrates them.
As for the first issue, it’s been said time and time again, so I’ll just discuss it briefly. The total difference between having three orbs, and your enemy having three orbs, is 30% health and 300 to each stat. What I mean by that is this…
+150 stats, +15% health compared to enemy (you own 3 orbs)
+0 stats, +0% health compared to enemy (you each own one/no orbs)
-150 stats, -15% health compared to enemy (enemy owns 3 orbs)
So while it may in essence only be a 150 stat and 15% health discrepency (still huge) between your enemy, the difference between having three orbs and an enemy realm having three orbs totals DOUBLE that. Also, unlike DAOC, the guards don’t get weaker as you own more of the map. There’s more, but that’s probably enough to touch on orbs for now. Basically, they simply aren’t the relics of DAOC, and that’s okay, but they’re hurting WvW.
2.) What I mean by the second issue, is that when you actually sweep and conquer the entire map, you end up fighting at spawns and defending the one or two areas that are being attacked. It is much easier to respond to any sieges on a keep/tower/garrison, since as soon as everyone sees it’s being attacked the winning server swarms in. If you decide to split your forces and push behind enemy lines, the problem that arises is a.) you get murdered by numbers and b.) you take a tower or such behind enemy lines, and have NO way to defend it once it’s taken. You have no supply, etc, so taking a tower in an enemy stronghold really doesn’t benefit your realm for very long.
What theoretically should hapkitten that when you conquer more land, you’re forced to spread your forces thin and defend all of the points, but it really just doesn’t work like that when spread over four maps with two enemy spawn points. Plus, with the one week matches, servers simply won’t put in the effort to team up vs the stronger opponent like they did in DAOC. In DAOC you knew if you didn’t work with the other weak enemy things would NEVER get better for your realm. Here, people just wait a week and it’s a fresh slate.
TL;DR: If you really care, read the entire thing. Basically, orbs are a +30% health and +300 stat difference in total, and way to strong. Already known. The other problem is that taking the entire map concentrates your forces where the enemy is trying to fight back, and makes it hard to come back from a sweep. If you try to spread your forces to take multiple points, the zerg rolls your squads taking towers/garrisons and even if you take a garrison behind enemy lines, you have no supply or way to defend it. It really doesn’t do much. Obviously there are many other problems, like server xfers and morale issues due to weekly resets, but that’s just what I wanted to throw out there.
(edited by MrPicklez.6473)