So after playing at least 100 hours of WvW, almost completely leveling my main to 80 off of it and collecting 400 or so badges I am finally starting to see the true colors of WvW ,and for the long haul there are problems I believe that MUST be addressed by Anet.
These are the problems:
Orbs of power – To be honest I am astonished that this game play mechanic even made it past beta. It is a terrible idea and the actual execution is very poor.
First of all, since the orbs even made it into the game at all, who’s idea was it to be able to lock the orbs inside of fortified garrisons? This makes no sense and completely ruins the entire point of the mechanic which is the fact that it is a very important, powerful asset that can be stolen by a relatively small group of players.
But looking into the orbs even deeper than that, what happens 75% of the time in all of the WvW matches so far is that one server clearly dominates…every…single…time. I have yet to be in a “close” server match up, and the dominating server almost always easily obtains all three of the orbs simply adding insult to injury for the struggling competitors.
The solution? Either take the orbs completely out of the game or remove the ability to fortify them in garrison, allowing them to be exposed at an enemy altar even when stolen.
Siege spam – As far as I am concerned siege is simply to easy to access. Arrow carts specifically are far too effective for their price…I remember this being a problem in beta, so why was it not changed appropriately? Arrow carts should be balanced at 24 badges IMO.
I believe that siege equipment needs to be purchasable ONLY by badges of honor, therefore only active and experienced players can purchase and deploy it as well as mitigating the ease of access and spam which comes from it being so easily accessible by gold. Of course the 24 hour match length also ties into the balance and importance of siege equipment.
World Queuing and Server Population – I know this has been discussed and is a known issue, but I don’t think the importance of this issue is apparent enough to Anet. For many players, WvW is the CORE of their game play experience in GW2, and in many ways is basically the endgame. So why is the solution being thrown around that players “need to switch servers”?
I think the real solution that may be too late to change is the three way server system. The reason for this system was so that if one server was too powerful the other two servers could essentially “team up” and bring down the big guy…ahh, that is not happening Anet, and you know why? Because no cross server communication was given to us, so the entire three way server system is pointless.
WvW would be much better off as just that, WvW…a HEAD TO HEAD PvP match up involving only TWO servers. This frees up a whole lot of slots for people to actually play and creates what would be a much more tactical and personal experience between two competitors.
Rewards – WvW simply needs some type of tangible reward for players across the server if your server actually wins the WvW match. Some type of chest would probably work, and it would not even need to be something all that substantial…but some type of reward absolutely needs to be given for the winners.
Conclusion – WvW has so much potential and when everything is going smooth it is a blast to play. The objective/supply system is great, everything else just needs fine tuning and streamlining.
(edited by Malleusx.6092)