My guild has enjoyed doing havoc tactics for almost 3 years now. It is our preferred way of playing wvw: we are not zerglings nor are we irrelevant duelers. We want our hidden actions to matter to our server.
In the past, we ran opposite or alongside the main zerg in a sneaky manner to either try to raise an alarm or take a different objective. If our home BL or home area in EBG was getting hammered by a server, we would go to that server’s BL and take objectives or raise an alarm to get them to back off. This would often take the form of golem rushes or strategic siege for big objectives. We liked taking the objectives, but nothing would get us laughing more than the 3-5 of us getting zerged down by 20+ enemies called from another map. And any enemy scouts in the objectives pretty much had to call them, because we could fight off even numbers and knew where to place siege.
Now, there are no sneaky routes. Each tower or keep has enhanced defenses on the outer, making it easy for 1 scout or auto-defenses to destroy our siege (we probably just need to figure out better placement); not to mention that our size prevents us from making more than 2 siege weapons without having to run for 10 min to a camp. The towers are too far from keeps to have any impact on them; no more trebuchet fire from within one to hit another. The lords are very much buffed with loads of cc and toughness that make killing them take a much longer time; the fire and air keep lords can kill us because of the auto-defenses that constantly burn or cc us. If even a couple of enemies come in to fight, it’s almost a sure bet that we will wipe; no longer is the server blob required to be called in.
So the impact of a havoc squad now is small. This seems to be the intention of the revamped wvw: limiting havoc squads to sentries, shrines, camps, maybe towers, and a keep if no enemy on their server is awake. Once a keep or tower reaches t3, not even the zerg commander really wants to hit it, much less a havoc squad.
What I would say is that havoc needs to have a bigger impact. Some suggestions under this theme: provide ways for sabotage.
1. What if there was a perilous sewer system that runs underneath a tower to a keep that a havoc group (but not a solo roamer) could traverse to an object under the keep? This object, when activated/destroyed, would put a 5-minute poison cloud/burning or blinding smoke/siege disable within the tower/keep. There would be no way for the group to go above ground into the keep, however; they would need to run back to the tower or waypoint back.
2. What if instead of merely taking supply camps and having a dolyak sit there waiting for the tower/keep to be taken, there is a way to send that dolyak (using 100 supply) to the enemy structure which, upon reaching the objective, destroys 100 supply? The dolyak would need to be ignored by the enemy npc gate guards.
3. The shrines surrounding a keep should start making the autodefenses turn against the keep if all three are captured by one enemy server. For example, the fire keep defenses would start shooting npc guards and the champ.
4. Enemy sentries should have the ability to kill an unguarded dolyak handily.
These suggestions would make the smaller tactical things on the maps more meaningful instead of merely karma/rank points, and throw a bone to us havoc groups. We are diabolical in our intent to cause mayhem; but if you don’t want us taking zerg objectives like keeps and castles, then at least create other outlets that restore our evil laughter grins.