Firstly I loved the idea of WvW, it’s good fun to go have chaotic PvP capping towers and keeps but as the months have gone by its begun to show its flaws. So coming from a BWE participant here are a few thoughts that might aid WvW as an outstanding and long lasting feature to Gw2.
Maps. While i understand servers and limits of tech are against this one, large maps would help to flesh out and draw out battle over a greater time, putting a more crucial aspect on keeping a team of players on their feet if needing to run back is the difference between taking or losing something.
Map Diversity would also be very welcome, perhaps Borderlands more reminiscent of their Eternal Battle grounds brother states (Hills/Mountains, Ruined plains, Bog/Swamp). This would force different tactics on different lands and add some more spice to the match ups.
Incentive to Cap/Lose/Recap. As it stands, there is more incentive to capture towers near enemy spawns for a quick gain of silver and karma and then allow them to be recapped to repeat this than there is to Capture and hold them. A Diminishing return on Capturing outposts or perhaps Greater/lesser rewards based on the upgrades upon capture would maybe turn to focus more towards server score.
Orange swords on the map. They need to go, seriously, its a beacon for zergs and doesn’t inspire any thought or planning to rush to where the crossed swords are in hope of some easy kills.
Anti Zerg. While effective WvW has begun to boil down to who has the biggest, meanest, richest zergs. I cannot for the life of me see an effective way to discourage this type of play (collecting 90-140 players in a long mass capping train) with things in their current state, perhaps some of the listed suggestions combined would help to force split efforts and smarter more competitive play.
Incentive to Hold/ Server Score. Applying boosts to WvW and PvE based on overall score throughout the week is all fine and dandy but I think there are some aspects which need to be removed (Increased health for one) or changed. Score should also not be auto-increased by 5-10-20-50 upon taking a location. Slow incremental point build up over time would ensure that keeps and camps and towers would be held not only for an advantage on the field, but so that maximum points can be gained.
Waypoints. While grand feel almost too cluttered (4 possible on each BL and 5 in SM) Again this is something that might improve from having larger playing fields.
A side thought I had early this week from watching videos of zergs camping in-front of spawns. Perhaps turn these locations into Capture points rather than complete safe zones outside of the Eternal battle grounds (Home spawns excluded in each BL). Capturing said Spawn (includes wading through a mass amount of legendary NPC’s And constantly re spawning Invaders) would close the Waypoint for a small window of time. measures to prevent quick recapturing would be needed but it may add an interesting reward/punishment factor.
Large Scale Events. Another Side thought that would give greater incentive is having the Environment put up a fight alongside the 3 servers. Events such as a Mass Dredge assault on towers or a keep attempting to win it over and rend if from All servers (not for another server) requiring immediate attention would add a sense of stress and panic to WvW. never knowing if what you hold, even as you push on the last few towers and keeps, is going to come under sudden attack, or if the Keep lord you’re about to finish off is suddenly going to have destroyers bubble up from under his feet you’ll need to take out as well. This would aid and hinder some of the natural balance servers find as well; Perhaps a winning server suddenly finds two of its keeps and towers being destroyed and or captured by an army of Giants leaving them vulnerable to a quick cap from the other servers and forcing the winning server to pull back. On the flip side a server about to be reduced to only two keeps left in their BL might have one suddenly be overwhelmed by centaurs as they defend the other from invaders.
TL;DR
Bigger more divers maps, no orange swords, stop zerging from being effective, give outlaying mobs a larger role in the push and flow, lessen WPs, change incentives on capping and holding as well as server buffs based on points.
“Gw2, It’s still on the Table!” – Anet