I’ve had a quick think about wvw as a whole and believe these changes make the game much more tactical and promotes less zerg based activities.
1.Supply should become this valuable and important resource that wins battles, instead of the current, we need supply lets take a camp once then forget about it attitude we currently have.
I would double if not triple how much a Dolyak can carry to a keep and how much a keep can hold.
2. I would make it so normal players can move supply into keeps themselves but at the cost of not been able to fight while carrying the crate ( this forces zergs to protect supply runners) as well as players able to attack supply runners and steal the supply for their nations themselves.
3. Firing a cannon and other base upgrades would cost supply, meaning a siege is literally how long a base can hold out for with the supply they have.
4. upgrades can be sped up by players by manually moving supply to a wall and building, this allows players to help workers construct and build walls up and so on. Waiting 4 hours to not even get half way in a case that could be taken in 5 minutes is insane.
5. Add support rewards: healing, rezzing and supply running give exp just like combat does, much like in Pvp you earn glory for doing more than just killing. This promotes more strategic play as buffing and healing your friends would give you a reward instead of just expecting you to attack and think about only yourself
6. Commander abilities. Commanders should have more abilities, such as war banners which grant nearby troops a bonus for staying close to the leader.
I would also add commander global skills such as opening a portal from the start spawn to 1 base that is under attack, the portal would last 2 minutes and have a 20 minute cooldown and so on, you get the idea.
Infact I would give commanders the ability to choose where the dolyaks move supply too as well as global map commands for everyone online to see.
7. More AI, I would like to see a out manned bonus for worlds that are losing, If your world is 3rd in the points more stronger Ai spawn to defend your bases, or run patrols around the map to give the worlds which are outnumbered a little more help.
8. you have died and now have to walk 5 minutes to the frontline is more than enough punishment for having to respawn, a cash punishment is going to make people not want to roll a risky character eg melee and not play wvw as much if their world is losing.
9. remove keep upgrade costs, guilds don’t get rewards for owning a castle, so spending a lot of money upgrading the walls and spending guild influence leaves guilds which play often in debt which isn’t a positive incentive to play wvw.
10. AI farmers: Supply camps spawn AI that cut down trees to make supply which they transport to the dolyaks to be transported to bases. If this is changed it means smaller squads can harass and attack these AI preventing a supply camp from producing supply entirely, it gives smaller groups more influence as you wont need a zerg to slow down the supply production.
11. Make bases generally stronger, Gates and so on are far to weak, The problem i have with wvw is that towers change hands every few minutes but cost hours to upgrade, both needs to be improved on, if a keep takes 15 minutes to siege with an entire zerg and more siege equipment that keep is now more valuable to hold. Combined with the previous changes keeps now become a more interesting battle which you can attack and defend in a much greater number of ways.
12. Guild influence rewards for holding a keep, I recently spent over 10k influence on 12 hours of upgrades for one of my towers. I then spent close to 1g upgrading that tower. I got no benefit from this other than my server having a few extra points, where is my guilds reward for this time invested? If you want people to care more about these things and not just claim a keep to never upgrade it you need to add incentive.
13. All siege gear can be used by anyone, including enemies with the exception of golems. This means that if someone has a huge fort with tons of siege gear on it and its taken the enemy side can take the siege defense for themselves, this gives the bonus of not killing all of the siege when you take the keep giving your team an advantage in defense. This also means that if you set up siege to attack a castle and the enemy team come behind you and take out your guards they can use that siege gear on your own troops, which means siege defense is not even more important
(edited by Phoenix.3416)