TLDR: WvW needs significant improvements to castle/tower defence to make it interesting again (suggestions at end).
Heroic castle battles used to involve small numbers of beleaguered defenders holding their castles against overwhelming numbers. That’s what those huge battlements were for. To take a castle, an attacking army had to go into the field, exposing themselves to counter attacks by the defending garrison and relieving armies. Meanwhile, a much smaller number of defenders could hold the much larger force at bay until overwhelmed, relief arrived or the attackers gave up. The result was a rich combination of siege and open field warfare.
But design problems and recent changes have dismantled what little of this there remains in WvW, and in doing so have made WvW even more of a mindless zerg v zerg environment.
Specific problems:
- Rewards for defending are so low that it’s far more lucrative to be outside attacking than inside defending.
- Castles/towers that previously could only be attacked from the field can now be attacked from the safety of other castles/towers.
(In history, castles/towers that became vulnerable to this sort of attack were scrapped and rebuilt in locations without this fundamental weakness.) - Castles walls do not give an effective combat advantage to defenders (killing a single target on the ground from a castle wall currently requires multiple coordinated defenders).
- GW2 combat mechanics mean that Zergs can be effectively immune to damage directed at them from castles/towers.
- Defenders have only two effective tactics: counter zerging and arrow-carting choke points (all except the front of gates which often can’t be reached – another fundamental design flaw).
- Running through enemies and dodging over wards means attacking forces must zerg to have any hope of blockading the gate when besieging a tower.
- Being able to WP in to defend a besieged castle removes the value of divide attacking forces to cover multiple gates and concentrates attackers back into a single zerg.
And now it looks like trebuchets may also drain supply in attacked towers/castles, trivialising defence even further.
Instead of driving rich combinations of field and siege warfare, WvW’s towers and castles now act merely as pause and choke points for zergs. The result is that WvW has deteriorated to . There’s negligible incentive for intelligent battles in the field and little to no opportunity or value in intelligent siege or defence (except perhaps for SMC).
If we want WvW to be more than zerg v zerg with objective flipping then we need to recreate the value of tower and castle defence. In particular:
- Provide meaningful rewards to players who defend a tower/castle against attack (the defend event you get if someone smacks the gate as they run past doesn’t cut it).
- Fix trebuchet range so that towers/castles can be attacked only from the field.
- Give defenders on a wall bonuses when attacking enemies on the ground.
- Redesign gate entrances so that defenders can cover them effectively from relative safety.
- Upgrade corner towers to better cover of walls and better protect defenders/siege in those towers. (For balance, upgraded towers could be beaten down again by siege.)
- Implement double gates where those are part of the design (e.g. Bay north gate) and make double gates an upgrade option.
- Remove castle WPs or block them properly so that defenders cannot WP in to a castle under attack.
- Provide traps that make gates unusable for a fixed period.
- Provide unblockable knockback attacks on defensive siege to break up attacking zergs.