Risk/reward mechanics could/should be added to areas like the bloodlust cap points. Let’s say that capping one of these points earns you an incremental buff (something like guard leech but not necessarily impacting combat, maybe +Magic Find/Karma/OoC movement speed).
But to make things more interesting, make it so that players are forced to fully cap or risk losing all their buffs to another player. That is, if they are chased off or killed while on point and the enemy caps it, the enemy leeches off all accrued buffs of the deserters/slain.
You might think, “But WvW is a numbers game, 2+ people could easily dispatch one on a point”, but there are ways to address that too. Staying on a point while outnumbered could give another buff (triggered by say, taking damage from more sources than there are allies), that would deny the enemy getting any buffs at all from their cap and give players a chance to escape combat without risk of losing theirs.
“What about Zerging on points to farm buffs for zergs?” You might also think, but that can be answered by just limiting the buffs given out on a point to a set max of players (say 5).
Any other kind of risk/reward mechanics come to mind? Am I crazy for wanting to see something like this? The only similar mechanic in the game is sigil stacking, but that just involves farming some mobs before going out to fight players (hardly any risk involved to get the buffs, just some time off to the side).
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