After 8 months of play, on different servers, different regions, and many matchups, me and some friends felt the need of sharing our thoughts on how we see WvW going.
We can start this throwing a question that you can try to answer to yourselves:
When do you feel you (and your group) are doing something really important, determinant, for your server ?
The answer is usually “When we take a castle/keep/tower”. Fact is that what mainly leads to this achievements isnt a server strategy with coordination across the map, to best manage server resources, but is a …. zerg rush to the gate. Ok, there might be more clever rushes then others, but usually thats what happens, there isnt really much left for smaller groups roaming the maps to support the zerg (except flipping camps).
Most of times we realize that what the meta leads us to think is….
“they took a camp!” -> “oh, k, you can flip it back in some min”
“they took a tower!” -> “never mind, we got a zerg close there, we’ll get it back asap”
“they took a keep!” -> “our zerg is busy on another borderland, but no worries, they’ll jump back here to get it back asap”
“they are sieging us! they built a treb…no wait, two…. three now!” -> “mh.. k, we will portal bomb there and go kamikaze style to destroy all of them”
What i want to say with these trivial, yet usual situations is that seems like there isnt something really meaningfull we can do, there isnt much tactics we can use, or any big plan needed to take a keep, most of things are…little stuff.
We think that some easy changes could be done to improve the metagame, providing more strength to organization yet still allowing PuGs to jump in the first zerg passing by and feel important for taking part to a big siege; but behind this there should be smaller groups, coordinated by commanders to make that siege possible.
About AoE 5 targets cap
It has been discussed alot, yet we want to refrain it, its a mechaninc which is just encouraging big zergs and no brain play.
Atm Numbers just win over skilled play, cause if you sneak charge a zerg with a group of 5 ppl, you’ll just hit 5 out of 30-50, even if they are stacked, which is totally dumb, while the group will just get wiped, and those 5 downed will be ressed by the rest of the zerg.
You can group up as many as possible, pack all togheter and rush everything (blobs), if an AoE lands 5 will be hit, others wont even notice something hit them.
Are you afraid that AoE spamm will be too strong then ?
AoE in every other game has the advantage of being able to hit more ppl, but ofc they do less dmg on a single target, this is something that some Dev actually mentioned on forums, but i didnt see any change happening on this matter.
Once the damage is decrease removing aoe cap wont be such a trouble anymore, but it will be possible to a good group to control and kill more ppl in a brainless zerg, sure they wont kill all of them, but at least it wont be pointless.