- Defenders advantage is overtuned
This one is quite obvious, defending was already quite easy pre-HoT but now defenders get 800 extra stats within keeps (400 in towers), perma 25% movement speed, tactics (EWP), gliding, faster upgrading, permanent supply etc.
Effect of this flaw: Discourages guilds from helping to take objectives. Open-field elitism was born from this advantage. No smart guild will fight another guild within enemy keep. Keeps can be t3d under 2 hours which is completely unreasonable regarding how hard they're to take during daytime.
How to fix: Well tactics are here to stay so nerf the stats of claim buff. Nerf them to half +50 stats instead of +100, 10% movement speed is enough. Increase dolyaks required to upgrade objective to 25/50/100, a small 25% increase. Not too unreasonable considering you can get bay upgraded all the way to t3 under 2 hours now.
- Metabuilds are too braindead and have too short cooldowns
Well it doesn't take a sherlock to notice that scourges and firebrands are obvious downgrade from fun of reapers and guardians. We have moved from meta which included 2 semi-dps guardians (celestial) in party to a party system where there is 1 healbot firebrand that spams skills (and falls asleep during combat). Stability used to not only require awareness of when your party member uses it but also it was possible for 1 person to cover for the flaws of the other. This made 1 good guardian worth more than 2 bad ones. And don't get me started on scrapper, it heals and cleanses too much.
Effect of this flaw: Well the game isn't fun to play, the metabuilds are overpowering the off-meta ones in every aspect, not just having superior cooldown management. The battles which used to be decided by which commander had better movement are now about which zerg has better sustain. 1 person can't kill another provided they have a support around them thus target focusing is dead for anyone else than scourges. There used to be times when synchronizing all waterfields, wellbombs, banners, dwarf elites within voice comms and training was actually necessary for a good zerg, now calling those things out on voice comms is redundant.
How to fix (edited): Add amulet system to WvW, don't include minstrel. Another option is to remove Minstrel completely from the game or nerfing most outgoing boonduration in WvW for scrapper/firebrand. Make Sand Savant trait only increase the radius around the scourge (and let them keep 3 shades), shade should be a miniwell, not additional superior well. Remove purity of purpose (scrapper trait), the boons will never end if there isn't a punishment for bad cooldown management when scourges corrupt boons and scrappers turn them back to boons.
EDIT: WvW amulet system should obviously be more complex than PvPs, maybe up to a point where you choose all your piece stats separately. Main point was to get Minstrel removed from the gamemode. I don't mind the current gear system, just existance of pure supports is destroying the meta too much. I have given up on the idea of amulet system because I forgot about existance of WvW legendary armor at the time of writing this. I just figured more complex PvP stat system where supports can't get full defensive stats would be better than PvE system.
- Desert map
Well the map is reducing WvW activity. Not only the existance of it makes some matchups completely pointless because there exists servers that completely loathe the map and don't play it (f/e whiteside ridge), but it also has half the kills of any existing map ON ANY MATCHUP. This means people spend approximately 5-6 times more time on alpine maps and the active hours would actually increase by giving these people more options rather than catering to 2-5 headed minority on each server that prefers the empty desert.
Effect of this flaw: One less map to play on. We all know one or two maps are often unplayable if you want to have fun because 1 server has either strange timezones (f/e baruch bay) or one side is so much stronger that going to their map is a suicide. Desert map is unplayable most of the time due to community shunning it pushing the amount of options players have to almost none. 2 alpine maps isn't enough. Red map decides most of the points from the borderlands, either red side doesn't care about it and loses the matchup or gets it upgraded fully for whole week.
How to fix: Remove desert map, it is that simple. It has the lowest activity by far and even the times some commander/guild goes there, most people within the group prefer alpine map.
- Watchtower tactic
Unfortunately the tactic has too large of a radius up to a point where it kills roaming and makes people lazy. Current iteration also punishes new players and guilds too hard.
How to fix: Nerf watchtower tactic so that it only detects siege weapons. Key points of roaming like Danelon, Rogues quarry and Pangloss rise are completely covered by the towers. Not to mention you can't have small fights near enemy tower because soon cavalry will arrive due to the red dots. Scouts would regain some of the importance of the job back as camp defenders rather than relying on the tactics too much.
- Siege Generators
Well they counter everything from omegas (up to a point where using alphas/guild golems is better), trebs, catas, ballistas, acs. Attacking is too simple, build 6+ golems and build shield gens, you will be in objective, no brain necessary.
How to fix: Make the bubble pulse protection in addition to stability in area and not block siege projectiles. Protection is enough to protect from AC fire. You should be able to still be able to treb rams behind bubbles. Ballistas will be relevant again. Shield generator should become a tool to block disablers and projectiles while providing boons. It doesn't need to be counter-of-all-siege in addition to that.
Hey you! Don't forget browsing through the comments that people who are still playing the game and being on the forums actively have better opinion about the current state of the game, siege and maps while not yet having good nights sleep to think about effect of these things yet. But what I brought up were the apparent reasons that people quit the game and will quit the game. None of the roamers, scouts, guilds, commanders or blobbers were excluded. Try to see each point from another perspective, include thoughts like Why did/do they play WvW, would this be more fun to some style of play, would the changes bring more meaningful decisions to WvW? Is the current system of siege/maps/matchups balanced to all sides? Your opinion shouldn't be hastily formed and you should also consider how WvW community will adapt to the changes.
Ri Ba - WvW Commander, scout, loudmouth, tryhard
Making Desolation great again/Alt somewhere