So let me say first off Im going to try and keep this at a moderate length, originally I thought about doing a video discussing it and If everyone would like ill gladly go and do it. This way I can showcase the issues at hand, where they are and how the features function now. Although I don't feel its needed because almost everyone here probably is familar with and plays WvW; Not this is where we will get a bit spicy. The changes I will put forward will not be for everyone, but for those of us who dedicate ourselves to WvW its designed to give us more to do and for us to have more nuance and spice of life in our preferred game mode. (I know some people will get whiny with me, and Im going to say this now. I. DO. NOT.CARE. If you don't play WvW then it won't effect you. If you do then this will be a boon, with that lets get into it.)
One of the main issues we have now is with the current map builds, they are all too small to justify the mount we have and with it being the case the mount itself feels like more of a hindrance than a boon. What I propose is that we extend the maps and make them larger more spread out with more objectives through out the entirety of the map, Edge of the mists is a good example of large scale.
Edge of the mists should be removed as hardly anyone goes onto that map; Move it over into a changing poll for eternal battleground so that it will be used and more importantly seen by the player base. The map is wonderful and encompasses what WvW should be in a very early sense, It's dynamic and has tons of fun nuance and objectives to claim and fight over with a lot of tactical need within it.
The trait system needs to be completely reworked, as it stands now all it stands for is a band-aid fix for a sense of progression and we all know that A-net can and has done better on this department. Progression is key to retention, I would much prefer if the mastery and trait tree offer more unique benefits than simply "You can take less damage from guard" or "You can auto-loot" all features that should be baseline. These benefits could range from "Inspiring presence" which buffs allies and npcs around you just for being there, Or "Champions challenge" where you gain the special action key and make a ring around you and an enemy. This ring can't be crossed by other players and only you two can hurt one another for a set amount of time; Think of it as a challenge for One V one but imagine doing this when you know full well all you can do is stall for time. You can pull an enemy into this ring, and I promise others will stop and try to kill you; You might die but you could give you allies enough time to get in and protect to objective.(These are rough ideas)
# Rewards and Objectives
When it comes to rewards within WvW we have a very unique issue, because we really don't have much going for WvW as a mode. Legendary armor and a legendary back-piece is a start and I feel this also carries over to PvP as well. We have those two but the rest of our rewards are PvE reward tracks (Outside of the triumphant armor/weps and the gift of battle line.) which really don't articulate or reflect the mode that well. There are several things we could be granted that might allow us to feel more distinct and maybe, just maybe entice others to try and actually stick with the mode. Not everyone is like me who is in it for a good fight and I understand that, its all about what they can achieve and what kind of goodies they can get. Below I will detail some reward Ideas that will probably and should be looked at by A-net.
Objectives is another problem as well map construction, both feel incredibly dated on the alpine and Eternal battleground maps. These objectives for one feel like a pain in the butt to defend and offer little to the defenders; But also are just more points to be gotten and then forgotten by the attackers. So lets take this and flip it on its head; Lets start with how the map looks and we will use Eternal battleground since everyone loves it so much. Ill paint you a picture while also giving a bit of lore, so that way it has some sense of story at least for you to meddle with in your mind.
"With the event of kralkatorick breaking his way into the mists and rampaging through the various realms adjacent and attached to it, the dragon had upset the natural flow and balance of the eternal mist war. His twisted and tormented visage extending its shadowy reach from the very depths of its center; Gnawing at the foundations that had once kept it as a pure reflection and turning it into a twisted aberration. He shattered several pieces of the god realms within this singular moment when aurene and the commander gave chase, and in the turmoil the Eternal battlegrounds has become a focal point of the fallout. The northern areas of the this place of war have become frozen, with rigid mountains and vast tundra's as spires of the underworld have been constructed by those who had come to "land" here. Though the armies of the underworld dwell here most have succumb to the maddening whispers of the Dragonspawn (https://wiki.guildwars2.com/wiki/Dragonspawn) This ice-brood minion had been killed by Eir during the Events of Edge of destiny, and has now come to take residence in the vast mountain range. Forming a cult which fights to spread its dominion over the mists and conquer it in the name of Jormag; Despite its lack of connection to the dragon and the current time. Players will of the "Ice-born" faction will be tasked with subjugating the local population of creatures, and breaking the remnants of the underworld to the wills of their master as well finding and taming Svanir the ferocious and horrific nornbear. Within the south Eastern corner of the map a familar war-cry can be heard as charr from long ago muster their strength, with the old shaman caste leading the "army" who seek dominion over their new "home". Hierophant Burntsoul( https://wiki.guildwars.com/wiki/Hierophant_Burntsoul) has come to call upon any and all who would fight for his twisted ambitions of grandeur. He wishes to burn the world asunder and break the foundations of the world as we know it, so he may return to the realm that once banished him little does he know this is impossible. Players of this faction will be asked to awaken the titans, and subjugate the various remnants of the shadow army that linger here and try to set up a suitable base. One such being Shakahm the summoner(https://wiki.guildwars.com/wiki/Shakahm_the_Summoner) has stood in stark opposition of the hierophant's designs, he will be made to serve and his army and power will serve to be a starting ember to the charr's hunger to burn out the enemies laid before him. The final faction at war here would be the army of Glint, headed by the prophet glint herself.(https://wiki.guildwars.com/wiki/Glint) Her armies goal is to stop the ice-born cult and the seekers of the flame, and prevent the mists from being thrown into more turmoil as it recovers from Kralkatoricks attacks. Players will be asked to recruit heroes from long ago such as Jalis Ironhammer, Jora, Eir, Snaff, Asgeir Dragonrender, Turai Orsa and many others to join the battle against the coming storm. As well to help her create an army who is immune to maddening whispers and corruptive magics of both factions. In the end players will be sent to seek out the forgotten who now linger in the mists, hidden but not lost they will be the final hope of success in these dire times."
So now that we have the map's history and "story" / "lore" out of the way its time to move on to what it will look like. In the western corner we will have a place similar but not fully like Glint's lair, it will have various trees and different fauna there along with cavern systems to traverse incase of emergency. The far north will have Jormag corruption and various mountains, caves and darkly lit objectives with fog and rolling snow-storms to deter invaders. Along with the roaming bands of Icebrood and underworld creatures that will make traversal hard for foreign powers. Within the charrs domain we will have many forms of siege, and the growing threat of the titans being ever present this place will look much like the fissure of woe but with a hint of old ascalon within its red and orange hued nature. Down the middle of the map where Stone-mist castle once was will be a Massive brand-scar that is in a way holding these realms together as branded surge from the broken remnants of the surrounding area. Stone-mist still exists and is one of the major points of capture but because of its location, players will have to help their faction build up a size-able force and amount of resources to not only take it but maintain it. With the forces of the branded being a noticeable threat to all three sides at times champions will become branded in the area and Turn on their allies; As well various players can become branded to cause infighting among their ranks unless the proper upgrades have been reached.
Big Objectives/Long term goals:
In conclusion the idea is the reinforce the reasons to play, This would mean we need to work on the maps and the layout of them. Class balance while being a big issue is no where near as big at this point when compared to burn out and lack of replay-ability. The maps eventually grow stale, the lack of objectives become a nuisance and many players ignore key objectives because they want a fight. The Idea here is to make building and maintaining objectives good for the small scale groups, while the big zergs roam and try to fight for the objectives this also gives PvE players a chance to really get their feet wet with PvE style objectives that directly benefit the Battleground, for taking these gives buffs for the zergs and defenders.
# Bonus/Extra Goodies
The disparity no matter what changes you make will make it impossible to balance, or fix WvW and it needs to be addressed and has needed to be addressed.
Thank you for reading and Id love to get constructive feedback on this post, your ideas and thoughts. Id also like the make this as much of a detailed and articulate thread about what we the player-base would like to see. The more we give A-net the more likely they will be to implement and make changes accordingly, if we show we care about this game mode and that we want it to be good then things could get better. You have to understand Im pretty sure they are terrified to add ANYTHING new because of what happened when edge of the mists and the desert borderlands were added. People complained so hard, and people still to this day give them flack but those are two of the best maps they've added or made for WvW and so with the fear of doing something new, because of the outrage culture over things we should be HAPPY about im sure thats a large part of why we don't see changes often. We have to let them know we want change, balance is a big issue and I do agree but its not the largest on their plate of problems. Replay-ability, reasons to play, reasons to keep going and keep fighting are all big issues. Hell we don't even hold objectives anymore, we just go for the big zerg V zerg so when it comes down to it the mode has more issues than just class balance and such. The issue is it has lost its meaning and we need to get back to that with positive, fun and overall enjoyable reinforcement. I know I haven't covered everything but this is where we start, please lets show them that we care and that we know they can do this. ~ Also please spread this around as the more eyes and ears it reaches, the more discussions we have the more attention we get means the more likely our changes will be considered.
~ Happy hunting All