I can only speak from my small scale roaming experience. Obviously most of us won't post videos to back up our argument but hope at least you're willing to listen. For my personally it blows my mind how some builds are allowed to exist, and how some logic isn't used to realize this is OP. Again this is just my experience from roaming since release and the current meta. An example is the insane stealth dead eyes have. If you're going to engage in combat, then you have agreed to fight, but no instead of a pvp fight all you get is a class that can harass you and leave at will without consequence. (yes ive killed many dead eyes, some who actually make a mistake after 5 minutes of bs stealthing, but thats not the majority, most dead eyes that aren't terrible, can and will completely leave if they don't kill you) Are we not here to pvp? If you want to run then maybe pvp/wvw isn't your thing after all? You just want kills but arn't willing to accept that maybe you don't understand the mechanics and lack the skill to actually have some type of real pvp go on. Another example is boon beast rangers. Not complaining about rangers specifically but, how is a build allowed to have so much sustain yet decent damage still? Not only that I've seen builds that can just stealth>swoop>longbow nonstop. You're just not gonna catch that, at the very least pvp shouldn't be able some class being able to run for ages while you spam w.e small gap closer you have to catch up to them. Another example is mesmers, why is it that a mesmer can yet again engage a fight, and then realize their opponent is superior to them so they can blink out of combat so fast and thats not including the stealth they have already, the invuln, etc. My point is, for a game mode based on pvp, it should be encouraged that if you engage in a fight, then there must be some type of consequence, not just be rewarded with escapes because youre running a build that can leave anytime and "kite" for days. Not sure what it will take, maybe nerf some gap closers, some stealth, but stop rewarding builds that give the players the cheese to escape fights, if a player engages in combat or gets caught in combat, its time to stay and fight not run and kill the game mode by not providing anything but your escape. I main weaver sword/f and so many times can some cheese builds just run away, yet I can switch over to my zerk ranger and be lazy and just spam my longbow and then run away with GS and stealth and get easy results.