Ok let’s change the language used in this discussion, I think a lot of us are getting wrapped around the axel (on both sides) when we consider specific examples… let’s not do that. Let’s try the big picture discussion. (in this discussion) We shouldn’t care about how a class/spec performs in a 1v1 or 1v2 scenario, in WvW you have large scale fights because of strength in numbers. The typical fight is with a group of 15-40 players per side, that’s the frame of reference. And each will ideally operated in parties of 5 players within the larger 15-40 player group. How the meta operates in that setting is what we are talking about. Not, how you can win in a 1v1 with or against a Scourge. A Scourge roamer isn't breaking the game. Looking at the previous boon share meta everyone seems to reference: The defining attribute was a two Guardian per party base. Why?... Stability share, or to ensure all 5 members received stability (Stab) when in an engagement; with two guardians rotating for optimal levels of Stab. It also contributed to the groups Condi cleanse. But if you took a 5 Guardian party, you had a much weaker force then if you had 2 Guardian in a diverse party. Because the Guardian was a poor source of heals, and a sub-par source of damage. You had a point of diminishing returns. It was the part of the team , and contributed to your groups sustain. To move into post-PoF, we can look at the Guardian, Fire Brand (FB). Now you have a significantly greater source of Boon Share in the F3 tome, a substantial source of healing and Condi cleanse in the F2, and a significant Condi damage burst in F1. However, it has a system of checks and balances that only allows each player to perform one tome at a time. If you run 3 FB in a party you can have 33%condi damage, 33% heal/clears, and 33% boons (stab). Or 100% Condi damage, 0% heal/clears, and 0% boons. Or any other mix that will create a ratio of offense and defense (support). Meaning you can’t have everything at once, at full strength. Again diminishing returns and the need to diversify with other classes. And to stay objective, the F1 probably need a nerf as well. With the current Scourge meta in WvW, where is the diminishing returns? Where are the checks and balances? Where is the encouragement for diversity in other classes? There isn’t any, a party of 5 scourges together doesn’t have any substantial tradeoffs. Now that's not to suggest they don’t have counters, they have some. But a 5 Scourge party has high damage, high sustain (Condi clear/barrier), and the ability to mitigate your opponents defenses (boon flips). 100% damage, 100% sustain, 100% mitigation across the parties comp with no real loss in capability. Scourge scales indefinitely in a WvW raid comp until you hit the server cap. It has no need to take other classes with it. That is why it is too strong. Now I’m not advocating that it be nerfed into the ground. NO. But it also needs to sacrifice something and create a need for another class to fill. That is balance in this game. It is simply too good by itself. For example: you should be able to boon flip and give barrier while in a support role; but you should sacrifice extreme damage while you have that capability. Likewise, you should be able to do high damage, but not while negating your opponent’s defenses. The fact that it can do all 3 simultaneously, is why it is broken in larger group play.