I agree, it seems like anet wanted scourge to be frontline, guards to stability/heal/cleanse them, and ranged to keep the enemy from getting close. My take is, pirate ship is boring game play for people who play melee classes, and many commanders are confused on how it works. I believe that most players are more satisfied with smash and bash that resistance, stability, condition clears, and power allows. That it is this synergy that makes the right comp strategy part of the game play. Essentially giving guild leaders a purpose, to oversee and tweak minor changes for that magical moment when their guild is recognized as good. I was in a guild that wanted to keep it majority power, theoretically composed, and inclusive to traditional characters. The gl stated that it will make them all the better once a change emerges. Though this may seem laughable to some who theory craft for the strongest right now win possible. I think that person/guilds belief is reflective of what "fight guilds" find truly satisfying. As it stands, finding a blank slate to teach has been overshadowed by classes that are easy to play, and some guilds may feel left out of the strategy that makes this game fun to them. If this game is fun to the leaders, then new players who want to try world vs world probably would feel more inclined to stay, to be proud of representing a like minded and fun team. Leaders will encourage new players to make specific ascended gear sets for the purpose of synergy, and make Anet more money over the long term. Personally, I do not want to play a boring character that the winners seem to be forced to play. This is just my opinion, but as the rest of these posts show, there are others who feel the same way.