I greatly appreciate the renewed focus on balance and communication. That's great news! Sadly, in the last year, I have felt so much disappointment and dissolution over the state of WvW, that I just can't bring myself to play anymore. Here's a few reasons why I quit playing WvW after many many years (since late 2013): Blobbing is an epidemic. Large scale fights have become about who can blob better, and thus annihilate the enemy faster. They've lost the feeling of early WvW where it was a large group vs large group, fighting a wonderful battle for an objective, over more than just a few minutes. By blobbing I don't mean zerging. I mean how boon and combo mechanics forced commanders to require people to "stack on me" and push forward as one blob. As condi bombs and aoe power bombs grew in strength and popularity, we have arrived at today -- where whoever can blob and bomb a single location the fastest and best, wins. There is NO competition. No fight. It's steamrolling at it's finest. And the worst form of zerging I have ever seen in a game.As the blobbing "meta" has grown, the needs of the smaller roaming and havoc groups seem to have either been forgotten or ignored. Or maybe developers just don't know how to include them in this mode. (My primary play style). It's NO FUN to cap a camp with 5 people and suddenly be steamrolled by a blob.Conditions were best when they were icing on the cake -- not the whole meal. That said, some condition builds have been super fun to play. But only because there is NO way anyone could ever have enough clear to make a fight last more than a few seconds. I remember back to my 30k in 10 sec burn engineer build of a few years ago. Super fun, but way too OP.Most objectives -- other than Stonemist -- are pushovers for a large well-supplied group. Tier 3 keeps are a joke for large groups and blobs. Undefended, a large group can cap a keep in 5 minutes. That's just a ridiculous. A keep should be a worthy capture -- an accomplishment that defines the map and directly effects strategy. A 5 minute cap does NONE of that. It means nothing. It lead to karma training and encourages blobbing. The addition of rewards and reward tracks were wonderful -- for a time. But it's overtaken the mode. I've seen players worry more about their pips and participation than actually playing WvW for WvW sake. Folks used to play for PPT or PPK or strategic capping or whatever their content focus was. Now people are playing PPP -- Pips, Progress and Participation. It's diluted the content mode and added unneeded pressure which detracts from simply playing the game mode. Get rid of downed-state completely. It's an outdated mechanic in WvW. It still has value in PvE and I can see the upside in sPvP. But in large scale mode like WvW, it's lost it's place and has become a crutch that favors the blobs. The swords mechanic -- flagging an objective as contested -- needs to evolve if other mechanics evolve. For example: If keeps become more difficult to take, require more time to get in and cap it, then flagging an objective at like 50% wall or gate health (like in ESO), creates a fresh feel and gives the attackers time to make a significant dent, while allowing defenders time to get inside and repel the attack. The current meta doesn't do that.I don't claim any of this is right or correct or even good ideas. For all I know, I'm the only one who thinks and feels this way. Hopefully, it gives CMC and the team something to chew on.