Your wvw blobbling is nowhere near as challenging as spvp. You're a game format whose rewards cannot be balanced because it's always a game of who's got the bigger numbers. If the rewards were any good, people would be fiercely competing to transfer to the top tier servers with the largest, most active zergs. Rewards on a lower tier server would be kitten. I highly agree with you. Thus here is my recommendations, to prevent yalls concerns. All that would need to happen. Is that ANet learn the lesson ZOS learn with ESO's Cyrodiil. Make rewards scale towards the intensity of each fight. PvDing and avoiding fights, gets your Zerg nearly nothing. Just omni-blobbing, against players who are just completely outnumbered gets your zerg nothing. Drastically up the rewards giving in WvW. However scale them based off of how many players are tagging said objectives, and players. 2 to 4 players groups rewards don't split as much as say a 50 man or more blobs. Solo players would get better rewards for objectives and player kills, then a blob of 50 or more players just steamrolling others. The longer the fight over a objective the more rewards the zergs get for succeeding to capture or defend it. Also again unlock the AOE cap. Yes zergs would be able to deal more damage to the smaller group. However that doesn't matter anyways when a group of 15 highly coordinated players go up against map queue blobs. Then because the map queue blob can just magically, ignore a big portion of the smaller group's damage by stacking numbers. Without this crutch Zerglings would have to use more tactics, and be less of a mindless zombie horde. That is the main reason why stacked servers are just so oppressive in GW2's WvW. Removing or highly nerfing the AOE cap, would also make stacking numbers and burning tactics reasonable, and not just plainly overpowered.