Any changes to classes are indirect large changes to WvW, and that's what I want most right now. Aside from that:
- More rewards for defending objectives
- Mastery lines built towards defending objectives
- More ability for small groups to impact the larger battle
- More stuff to spend badges on (skins, directly buying ascended gear, maybe stuff currently on laurel vendors?)
I'm down with most of these, but there's the EotM problem when it comes to increased rewards. Namely, how to do it that won't result in people afking, or lining up to abuse the system. Everything I've thought up ends with 'Then the EotM train comes over and does it 24/7"
I've got something like 15,000 badges, casual that I am. I think ANet has painted themselves into a corner with these. Too low a cost, you flood the market(s). To high a cost, people accuse you of grind. Still I wish they would do something, too.
Best I can recall Bloodlust was suppose to address the bit about smaller groups having a bigger impact. It was met pretty negatively by the wvw community, wasn't it? I've rarely paid much attention to it myself.
We run a small havoc group twice a week, usually with less than a full group lately, we're able to take towers & bay/hills depending on the matchup. But the population imbalances seem to be the real problem. Not seeing what ANet could do about that. I mean we can defend a tower against 10-15 with siege, yeah, but when 30-40 dragonbrand show up there's just not much to be done. - Its one of the reasons I want a smaller, objective based map someday. Like 10v10v10 or some such.
In my dreams:
- WvW having a large(r) impact on the rest of the world. Maybe a new dungeon that was only accessible when your world has control of Stonemist. In turn allow people who don't play WvW to help the cause somehow, maybe something they do in the world boosts supply counts for WvW'ers for a time. Donate 100 copper ingots to earn XP/coin/whatever and grant a small permanent buff to sentries or walls in your world. Just something that says this part of the game isn't completely separate from the game other than needing to go there for 100% map completion, a couple jumping puzzles and maybe a legendary.
They tried something like that in GW1, and after a year or so they removed it. Don't recall the exact reasoning now, but hard to see them going that route again. There's the minor buffs we build up over the week, which are fairly significant but they seem to go unnoticed.
Wouldn't mind seeing a WvPvE map someday. But that would be getting closer to open-world-pvp and that might be something they wanted to avoid.