> @"Svarty.8019" said:
> * How could that be fixed then?
> * How can you reconcile the ganker's complaints with fun?
> * Is that even possible?
I don't think it can be fixed, because like kami said, it kinda already was fun at certain points, they just took all the things that made it fun away (read: anything that actually changed the way WvW was played). Which means they looked at a fun mount and said, "we have to move away from this." No way they backpedal again.
More than that, it's one of those situations where you can't possibly please everyone. There are WvW purists who'd still be happy if core guardian meleeball was still the meta and had never changed in 8 years. Then there are people who want the whole system blown up and rethought. And everyone in-between.
Personally, I fall in the middle. I think video game fanbases have developed the expectation that games like this will be constantly introducing new things to shake up gameplay. (I specify video games because there are plenty of board games that have been enjoyed by players for decades (if not centuries) using the same rule set, but most video gamers lose interest if they're not being fed "new content" regularly.) So we all need to reconcile that change is going to happen. And, on the other hand, resources are finite, and big changes to WvW are not going to draw in fabulous pools of cash, so I wouldn't expect anything too dramatic.
As far as what would make the WC fun: in my opinion, the more unique utility the WC has, the more reasons you have to think about when/whether to mount up in a situation (or whether the enemy is mounted), the more using it feels like a dramatic difference from being on foot, the more fun it is. Because then it is bringing a new dimension, a new experience. If it (like now) is functionally the same as being on foot (or worse in the case of some highly mobile builds) but just acts like a bit of extra meatshield... that's pretty damn boring.
ANet saw an opportunity to relatively cheaply expand existing content from one part of the game into another and provide some of that mixup/fun with the WC. Then they took away all of the things that actually affected gameplay choices, for likely a combination of reasons. As to what their overarching philosophy is on how much and how frequently to change how WvW is played, what their metrics for success are, who they listen to, and what they ultimately want the game mode to be... only ANet can say, and they ain't talkin'.