As said by Mark, the guild split system in the TW has a flaw, but it is still satisfactory for PVP. I believe that until we find something better, this method could be used.
On the other hand, I also believe that it is necessary to make some changes in TW. Contrary to what some people think, crystals are the focus of war and to get them, you need to fight.
However, classes and equipment have evolved much more than crystals, causing a single player to break the crystal in a matter of seconds. In this way, it is not necessary to worry about creating PTs strong enough for PVP, since walking alone has advantages.
I propose a buff on the TW itself, since the map is not being so interactive.
- First of all it is necessary to increase the HP of the crystal or reduce the damage that it takes so that it is not broken by only one player.
-The Belk is dying very easy, just like the stingrays. In this case I do not have to fight to keep him alive. It is necessary to make opposing sides fight for these goals.
- It would be good to limit the group controls that are applied on the stingrays that are invoked after defeating the Belk. Long ago in the game it was necessary a tank to control them, today anyone can do this.
- In TW that you only need to break crystal and do not have any other internal system, it would be interesting to create a game mode where one or two crystals randomly self-destruct after a certain time of the war (going gray).
- The TW of the ice map does not need changes in its mechanics, as the totem gives much advantage to the side that grabs it.
To conclude, I believe it would be better to reduce the base curing of classes that are not blue, after all they are not support. Since the skills heal a considerable amount, these classes are very independent of support.
Thanks for reading and cya in game,