I would agree it should not made made META for a WL in a warband, last year the balancing has been great, we now have BW/CHP very viable wb bomb spec's, and WL/Mara smallscale specs, also very importantly for me a lot of abilities that no-one would ever take, have now been given life and use, add more to the game, don't take away
New people often don't see an RVR zone kills come from 2 places - WB & 6 man
- 3 man of WL/SM/AM will get 100 kills because of utility/mobility/tankiness, obviously experienced practiced skillful play/positioning too.
- At the same time a BW/CHP with an organised warband to keep them alive will also get 100 kills per zone because of teamplay and sheer aoe damage.
Both will be killing a lot of players at key locations/times on the map to ensure their side wins/has a better time of loosing the map. More importantly have a challenging balanced and fun PVP experience.
Both have balanced abilities that enable them to do better than most other classes but only in either Smallscale or Warband play, otherwise we'd all be playing shield wearing WP's with huge aoe magic based dps. WL has a lot of tools to do really well in smallscale, doesn't need to also have giant morale pump M2 aoe bomb, role a BW and try something different rather than try to get everything in 1 class.
3 - Classes - Update defunct abilities to be more useful in either large-scale or small-scale, again not a small one, but hope the Dev's can get excited about working on this game with these sort of possibilities available, rather than feel bashed because people complain on forums because humans don't like change until they forget about it 2 weeks later.
Spoiler:
- ROR is restricted to 6 man groups (even if its in a wb) you can only guard/buff/aoe heal your group of 6, there are 12 classes each side, if we had group size at 12, you could balance all 12 classes to be equally needed in large scale with each class having a unique essential team ability.
- As its only 6, what you can do is make 2/3 of each archtype, so melee dps, ranged dps, healer, tank, optimal in large scale, and 1/3 optimal in scenario, when i say optimal, i mean have an ability/tactic/morale that is essential in that environment, so aoe cleanse in large-scale, big ST damage in small-scale with own built in armor debuff/heal debuff.
- I would like to see each class have a large-scale spec and a small scale spec, i think this gives you options to test your character, but still maintain a specialist class for environments.
- Also i would enjoy seeing less classes the same, we don't all want to play heavy armor healers using shield/axe and magic, that's a solo game, we want to play huge damage BW/Sorc who dies so quickly, but with a very tanky tank class and big ranged healer can change a battlefield as a team.
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For me, i would like to see mobility looked at as part of balancing, positioning is king in PVP, and tools like Charge/Pounce/Rift/Whirling pin/speed buff procs are being used to great effect by some players, and its fun having a WL/SM both pounce into a fight

Sure someone has some idea's about additional mobility abilities that could be workable, maybe BW teleport?