The general problem of WvW is, that it's not simply 50v50, blob vs. blob fights, sieging keeps etc..There are three mayor types of gameplay, which are performed in World vs. World (as far as I am aware ^^) Blob fights (25 - 70 ppl), yes i regard a zerg of 25 ppl as a mayor group of playersGvG (15 ppl), since there is no seperate area of the game, Guilds can fight each otherRoaming/Small scale (up to 10 ppl) , since there is more builddiversity regarding statlines etc.These three areas should always kept in mind when balancing wvw, since it can destroy the other categories if wvw-balance is just centered around one of them (which is happening right now, if we look at the canges regarding the scepter) So I have a complete opposite approach for the issue regarding Necromancers, namely this part: So instead of keeping on nerfing the Skill, rendering it useless for GvG and Small Scale, since you are not massing necromancers in these styles since you are limited regarding the number of players. My consideration: Put the ammount back up to 3 corrupts, but instead of limiting the casting end, limit the recieving end.For example put a debuff on players struck by the skill, which lasts 10 secounds and is stackable up to 3 times, preventing the player from taking further corrupts as long as the debuff persist (kinda similar to the way the new Deathmagic mechanic works). That way you can stop things from being broken if stacked infinite times while on the other hand not hurting players that like to play world vs world in a amaller scale like GvG or Roaming/Small Scale.