One of the most annoying things in PvP is the extremely one-sided Warfront. Of all the things that are bothersome in Rift PvP, I think this is the one that keeps me (and perhaps others) from PvPing very much.
I get that a small segment of the Rift population is Hardcore PvP, and I respect that they take Warfronts just as seriously as I take raiding. However, their premade groups with crushing levels of gear decimating my random solo queues pretty much robs me of any joy in PvP.
There's no surer sign that a Warfront has Gone Bad than joining a WF already in progress with the enemy team literally waiting outside your spawn area, waiting for anyone to be stupid enough to jump down. Of course, you have to feed yourself to the enemy team, or else you get the debuff for being in the spawn too long.
In large maps like Karthan Ridge and Whitefall, this is exacerbated because teams get in asynchronous spawn waves, where have the team just rezzed, while the other half is in the process of dying to the full enemy team. Those who just rezzed reach the battle just as the rest of their team dies, and the cycle repeats. Organizing pugs to wait for everyone is not feasible nor likely to happen.
So, I have a couple ideas. These would all only be activated by the Lopsided Event Trigger. These would be largely map dependent.
The point is not to change the tide of the WF. The point is to make it so the losing team is able to do more than just feed themselves to the enemy team.
Triggered when one team has all 4 points for more than 20 seconds. Deactivated when neither team controls all 4 points for 20 seconds.
2 Portals appear in the losing team's spawn. One portal teleports you to Vault and one teleports you to the far side of the tower next to Codex. This lets the enemy team escape being spawn camped.
Triggered when the enemy team has both Sourcestones and at least a 1 point advantage. Deactivated after 90 seconds or the losing team scoring.
A new Sourcestone and a Jump Pad appear near the spawn. The Jump Pad will fling you to the central porticulum and can be used while carrying the Sourcestone. If the special Sourcestone is dropped, it can't be picked up and immediately respawns. This will force the enemy team to push to win the game or else defend their reactors. Either way, spawn camping won't work.
Triggered when more than half your team is dead at once. Deactivated after 60 seconds or upon half the total enemy team dying.
Everyone gets the Red Wings buff upon leaving spawn for 45 seconds. The closer the enemy team is to spawn camping you, the longer they will have to fight you with the buff.
Triggered when more than half your team is dead at once while more than 100 points behind and the enemy team has the Fang.
A Lesser Fang appears in the spawn area of the losing team. If they bring the Lesser Fang to either of the Red Ball Huts on the sides of the map, they will be awarded 50 points.
Library of the Runemasters
Triggered when more than half your team is dead at once, while controlling no Rune Vessels and more than 100 points behind. Deactivated after 60 seconds.
The losing team receives the Red Wings buff any time they are in the lower trench area of the map.
No change. Spawn camping does not seem to be an issue in this Warfront.
Again, these changes are not intended to turn the tide of the WF. Instead, they give the losing team a way to escape being spawn camped and/or to do something to earn points, even if its not enough points to win.