wargrimnir wrote: ↑Wed Jan 08, 2020 11:59 pm
Aurandilaz wrote: ↑Wed Jan 08, 2020 11:51 pm
Add a 60 min timer to debuff renown gains to 0 when switching realm? I mostly hop around checking mail, AH, doing crafting, finding pve group, doing some dungeon and maybe another on the other side.
Now I'm mostly limiting myself to destro coz of the actual restriction of not being able to log to my order alts, even if it were just to search for a pve group so I can finish my sentinel jewel farm or next gunbad wards.
The buff to logging underdog in rvr would then counter said "no renown"-debuff, so you effectively have +/- 0 effect - apart from allowing more freedom for players to actually play.
and apart from massive logging to defending side, don't really remember much "abuse" over last years of free realm switching (and even those huge defender numbers stemmed from cities, dungeons, scs emptying for a fort defence + calls in guild/alliance discords to gather people to farm the inv currency)
current system does not prevent people from logging to larger side, and doesn't really address the fort situation at all - so don't see any benefit over keeping it. and if some ppl like switching to blobbing side, let them, more targets to kill for those who have learned to love the AAO.
We've already seen this play out repeatedly where a realm will throw an end zone and suddenly double their defenses to farm kills at a fort funnel and a piece of Invader currency. Something I would expect someone with multiple characters wearing Invader gear to understand very well and have a better perspective on. Or perhaps we have to assume that you specifically have a very clear perspective on this, and your suggestion/defense is simply to preserve the ability to swap and funnel farm.
90 minutes isn't forever, but it's usually long enough to prevent someone from swapping zones when a fort is imminent. Your "freedom" to play whatever realm you want is being infringed by the fact this is an RvR game at its core and needs to resemble something of the sort in several ways. There's lots of other games where it doesn't matter which side you rep for the sake of convenience and "freedom".
Throwing endzone is just pure math; throw zone, enter fort, gain 4 invader vs defend zone and push back to gain 1 invader. 4 times the difference in expected gains depending on game action chosen.
Also, I can say, first 2,5 months when forts came I was defending (and mostly losing) on choppa with often buggy forts and getting roflstomped by order fort pushes back when they were doing proper fort wbs. Then I went to farm it on slayer, took less than 1,5 months because order was pushing nonstop and winning bags is actually easy on a class that is on winning side and can do massive aoe dmg. Then next 2 months to grind it on WL, mostly order pushes. Then 2 months on SM, some defences some attacks. Then chosen during 2 months, mostly attacking as somehow order had run out of steam - now last month or so WE, few defences, mostly pushes into well funneled massively defended fort - my main contri being from stealthing around capping flags and being then zerged to death by nearby 50 defenders who dislike anyone touching their flag. So no, I tend to stick to one class and then keep farming on it regardless of who is attacking/defending.
Yes, some people might prefer to keep logging to defender side, but I'd say those are a minority - the largest difference comes from people who stop doing scs, halt their dungeon run, or use a @everyone call in their guild discords and within 5-10mins of fort start, the numbers almost double or tripled on both sides - maybe some xrealming, but mainly people just logging in or waiting at the sidelines of the campaign until fort finally started.
And the current x-realm lock doesn't really alter any of those factors, maybe the 20-30 people who really liked funneling on their "i was born to funnel"-classes kept doing, but those would be a relatively small portion compared to cities draining and scs stopping as people would rush to forts.
I generally like being attacker, its more risky than standing in a pile of defenders pressing 1-2-3 or whatever that class' funnel rotation consists of - you actually need to do actively seek out stuff to kill or rush flags instead of forming a pile of bodies and hoping its a big enough pile to beat enemy corpsepile. (or maybe im just still traumatized over the initial fort defences where order kept roflstomping my choppa as I kept dying to rain of fire with pug wbs on average having 1-2 healers when defending)
As the lockout now is, it doesn't even prevent you from switching side, you just need to log in early enough to get a chance to pick if you really love funnel2win forts. It's mostly just a massive hindrance to people grinding pve on both sides, or those who might plan on switching their guild warbands to underdog (but might not even be possible if half of the wb players have a lockout). Forts are still a huge mess, whether or not this lockout stays in place or not.