Hargrim wrote:
It is possible that some last supplies ticks were still feeded for the keep when you get 4th BO. Or in all, playing at the edge of this might cause this, just don't let the other side have 5 stars and 4 BOs at any moment. This is recalculated every 60s.
Natherul wrote:well a 5 star lock is probably the hardest one to pull off if the enemy is not just sitting on the keep, simply because to lock with 5 star keep you need to control all the BOs for some time, which coincidentally is easy to disrupt.
With BOs not having a lockout timer after you took it from the enemy the actual effect of your disruption is minimal since no one stops the enemy to take it back as soon as you leave. Or you can try to defend it, most commonly known as suicide
Because you just made it clear where you are(and who you are if you scored some kills), the enemy now has all the time in the world to bring the whole zone raining down on you and since it's probably was not the closest BO you are out of possible reinforcements.
What ends up happening - you die on BO to a gigantic zerg, watching as you losing more and more people to this pointless endeavor. But you hope that you can at least if not stop but make the enemy pay when they attempt to take a keep.
Now with 5star+4BO lock you just robbed the defenders of their rightful payback time, a place where they can try to funnel vs the overwhelming numbers. I'm not saying that the keeps are perfect, they got their upsides and downsides, sure.
No one in their right mind now would even attempt to take a keep with all its possible risks of wiping to lord/defenders on top of oil/cannons/etc, when it's much safer to just blob into one roaming sea of death, that runs from one BO to the other farming crests from the unfortunate defenders, until they had enough and leave the zone for you to ez lock.
I though that having the zone conclude in a Draw sometime after the inner doors were hit/breached was a step in the right direction, that broke some of the unneeded and drawn out stalemates, but in no way there was a need for the game to have a mechanic that allowed to skip a keep siege to take the zone.