Nekkma wrote: ↑Mon May 18, 2020 12:36 pm
M0rw47h wrote: ↑Mon May 18, 2020 12:26 pm
Reducing bags for defendes is awful idea. We're defender not because we want to defend, but because other faction is overpopulated.
I disagree. The majority of cities I participate in are IC defences (as I currently only play destro). Typically, huge amount of destro are stuck in que, not getting an instance. These people could have helped defending the zones in rvr, preventing a city. Right now, there is zero incentive to defend when you deem a city likely and you plan to play a few hours so you can participate in it. This is because it is much better for me to loose end zones and forts (ganking, but not defending, with AAO best case scenario) and then join a good destro group and breeze through city for royals.
Throwing zones, in the sense that people, me included, skip defending and then get organized and get maximum rewards for winning the final 40 minutes of a 5-12h campaign push seems like a good system to you?
I can understand your point on view, but you need remember, that Order overall has much lower playerbase, and if Destro won't be throwing, then Order will be nearly ALWAYS defending. Now, if you reduce rewards for defence two things will happen : 1) Order will be even more undergeared, 2) less people on Order will play cities and you will get even less instances for your overpopulated side.
I think we need different approach to rewarding for Campaign as a whole. Probably rewards reduced for City Sieges a lot, but with weekly rewards added like for solo Ranked, where you get amount of Conq/Vanq/Invaders/Royals (type based on your ToK unlocks) based on your total contribution to RvR campaign, so throwing, City logging and ignoring RvR won't be promoted or rewarded.
Also - about reducing gap between wining and losing : I don't think it's needed.