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the biggest problem in this game

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diedrake
Posts: 417

Re: the biggest problem in this game

Post#11 » Thu Sep 25, 2025 3:55 am

Would be amazing if the aao side faction all aoe damage and healing increase depending on aao amount, and then turned off as soon as a keep starts to be sieged. Imo, that would break up the zergs a bit. Rn though, game is just meh with the blob v blob. Something needs to happen, not sure what though.

Example- aoe abilities increase starting at 40% aao, aoe heals and damge increase by 20%
Aao at 100% aoe heals and damage increased by 80%

I bet if this was in effect it would make the blob split to other zones as then the low population could decemate the larger blob and lower pop would be getting increased crests and rr like aao is now. Again, untill a siege started then no increase to aoe abilities.
Fenaal- SM 40/84
Fanaal- CH 40/7x

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Endari
Posts: 147

Re: the biggest problem in this game

Post#12 » Thu Sep 25, 2025 5:44 am

diedrake wrote: Thu Sep 25, 2025 3:55 am Would be amazing if the aao side faction all aoe damage and healing increase depending on aao amount, and then turned off as soon as a keep starts to be sieged. Imo, that would break up the zergs a bit. Rn though, game is just meh with the blob v blob. Something needs to happen, not sure what though.

Example- aoe abilities increase starting at 40% aao, aoe heals and damge increase by 20%
Aao at 100% aoe heals and damage increased by 80%

I bet if this was in effect it would make the blob split to other zones as then the low population could decemate the larger blob and lower pop would be getting increased crests and rr like aao is now. Again, untill a siege started then no increase to aoe abilities.
The fix to this game that has way too much AoE is more powerful AoE? wtf.....
Screenshot 2025-09-24 224900.png
Screenshot 2025-09-24 224900.png (102.88 KiB) Viewed 137 times
Maybe some type of population cap so this does not happen? Some type of boon if you switch to the under populated side, extra war crests and rr maybe?

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diedrake
Posts: 417

Re: the biggest problem in this game

Post#13 » Thu Sep 25, 2025 6:54 am

Endari wrote: Thu Sep 25, 2025 5:44 am
diedrake wrote: Thu Sep 25, 2025 3:55 am Would be amazing if the aao side faction all aoe damage and healing increase depending on aao amount, and then turned off as soon as a keep starts to be sieged. Imo, that would break up the zergs a bit. Rn though, game is just meh with the blob v blob. Something needs to happen, not sure what though.

Example- aoe abilities increase starting at 40% aao, aoe heals and damge increase by 20%
Aao at 100% aoe heals and damage increased by 80%

I bet if this was in effect it would make the blob split to other zones as then the low population could decemate the larger blob and lower pop would be getting increased crests and rr like aao is now. Again, untill a siege started then no increase to aoe abilities.
The fix to this game that has way too much AoE is more powerful AoE? wtf.....

Screenshot 2025-09-24 224900.png

Maybe some type of population cap so this does not happen? Some type of boon if you switch to the under populated side, extra war crests and rr maybe?
Have you read what aao does? Thats the boon... obviously doesnt swade the overpop side to switch sides. And yes, an idea i had was the the low population in the rvr zone part of the aao buff is increased damage and healing, because as of right now bigest blob wins... no way to break that up at the moment. Now, if low pop side ends up nuking the over pop side many times over, those wbs will either quit, or move to one of the other zones. Then, wow... even numbers again.

Again, its just an idea to break up blobing and to get the over pop faction to either move zones or force them to siege. Many times i have seen 60 plus aao and over pop side just farming kills rather than sieging.

That pic of population is usually during dead hours when population on server is low... not during prime time.
Fenaal- SM 40/84
Fanaal- CH 40/7x

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