The reason wards were re-introduced in the first place is to make players actually spend crests on mid-way gear upgrades (or participate in PvE) instead of zerging and leeching in crap gear until they get afford endgame sets.
While it makes individual progression slower it makes overall experience for everyone better by making sure people are at least somewhat geared.
Any sort of buff or powerup based on numbers creates unfairness. If blobbing side is made weaker or outnumbered side gets stronger individually it does two things: 1) It encourages larger side to blob even harder to compensate for power difference, and 2) People get demotivated and just quit. Second outcome will be even more devastating during low pop hours.
Longer xrealm timers mean active dual faction players and guilds will not be able to relog to compensate for population shifts, and as every hardcore old timer will say at some point you will end up with bunch of organized wbs on one side and none on the other.
Honestly its impressive that we still having this conversation after more than a decade of arguments. There have been statistics and analytics gathered showing no signs of significant cross-realming and yet people's first assumption when pop shifts is that people log over and the best idea yall get is to restrict people's choices
[Suggestion] General server improvements with a focus on new player experience
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Re: [Suggestion] General server improvements with a focus on new player experience
Orkni 85+ (in-game Grock is not me...)


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