oRvR imbalance / fixing the problem
Posted: Thu Jun 29, 2023 10:33 am
Surely this topic has been adressed many times, probably there is an open discussion about it somewhere on the forum. But there is so much stuff on the forum, so a new post.
Short introduction
I started to play about 6 weeks ago. I play about 95% of my time as destro. I play pretty hardcore; 12+ hours a day sometimes, so I know how numbers are in oRvR during the day. I play with a couple of friends. They have less time then me to play and they'd rather play order because we loose so much as destro. Some don't even want to do RvR, because they are constantly dying. I think a lot of people feel the same, so the problem is getting bigger instead of fixing itsellf. So as destro the game is not new player friendly in its current state.
The issues
I think in oRvR we are outnumbered most of the time in the fights in the lakes. Only in prime time we are about even and might be able to push some zones for 1-2 hours.
Sure, numbers on the server are about even; but destro is simply not in the lakes. Not sure what the reason is behind it, but AAO alone is not enough to get people in the lakes. Maybe they are just in warcamp demoralised, watching youtube or something. I think the fort scores says it all; it's very onesided and for order it is simply PvE. The times I played on order they even complain about there not being enough destro to have nice fights.
So what can we do to fix this?
I think next to the AAO renown/xp bonus, there should be a bolster to the underdog defense/offense. Maybe damage reduction/boost and healing boost to the underdog players, that builds up to a certain cap, depending on how long you've been playing in the zone. Same should go for the AAO bonus; if you haven't defended long in the zone, you don't get the full benefit of the AAO bonus. Maybe this helps against x-realming.
Another thing that might be interesting is giving the underdog NPC/players defending a keep/fort an entrenched bonus, depending how long they are defending the keep. So the longer you are able to delay the enemy, the more bonus you get. Maybe limit this bonus to 5% on the first gate, another 5% on the second gate and you get 1% for every 3 mins you defended that gate. Accumulation of this bonus stops as soon as the gate is broken. Bonus persists as long as the lord is alive; e.g. you loose the bonus as soon as the keep lord is dead or you leave the zone. This way you also have the bonus after a wipe, but you can try another push for the lord room. Entrenched timer starts when ram is placed at the door.
Hopfully this gets people into keeps for defense earlier, so they get the boost. Hopefully they organise the defense and make keep fights more interesting for both factions.
Sun
Short introduction
I started to play about 6 weeks ago. I play about 95% of my time as destro. I play pretty hardcore; 12+ hours a day sometimes, so I know how numbers are in oRvR during the day. I play with a couple of friends. They have less time then me to play and they'd rather play order because we loose so much as destro. Some don't even want to do RvR, because they are constantly dying. I think a lot of people feel the same, so the problem is getting bigger instead of fixing itsellf. So as destro the game is not new player friendly in its current state.
The issues
I think in oRvR we are outnumbered most of the time in the fights in the lakes. Only in prime time we are about even and might be able to push some zones for 1-2 hours.
Sure, numbers on the server are about even; but destro is simply not in the lakes. Not sure what the reason is behind it, but AAO alone is not enough to get people in the lakes. Maybe they are just in warcamp demoralised, watching youtube or something. I think the fort scores says it all; it's very onesided and for order it is simply PvE. The times I played on order they even complain about there not being enough destro to have nice fights.
So what can we do to fix this?
I think next to the AAO renown/xp bonus, there should be a bolster to the underdog defense/offense. Maybe damage reduction/boost and healing boost to the underdog players, that builds up to a certain cap, depending on how long you've been playing in the zone. Same should go for the AAO bonus; if you haven't defended long in the zone, you don't get the full benefit of the AAO bonus. Maybe this helps against x-realming.
Another thing that might be interesting is giving the underdog NPC/players defending a keep/fort an entrenched bonus, depending how long they are defending the keep. So the longer you are able to delay the enemy, the more bonus you get. Maybe limit this bonus to 5% on the first gate, another 5% on the second gate and you get 1% for every 3 mins you defended that gate. Accumulation of this bonus stops as soon as the gate is broken. Bonus persists as long as the lord is alive; e.g. you loose the bonus as soon as the keep lord is dead or you leave the zone. This way you also have the bonus after a wipe, but you can try another push for the lord room. Entrenched timer starts when ram is placed at the door.
Hopfully this gets people into keeps for defense earlier, so they get the boost. Hopefully they organise the defense and make keep fights more interesting for both factions.
Sun