I'd like to see a very mechanical change, one of which I had brought up in the past, but would like to refresh it. This change changes the shape of the battlefield for all parties and frankly for the better. As of now, keep play and zerg play are stale, and without challenge. All we do right now is run around back-capping eachother.
Proposal: To cut off a keep teleport to defenders, require all towers to be capped. If a Battlegroup of 100+ wants to descend upon a keep, it should not be a fight that lasts 10 minutes. As it is now, you go up to tower 1, beat it open in 30 seconds, and cap it. At this point, nobody can port over to defend, and due to how quickly towers are taken this is instant. The fights over. By taking one tower you've won the keep. Yay?
Where is the fun in this scenario? The challenge? The merit? I see none. We are at the late stages in my opinion of this game and as a community server. The population is less than it use to be, fights are harder to find, and a large portion of this server enjoys zerg play. I won't deny that. But why deny yourself a challenge? With 100+ people you should be able to coordinate a 3-prong attack on a keep to cut port or even 4-prong. If tower difficulty remains as is, this would just spark some really good fights and defenses.
Scenario: Hib leader X leads 100 hibbies to attack keep A in Alb. With these new mechanics, they know they need to cap all the towers to cut the port for defenders off from porting in. When the flames show on the map, defenders come to join the fray. Either they work up the salt to beat the BG off, or they get smashed and lose. I'd like to see a new mechanic introduced alongside the port changes. It basically says that if an enemy force takes an enemy tower, they get a slight bonus in resistances or hit points, or some agreed upon bonus while in the radius of the tower. Obviously, attackers are at a disadvantage, so they need something to benefit them for achieving goals and to also give them the desire to keep fighting the hard fight if they meet resistance.
If this doesn't sound fun to you, I mean, maybe you are a milk-dud. Or maybe you want to be carried all the time. This would give all groups something to do. strong 8-mans could hold objectives for BG leaders, i.e. towers, stealths could pick off loner reinforcements or the unsuspecting defender, zergs could focus on each other or objectives, and small mans could be wherever they please.
I hope some folks agree.
Proposal: To cut off a keep teleport to defenders, require all towers to be capped. If a Battlegroup of 100+ wants to descend upon a keep, it should not be a fight that lasts 10 minutes. As it is now, you go up to tower 1, beat it open in 30 seconds, and cap it. At this point, nobody can port over to defend, and due to how quickly towers are taken this is instant. The fights over. By taking one tower you've won the keep. Yay?
Where is the fun in this scenario? The challenge? The merit? I see none. We are at the late stages in my opinion of this game and as a community server. The population is less than it use to be, fights are harder to find, and a large portion of this server enjoys zerg play. I won't deny that. But why deny yourself a challenge? With 100+ people you should be able to coordinate a 3-prong attack on a keep to cut port or even 4-prong. If tower difficulty remains as is, this would just spark some really good fights and defenses.
Scenario: Hib leader X leads 100 hibbies to attack keep A in Alb. With these new mechanics, they know they need to cap all the towers to cut the port for defenders off from porting in. When the flames show on the map, defenders come to join the fray. Either they work up the salt to beat the BG off, or they get smashed and lose. I'd like to see a new mechanic introduced alongside the port changes. It basically says that if an enemy force takes an enemy tower, they get a slight bonus in resistances or hit points, or some agreed upon bonus while in the radius of the tower. Obviously, attackers are at a disadvantage, so they need something to benefit them for achieving goals and to also give them the desire to keep fighting the hard fight if they meet resistance.
If this doesn't sound fun to you, I mean, maybe you are a milk-dud. Or maybe you want to be carried all the time. This would give all groups something to do. strong 8-mans could hold objectives for BG leaders, i.e. towers, stealths could pick off loner reinforcements or the unsuspecting defender, zergs could focus on each other or objectives, and small mans could be wherever they please.
I hope some folks agree.