Has any consideration been given to revamp AAO so that it actually benefits the lesser populations fighting directly in the zone with the AAO.
Something like 10% more wounds, damage, resistance etc. for each 20% of AAO, so with 100% AA0 lower population gets 50% dam, resist, wounds buff.
This would possibly also slow or deter x-realmers.
Obviously the % above are examples and would need tweaking, but it would possibly produce better fights which most would want, the side with the most players should always still have an advantage ( that's life ) but maybe not as 'steamroll' as it can be now...
Just an idea.
AAO
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Re: AAO
The carrot is more Exp, renown,influence and more fights, more targets to kill with downside of getting swarmed by sea of red. What more do you want? Suggestion of getting superbuffed is just no no. I think you dont really understand how much even 5% buff creates a huge gap on performance.
Now maybe some small chance that escalates by AAO to a maximum of maybe 5% (at AAO 400%) of getting medallion clusters, or double medallions from kills. However, this would be when in future new RvR/SC sets are implemented (2weeks). For now, it's all good in my opinion.
What do you mean when you say deter x-realmers? Those that log for underdog just to have more numbers to fight against or those mythical sea creatures of logging for winning side?
Now maybe some small chance that escalates by AAO to a maximum of maybe 5% (at AAO 400%) of getting medallion clusters, or double medallions from kills. However, this would be when in future new RvR/SC sets are implemented (2weeks). For now, it's all good in my opinion.
What do you mean when you say deter x-realmers? Those that log for underdog just to have more numbers to fight against or those mythical sea creatures of logging for winning side?
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Re: AAO
My only wish is for AAO to affect the 20 renown ticks you get as a healer.
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Re: AAO
Well unfortunately when you're outnumbered unless your running a highly organized 6-man you really don't get to reap the benefits of aao cause you will get absolutely gangbanged by zergs.
Personally I think AAO should also grant RR active abilities. I mean if you're outnumbered 4 to 1 having improved flee seems like it's pretty necessary. And when AAO goes up give them some more active abilities, like rank 1 cleansing wind or resolute defense.
This just gives the less populated side more tools/toys to (somewhat) effectively fight a the larger faction. And if i were to have these abilities you bet your ass any 6 man group i ran would be doing some hit and run guerrilla tactics. Cause you CANNOT go head to head with a zerg when you have 100% AAO
Personally I think AAO should also grant RR active abilities. I mean if you're outnumbered 4 to 1 having improved flee seems like it's pretty necessary. And when AAO goes up give them some more active abilities, like rank 1 cleansing wind or resolute defense.
This just gives the less populated side more tools/toys to (somewhat) effectively fight a the larger faction. And if i were to have these abilities you bet your ass any 6 man group i ran would be doing some hit and run guerrilla tactics. Cause you CANNOT go head to head with a zerg when you have 100% AAO
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Re: AAO
20 is the minimum RP tick. You would normally be getting far less than that. It is affected by AAO before the minimum.
Re: AAO
I stand educated! Thank youwargrimnir wrote: ↑Sun Apr 22, 2018 9:50 pm20 is the minimum RP tick. You would normally be getting far less than that. It is affected by AAO before the minimum.
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