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Currency and reward tweaks

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BluIzLucky
Posts: 48

Re: Currency and reward tweaks

Post#11 » Mon May 17, 2021 9:34 pm

Neflak wrote:
Mon May 17, 2021 7:00 pm
Fort contribution is a bit crazy, if you DC or show up after stage 2 you can't even get contribution for losing as a defender for one medal.

As someone who is trying to grind through getting invader gear to compete effectively in city and ranked SCs it wouldn't hurt to discourage giving gold bags to those who don't even need invader gear...

Right now it feels like the best way to even get invader gear is to join a premade city WB and que for that, the RvR lakes are too RNG for bag rolls (comin from a destro PoV if you are on order its probably the opposite since they push and win zone flips all day) and then fort defenses are rare/nonexistant these days as we've seen multiple 1* city sieges lately, so there is definitely something wrong.
Or the classic defend zone with aao, spend 10 mins getting to fort and waiting for it to start, the get rolled over by nascar and lose stage 3 on first push for +30 mins no reward :|
Duukar wrote:
Mon May 17, 2021 11:59 am
Forts are so heavily in favour of order wins it’s not even funny.

Any tweaks to the rewards need to be given to the losers. It’s a damn joke right now how much more resources order farms from Fort after Fort after Fort win. If you let people pass on gold bags it’s just stacking more gear for order.

Honestly it’s silly how much farming order does winning forts. Stack more Broadheads guys.
I think it was deliberate move to reduce the total amount of medals for losers to encourage more fighting for bags/winning, which would be fine if the most valuable bags didn't go to Panodil lol.. And it might just have the opposite effect hence they now also have a fort realm lock out time.
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