No, don't split the playerbase. Tell the players more clearly what is a pug SC and what not by printing a yellow message when you queue up for each SC saying "This is a solo only queue SC". "This is a free for all queue SC". Add the weekly event SCs as pug also. If possible then make sure that at least one healer is in each group.
I like the idea with the respawn in keep 300yards away. Currently nobody is trying to fight people outside because they fear to die and get ported away where they can't get back. I also hate that not all ranged dps can attack the Oil. You can only damage the Oil with magic, not physical ranged dps. That makes no sense. Not being able to attack and kill the ram with ranged is another thing I liked more on live.mynban wrote: ↑Mon Oct 04, 2021 12:08 am oRvR: Bring back keep respawn for deaths upto 300yard away from keep walls. Let defenders actually defend by fighting it out. Also make AAO give something else than RR bonus. There needs to be some incentive to fight for the losing side. Either power up from AAO, or increased shards from AAO. And consider making it based on localized AAO, rather than map wide. Noone in the keep defense benefits from that 6 man roamer hunting solo players on the other side of map. If a group of 6 killing one player, they should get close to no rewards, regardless of what is map AAO. That will bring those 6 mans back into keep fights where they face actual enemy sieging.
Forts: I think the population limit is good. Otherwise you wouldn't get any fight when one side is very dominant. The only thing I don't like is that you are still getting invader medallions when you only need royals and giving the losing side only 1 medal for 30 mins of fighting is just not enough.
Renown and Influence: Renown is currently too low, especially in wb keep an fort fights. You are getting like 100 renown for kills. For solo kills out there it is waay higher and fine.
I've said it multiple times. Only allow 6man groups for city. Make a queue up phase and make a phase where you mix up the groups and put them together into warbands for city before it starts. That's 24 premade stomping needs to stop.mynban wrote: ↑Mon Oct 04, 2021 12:08 am City: Dont pair groups at all until timer is out; then pair highest rr WBs with each other first, then next highest RR ones and so on. Highest rr WBs often try to dodge queue to face pugs, instead of actually fighting it off with their similar power counterparts on other side.
Balance: Do something about the aoe mDPS stacking. That setup is by far too strong atm, especially for the destro side with pulls and aoe knock down. Either nerf them a little like you did for rDPS stacking like Rain of Fire or give rDPS teeth again to actually be a threat for them. Order has tons of SWs and Engis and they are pretty much teethless against these guarded mDPS groups. It's also the reason they are not wanted in city. You would solve that problem aswell with it.