Absolutely this.georgehabadasher wrote: ↑Wed May 28, 2025 7:29 am Blob fights happen because rewards are almost exclusively based on kills. There is little reason to pursue an objective like capturing a BO or running a box because these offer extremely low rewards compared to killing a player. The only time people focus on BO capping or running boxes is if they are unable to reliably and consistently kill players (lowbies and newbies) or if there is no significant enemy for them to kill (organized or pug warbands ranking zones when there is no opposition).
This is also the reason players tend to congregate in one zone and why fights bounce back and forth between warcamps.
For example, if a player prefers small scale fights and goes to the graveyard or manor in Praag, then that player is generally giving up progression because he is missing multiple fight opportunities in the north. Players still do this because player behavior is not exclusively reward-seeking. However, enough of player behavior is reward-seeking that if we want to change blob fights, the incentivization structures in the game need to change first.
A positive example of this is the recent change to fort rewards. They had been bugged for months, giving double ticks of renown and crests. It was easy to get over one hundred crests. It was even possible, with good contribution, to get as many as two hundred crests from a single fort. The result was a PvD train for weeks when Order was chain capturing forts early in the morning, capturing two to three forts almost every day. After that bug was fixed, that PvD train has slowed down and Destruction has mustered significant defenses. I saw Fell Landing defended successfully by destro, and more recently saw the PvD train stopped in Caledor.
I would only add that ways to counter blobs are all taken away too:
- some may recall then it was common to run around in the lakes with aoe cannon, amazing fun and great way to deal with blobbing, tears of zerglings were flooding oceans, gud ol days
- 50% aoe hds, see no reason why they aint back still, and there were no reasons to remove them
- tho morale caps are still there, reason to introduce those caps were a) unbalanced morale gains per realms which is fixed b) 6v6 tournament which is totally destroyed with unsupported by game mechanics change with wounds penalties so who cares anyways now
Smaller time to kill would also spread people more, as there will be no safety in numbers, BOOM, everyone dead (or got flanked by kiting 6-12 and got minus 18-20 people within your blob, gl blobbing further). It will promotes more dynamic, active gameplay rather then push&pull
What people consider as small TTK now is of no match to how it was before morale caps+50 aoe hd+morale gains have been changed.