agree. everyone who tried to lead a pug wb knows that. you can lead people to a bo or keep, but if you need to act fast there is no chance. you always loose half your wb at a bo, cause they wait for a tickZerg has strengths and weaknesses. It is to hard to lead, usually it is slow, not together in the same times.

here we need more points to force people into guilds/alliances. this will automaticly lead to more organisation. making siege only buyable witch a certain guild rank was a good aspect (i am right with this?). another cool feature in my opinion was the option to claim keeps, but there is no way anymore to implement this besides the rescource system.
but yeah. thats a problem players create by thereself. dont know how order side is, but on destro side we have a few good pug wb leader which do an amazing job. thx for that guyz.
the problem starts here as soon if no one of this persons is online. we saw that in a 2WB vs. 2WB situation in bc these days. the pugs only showed up when we attacked the keep and so creating an advantage for the defenders, cause of the increased cannon amount. another aspect was the fact that our keep deranked during that sieges, which forces us to stop, grab some resources and start again. well, in this time the defenders could also grad some resources...
already said in the post before... playing this new system needs more organization and people. but for now we dont have enough big guilds on both sides to play this correct. sadly we lost a good guild on destro sides because of this cannonhammer game

why does everybody cry so much about AAO? more AAO means more action, more rr, more medallions, more fun...And the AAO for defenders.
20% or 40% is nothing. the current system becomes a problem at around 100% i think. at this point the only thing you can do is funneling. leaving a keep is to risky. if they take it the zone flips. also this few % percent for returning a rescource is to much effort to slow the attack down about 1 or 2 swings with the ram. push out and kill the ram? no chance agains all this cannons and players. even if you make it. due to the amount of enemies and the 5 star keep, they are back in few minutes. capping bos leads to nothing. you cant derank the other keep fast enough to slow their supply down.
the old system was better at this point. you could start counter attacks in other zones (if you are fast enough), you could go for bos to stop the attack, you could wipe them without get one-shooted by cannons (if you are good enough) and so on. in my opinion you could hold a zone much longer, even with 200% aao. depending on your people of course.
after that it makes no sence anymore and shouldnt be. if you cant bring numbers or you are not in the mute to defend your city then you deserve to loose. plain and simple.
what? having variable conditions and a benefit with aao? no! again, here the old system was way better. no different conditions, do buffs/debuffs for anything. plain and simple gameplay. it comes down to skill and organisation. not to the amout of numbers and weapons a side has.And all of premades know it and like it.
if i want to attack a keep with 400% aao, why i am not able to do that? even in this situation i personally prefer to win with honor and not because of a buff. gameplay and skill should matter. but well, this times are gone. you are trapped in a resource spiral, which is dominated by the bigger numbers.
speaking of aao you should also take a look at another aspect of the new system. i know, people will hate me for that, but this roaming-sc groups become a problem now. why? lets assume you are the dominating side and you have 3 or 4 of this groups around. they show up for bos and keep fights to benefit and leave the dirty and boring resource work at the stupid rvr only players who put hours in a possible attack. in a system that has variable dmg and conditions, why should these people profit more, then the others? they just create more dmg input (by buff and cannons) if it comes down to an attack, without wasting hours of boring circle around...
agree, but is that the way you want to play? i prefer to play my class and do make some cool fights/moves with my wb instead of protecting the 2 or 3 people on the cannon. thats just boring.The main problem of people - is organization to different structures. You can, for example, break the zerg with canons, but u can not organize each person.
also, killing the zerg becomes obsolete at a higher rr. this +1 or +3 per kill dont lead to anything. same with all this thousands of medaillons in the bank. just destroying a zerg is useless if thats the only thing to do for the whole evening.
you mean in rvr? cant follow you in this point. forcing all people in one zone whithout the need to split inside the zone (BOs) just creates two big blobs. no tactic -> nothing. just pure zerging and a lot of frustrating and boring hours.This is gameplay for players here and Thank you for the opportunities that has a player on this server.