Haha. That's funny. I was speaking in sarcasm b/c I know its your native tongueDetangler wrote: Thu Apr 13, 2023 2:37 pmSarcasm, so helpful in a rational discussion. Since you like lists, here's a list for your original post. Maybe that will help you understand?Aethilmar wrote: Wed Apr 12, 2023 8:03 pmHuh. Guess I just missed all the times that two warbands were able to wipe four warbands due to this wonderful mechanic offsetting the blob bonus.Detangler wrote: Wed Apr 12, 2023 7:35 pm
Actually LotD mechanics discourage blobbing. You try to superblob one area and smaller teams will outflank and outcap you. You can't put all your resources in one area and expect to win. Much the opposite, actually.
Or the times Order got pushed back to warcamp but we were able to break out because the remaining warbands were able to leverage this mechanic to knock Destro back.
I'll try to pay closer attention in the future ...![]()
1) Strange that you bring up kill farming, yet then all you talk about is how to kill more of the enemy. Again, the rations help to even the odds much better than standard oRvR where you have zero help. Almost like it helps the outnumbered side in a fight.
2) LotD absolutely has this with all the objectives, supply lines, and roving NPCs de-capping objectives - even more so for the dominating side.
3) Again, rations limit damage and healing if you are super blobbing. Could it be adjusted to have greater penalties to slow down fights? Sure.
Lotd mechanics absolutely help in superblobbing situations. There is literally zero chance that you would run up against 4 organized warbands blobbing together. 1-2 max, while the rest have maybe 6 healers between them. Those extra warbands will melt at the first sign of resistance while the other half run as soon as people die. Your organized 2 warband can and will tear thru them, especially if you 100% commit to the fight and push into the enemy.
Curious - do you actually join organized WBs with discord, or are you strictly a PUG warband player? That may skew your viewpoint by quite a bit here...

But, to answer your question directly, I play a lot of tanks and one of the great things about that is I get invited to a lot of different warbands. So I've done LoTD many times both rando PUGs and in voice-comms with the whole nine-yards of rotating challenges, coordinated morale drops, etc, etc, etc.
I won't deny that diminished rations helps get a few more kills but quantity still wins out in the end (at least assuming that both sides have an equal number of "quality" warbands to field and often even if that is not the case).
However, what is the core problem that the OP's proposed solution is trying to address? The fundamental complaint was side X is getting slaughtered at time Y because the enemy has too many people in one spot to overcome.
But why do they have too many people in one spot? That is because the game is literally designed to force people into direct conflicts at limited objectives. It is a feature, not a defect, and no amount of combat mechanic fudgery is going to change that if the core design concept is "put people in a box and let them fight it out".
Hence my counter-proposals. De-emphasis "fight in a box" combat and the associated emphasis on kill-count over strategic objectives. Tone down mass AOE. Create reasons to spread out or, at the very least, have to move around more which creates spread in formations and creates opportunities to ambush the enemy (at least on maps like Praag).
And I'll give a concrete example. At one point in the game, capped flags had a lock on them for several minutes So you could delay a zone cap by launching ambushes on BOs and holding them for some time. The enemy then had to respond hard while holding the other objectives and, if they responded with a zerg the other objectives were vulnerable.
Did that system have problems? Yes. Were you able to indefinitely delay zone caps that way? Also yes. But did it allow for situations where a smaller force could still do something useful and important against overwhelming odds? Also yes.
And that is the kind of gameplay options that would solve the OPs problem instead of just making people abuse number mechanics to get a couple of kills before they wipe anyway.