Totally agree, renown from kills should stay as it is, cause its a nice carrot for actually group up, but renown for objectives should be boosted to allow not geared and organized players also progress. Few weeks ago I suggested Weekly Loyalty Reward for those that didnt xrealm to another faction for a week, there would be great opportunity to get extra renown boost for those too. No need to create faction lockouts, better give a good reason to log into same faction even if its outnumbered and actually play a game. In scenario its enough to be in same party as damagedealers but in RvR you actually need to DO SOMETHING to get a reward. And simple RP pot is not enough as game throws them at players from rank 1.BluIzLucky wrote: Wed Sep 06, 2023 9:54 am I think the gains are pretty close, SC is better if you have +80% win rate (esp. During WW), otherwise RvR seems better if you are on zerging side (or really good AAO farming in small scale).
For me problem is just that the game is now so kill focused, rewards for simply participating have been removed or greatly reduced.
That might encourage grouping up and playing better, but it also encourages spawn camping and WBs chasing soloers and means unless you are winning you get no progress "wasting your time" and is just overall less casual friendly.
Bombling mentioned great idea to utilise already existing areas in RvR zones to implement local AAO, but also applying to objectives.