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Re: AAO needs to buff damage/defense/health

Posted: Fri May 30, 2025 7:08 pm
by Bozzax
Guess what would be impossible with this mechanic??
A. Winning
B. Blobing
C. Slacking

Re: AAO needs to buff damage/defense/health

Posted: Fri May 30, 2025 7:58 pm
by thrawn18
Bozzax wrote: Fri May 30, 2025 7:08 pm Guess what would be impossible with this mechanic??
A. Winning
B. Blobing
C. Slacking
Only people against it are Order.

Keep in mind other games do give buffs when one side is horribly overbalanced in PvP. Even this game has it with boosting people level 16 to level 40 in terms of simple stats.

But 120 vs 24? Fair.

BTW I cross play. I like the White Lion, but not the Squig Herder. Magus, not the engineer. Sometimes I wanna play one, sometimes the other, but not get 15 people on me when there are 100 people against 20.

Re: AAO needs to buff damage/defense/health

Posted: Fri May 30, 2025 9:19 pm
by Lyreii
Nameless wrote: Fri May 30, 2025 7:01 pm Aao buff is the wrong directions. You could do much better to disperse the zerg by changing BO importance. Add some guards so solo player cant take bo, add bo lock timer that scale with aao. If your side got aao longer lock time if enemy got aao less time lock. Then make bos matters while siege. That how even totally outnumber enemy forces need to spread out to cover bos so you could fight lesser even equal numbers if move smart.

Now bos got lesser importance so the zerg roam middle between 1-2 bos, when feel strong enough all move to keep and underpopulated side cant find smaller forces to fight cos no need to split from the mass
This 🤩

Re: AAO needs to buff damage/defense/health

Posted: Sat May 31, 2025 1:26 am
by georgehabadasher
AAO's current implementation fails because it only gives a slight crest drop rate increase and only at very high AAO levels. It also doesn't increase crest rewards from contribution and zone locks. Since crests are the real grind in this game, AAO doesn't really incentivize logging to the underdog faction as much as it should.