Nah, the rule is to run for your life until you make enemy run for their life.NoRKaLKiLLa wrote: ↑Sat May 12, 2018 4:08 pm The general rule is: when outnumbered run away until you outnumber someone else.

Then you lose the zone, simple as that, and the campaign advances. People on both sides are tired of 5-10hour long stalemates. Keeps, whilst they should remain challenging content, should also be not be a gargantuan task where you need to coordinate 5-10 warbands to hold flags, bottom, lord room, gates, posterns, BOs... but rather something that can also happen with smaller pops than the usual EU evening zergfestival.Greenbeast wrote: ↑Sat May 12, 2018 4:01 pmSo if you are playing with 60+ aao and you did a mistake/was not able to coordinate every single available player in zone on defence you been punished even more by staying in front of main door for next 15-20 minutes and watching enemy realm killing lord. Using your words it should be incredibly easy for attacking realm to defend the keep if they have 60% more players with them.
In my opinion controlling 3 and more bo's should make killing lord impossible. But it is only my opinion of course.
Personally I'm not playing ror only for win and I'm fine with losing but I see little fun in hitting zerg wall without any meaningful way to help my realm or play around zerg if my realm cant bring enough canon folder to confront them in field.
I'm sorry we are playing different games. We just experiencing this game from to far to different perspectives.
It's hardly a keep fight if defenders skip keep and just turtle BOs.
Maybe once when Devs choose to fix morals, organized Warbands can once again defeat zergmasses using coordinated moral pushes and defensive moral rotations, but for now you just need bigger mass to defeat large enemy mass.
And destroying ram is pretty much easy, you can use doors so long, pop in and out and land some dots, ram slowly explodes, or rush it while oils up.