buff "Diminishing Rations" please
Posted: Thu Mar 11, 2021 2:27 pm
This debuff is so weak and is completely dependent on numbers, it should be a mechanic that kicks in fairly soon when most of a realms population start to gather in keep and lose map control.
Once your realm gathers in big numbers in the keep you MUST make a move or you will slowly weaken by the debuff, aka your wounds become less and you cannot make a defence anymore.
Too many sieges end up with one side holing up in the keep and enemy cant break their funnel, both sides are equal(ish) but one has massive advantage of being inside walls with oil every 3 minutes or something. (Oil being so OP compared to other siege engines is another issue)
Diminishing Rations should be a tie breaker in this regard. Too often do you see successful defences because people log on, flock to the keeps and parts of the attackers give up after one or two tries, then the remainers get wiped when massivly outnumbered.
In real war deserters like that would be dealt with, here you cannot punish your own realm for lack of morale sadly.
The goal of this change is to stress the importance of map control and try to destroy the long lasting funnel fights and make supply lines and coordination between warbands / groups etc more relevant.
The issue of defensive morales being untouched while offensive ones are nerfed badly really exacerbates this funnel problem in puggy fights.
Once your realm gathers in big numbers in the keep you MUST make a move or you will slowly weaken by the debuff, aka your wounds become less and you cannot make a defence anymore.
Too many sieges end up with one side holing up in the keep and enemy cant break their funnel, both sides are equal(ish) but one has massive advantage of being inside walls with oil every 3 minutes or something. (Oil being so OP compared to other siege engines is another issue)
Diminishing Rations should be a tie breaker in this regard. Too often do you see successful defences because people log on, flock to the keeps and parts of the attackers give up after one or two tries, then the remainers get wiped when massivly outnumbered.
In real war deserters like that would be dealt with, here you cannot punish your own realm for lack of morale sadly.

The goal of this change is to stress the importance of map control and try to destroy the long lasting funnel fights and make supply lines and coordination between warbands / groups etc more relevant.
The issue of defensive morales being untouched while offensive ones are nerfed badly really exacerbates this funnel problem in puggy fights.