double loot boxes for winning, keep the same rewards for losing
ranged that sit outside the outpost to farm dmg (score) usually leads to that team losing. I think this small change will incentivize players to either pickup different weapons or at least play to win
Also, just go ahead and cut contribution points gained from damage and healing in half. It only takes 3k points to max out, anything beyond that is superfluous and a poor metric for judging actual performance.
I think creating a greater disparity between rewards from winning/losing will definitely have an impact on how people OPR. I also think that increasing score from capturing points/attacking baron would help.
I like the idea of premade vs premade OPR but don’t’ think that’s possible without cross server q. perhaps only allowing solo q until cross serer q is ready is the way to go
Bruiser is dominating our server. Range has become much less of a problem.
Most people are running full resil + shirking fort at this point and queing with bruiser/healer groups. The sustain is unmatched with good dps and stuns on top of it. Range is bad unless ur a no con musket god. At that point youre getting falsely banned anyways.
Easier solution would be to not let range attack anyone in a fort.
Buff siege on forts and make it easier to make. Give the user of the siege weapon some sort of way to not get shot at. So they can legit just sit on the siege and farm range users.
Dont need to double winning loot. I’d be all in for double reduce losing loot.
So far the current difference its 500 PvP XP between losing and winning. The azoth and gold difference is like not existing.
But to reduce excessive ranged would need to change point system. I dont understand why Amazon are so stubborn to keep the current system mainly based on DPS.
The only bruisers/tanks u see in OPR are in premade party with healers.
Big majority only playing light and DPS builds to gather fast the 3.000 points then they dont care if win/lose as difference its small.