That's only true if you hold all or most cities. I think it's a good thing that a guild can't hold everything. A stronger guild can hold more, and can decide what it wants to hold. It's still good to be the strongest.
Perhaps there is a problem with the durability thing. As people have mentioned, it makes alts way too important in GW.
What guild wars were you watching? I'm part of an ubber guild and have the 4th most power on our server and we lost 2 cities and I was beaten by a 16 mil person? That's not balanced. That's far from it. We also have a guy that is almost 200 mil power and he was even beaten down.
I don't have a problem with not having all the cities -
my problem now is we will never be able to get rid of Koleton and it will add to our 3+ disadvantage!!!![]()
the work it would take to build up a alt guild (funds) from scratch to lvl5 to take koleton - would seriously drain the fun for people from the game -
I hate busy work in real life - not gonna start it here.
Last edited by Jewels; 03-18-2014 at 03:02 AM.
well
II have said before that gwf did not work the way it was. Im not sure if this change make sit any better or if it makes it worse- yet. I do think however that they should have tried 1 change at a time. I think the durability change would have been good enough. I am not sure why holding 9 cities should give an guild of part time non paying customers with tiny little accts a 90% attack bonus. Im sure we will work it all out in the end, but this is interesting to say the least. I think may be over the top or it may be just what we need. Perhaps only a 5% attack bonus per city instead of 10% or lose 2 durability per win and 5 per loss. Im not sure I get why they chose such high numbers. This is a good attempt at the devs part to try and revitalize gwf. And this system may not be perfect yet. But could work out as is or may need some fine tuning. time will tell on this one. But some word form on high would be nice
-- Deuc