hmm if drain and other slowing-down the fight properties were higher team-power scored for the defense score, then we could get the long fights more rewarding and that would at least even them out?
but back to the ‘pvp not enough of teams diversity’ subject…
what ideas do we have so far?
-timed event themed unit/kingdom boosts
-timed event themed unit bans
-removal or total rebuild of the defense win/loss consequences system
-system that would be rewarding defense team ‘uniqueness’
-making defense team less relevant by using invade team as the opponent for revenges
-forcing a change of team by limiting the time units are allowed to be used on defense
-using all or few teams toggled between each other instead of setting one team for defense
-limiting units to be allowed to be put only max of 4 of the kind in total in all the teams together
- variations/combinations of the above
any other ideas guys? looking at that all… i actually like a system more rewarding uniqueness of the team, coz then it possibly have a chance to not require constant programming like the events do, and still offers motivation for players to make a different team, it may not even have to touch the balaning at all if the rewards only touch the defense win/loss rewards which are pvp points souls keys gems etc, so a highly unique team could loose no pvp points when loosing and gain a lot of points when winning for example where the most common def team could loose a lot pvp points when loosing and won nearly no point when winning… players would have to find balance between a team strong enough to win and unique enough to make that win relevant