A new fix to AB
Ok, so they decided to "fix" AB by reducing the gains for losing teams and improving them for winning teams. That's fine to try to reduce leeching, but here's the trouble:
When the map is at a luxon advantage there is virtually no reason for kurzicks to play, and vice versa. Making it less rewarding for the losing team makes this even less tempting.
Since they implemented a momentum-type calculation allowing the maps to actually swing through the spectrum it has been harder to get games when it does actually swing. To encourage play they need to add benefits for players on the difficult side - much bigger rewards for winning for example, rewards for taking the shrines in the fort on the end maps, for blowing the gates and so on. Without a big benefit for winning or coming within 50 points of a win even (something like that) for the tougher side it just isn't worth playing it. Because it is tougher to win, the reward must be even greater when you do win, or it isn't worth doing. Hard Mode is harder, and has better drops. Higher level foes drop better gear. Elite areas do too. Why wouldn't the reward be greatest then when you win deep into enemy territory?
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