So Zenimax is favoring 50+ zergs it seems because they still have not addressed the overpowered strength of keep guards. In bloodthorn, we have, maybe, half the numbers that dc has, and the AD presence is about half of ours. DC has enough players where they can fight our full zerg on one front, and cap a keep somewhere else at the same time. Strategically speaking, the only way for our smaller force to beat their larger force would be to force them to split up and fight us on multiple fronts. The problem is, we can't just send 4 groups of 8 people in different directions and tell them to try and cap different keeps to split up the DC zergs because all it takes it 1 defender + the keep guards to wipe any 8 man force with ease. Isn't this a PvP zone? Why are NPCs doing the work that players should be doing? If no players are there to defend a keep, then why shouldn't it be easy to cap it? The argument that "oh buffing keep guards is good because it will help low pop factions defend against larger pop factions", FALSE, in fact, just the opposite. The fact that the guards are exceedingly strong now punishes low pop factions and helps high pop factions, because these keep guard buffs do nothing to slow down a 50 man zerg, but they will screw over any small groups, thereby preventing any low pop campaign from pushing out against a high pop campaign through use of strategy.
Original DC #Bloodthorn2014
CoFounder - Terror
Officer - Mega Best Friends
Officer - Eminent Gaming