Mr_Bubbely wrote: »Terrible idea. We've already been there with ESO via merc contracts. I remember walking into an outpost that had maybe 20 mages in it. Thankfully, DK was incredibly OP at the time and they killed themselves really.
Did you even read the OP? I suggested 1 per person, only available to guild members of controlling keeps.
I didnt re suggest we bring back the unlimited mercenaries, which is what you are essentially saying I did.
Everyone is bringing up the mercs while I'm suggesting an alternative to the old way that would stop the spam and limit their strength to that of an average guard at a keep, and if thats too strong, make them half as strong as a keep guard.
Yes, I did read it. Your solution, or rather suggestion as I can't call it a solution, would still end up with multiple players in a guild or rather zerg adding an intense amount of enemies into a keep.
Your suggestion falls short in more ways than one.
WarrioroftheWind_ESO wrote: »I would love it if you could staff and manage a keep and actually make it defensible instead of just ticking off the seconds before the enemy breaks your wall because they have a bigger zerg than you and purge beats coldharbour siege to the face any day of the week. Maybe have additional units unlockable with AP that everyone can pitch in for, because keeps get taken way too fast for the 'NPC bonuses' from controlling resources to have any bearing on the battle, and most of the time keeps are taken with all resources up anywho. NPCs most of the time hit like wet noodles on a fully coordinated zerg, and alot of times the guards that could turn the tide (mages and archers) spend so much of their time boot scoot boogie on a target out of LOS to do anything worth mentioning.