There has been a noticeable change in the defense tick AP gains going from Summerset to Wolfhunter, which has not received a lot of positive feedback. The lower AP gains leave many players feeling unrewarded for long well fought defenses. I believe the issue is due to the way the defense multipliers are applied.
My understanding of the current system is that a level 0 keep provides a 1x multiplier that is evenly distributed among defenders. A level 1 keep has an unknown multiplier that distributes additional AP to defenders. A level 2 keep has an unknown multiplier and provides the maximum AP to defenders. A keeps level and subsequent defense multiplier is based on the lowest level resource level. For example a keep with level 2 lumber, level 2 ore, and level 0 food is actually considered a level 0 keep.
Wolfhunter brought back keep degradation which is the primary reason for the comparatively low defense ticks that we saw in Summerset. The issue is that the enemy only needs to flip a single resource to start lowering a keeps level to 0. A keep can lose a level in as little as 5 minutes and 2 levels in as little as 10 minutes. Because of this, most defenders are only receiving the base 1x multiplier, especially in long drawn out defenses.
I would propose to modify the system some and shrink the gap between the base multiplier and the maximum multiplier so that defenders are able to be rewarded more for their efforts in long sieges, where it is typically impossible, or at least impropable, to take back the resources while defending. This will shrink the gap so that low bonuses arent so low and the high bonuses arent so high. I believe the base multiplier for defense ticks should be increased to 1.5x. I would also propose that each resource level gives a 25% increase in defense AP. So a keep with all three resource levels will increase the defense AP by 150%, whereas a keep with 2 resources at level 2 and 1 resource at level 0 will give a 100% increase in defense AP.
These numbers may seem large, but Im pretty sure this will actually provide players with less AP than what a current max level keep will provide. This system will at the very least provide more consistent AP gains for defense ticks and hopefully make defending keeps more worthwhile than they currently are. It will also help keep the devs original intent of making resources more valuable intact.
Edited by NobleX35 on September 4, 2018 6:14PM "Only the dead have seen the end of war."