So i did warfronts 10 times as a little experiment to make sure i wasnt exaggerating. I kept track of the results of the warfronts. Out of the 10:

* I was on the winning team twice

* Seven times i was thrown into a warfront already in progress.

* 6 of the 7 times i was on the losing team as soon as i entered.

* 4 of 6 of the time i was on the losing team, they were losing by a large amount.

Statically speaking i should land on the winning side about half the time...but it seems that teams are quite lopsided and i get tossed on the wrong side of that most of the time. I also noticed, and this is at 65, that a decent amount of the players on the other side hit me for 8-10k while i hit them for 2-4k with my most powerful spells.

My gear is good enough to run NTEs. A mix of blue and purples with a couple of oranges. I also notice in these landslide warfronts the other side tends to have several players that do in the millions for damage while the highest on the losing side tends to be around 500k maybe one pushing 750k.

It makes warfronts a rather frustrating waste of time. I dont at all mind losing here and there. But 80% of the time when we are suppose to be added randomly is ridiculous. One of the obvious problems is people quitting in a WF because their side started to lose a little bit. Though you have to ask yourself would so many people quit in the middle if the WF were more balanced? I doubt it.

So some changes i think would improve warfronts.

1) A checkbox that allows you to only queue for WF that are not in progress.

2) Gear ratings: Each piece of gear has a gear rating that derived from all the primary and secondary stats of that piece added together. (IE: Chest that has 100 wis, 100 int, 100 end, 100 SP, 100 hit would have a gear rating of 500.) All the pieces are added together and then applied runes are added to that to give a final character's gear rating. When placing people in WFs, the game keeps the sides within 10% of each other.

3) In warfronts in which you accumulate points, if the losing side has less than half of the winning side points, all members on the losing side receive a "Last Stand" buff in which they receive a 10% bonus to damage and healing and a 10% damage reduction until they catch up to a point greater than 1/2. (IE: Blue team has 200 points and the red team just hit 401. Blue team gets the buff and continues to lose points. After a couple of minutes, blue team starts to make a comeback and now the red team has 600 points as the blue team passes over 300 and loses their buff).

In capture warfronts such as whitefall steppes, The buff is only applied if one side has 2/3 and the other has 0/3.

Edit: the buff would only go into effect once the conditions are met AND the warfront has been in progress 60 seconds.

* the idea of all this is to keep warfront fairly matched Instead of the one side having 94 and the other having 500 or one side having 1000 and the other have 213 like i have seen so many times especially since hitting 65.

and i get tired of being forced into WF in which the score is 620 to 140 not in my favor and either having to stick it out for 5-6 minutes while we lose or take the deserter hit. I shouldnt have to do 70 warfronts a week to get the rewards for 7,then the odds of winning upon entering are 50/50.

Edit: 4) Groups of 3 or more are not put in warfronts unless a group of 3 or more is put on the opposite side. It gives an unfair advantage to one side.

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