
Originally Posted by
DelgonTheWise
I think any mastery bonus is probably too high. Have incentives to take outposts be commendations/renown bonuses. But, IMHO, anything that tends to make the current winning side stronger is not a good thing for balance. If balance gets too bad, the side that is on the short end currently tends to log. This is positive feedback for that condition. As is the relic bonus for that matter...
Many board games have balancing mechanisms that prevent the current leader from running away with the game to keep the game interesting for longer. Same theory applies to moors. You always want an incentive for both sides to come out and fight, regardless of the relative factional strengths. The dominant side will likely be able to get all the outposts and will thus be more dominant...
I do think this positive feedback loop needs some serious play testing. It seems like it could go very badly with the strong side getting stronger.
That being said, I think the devs chose outposts as the main "strength" boost because they are easy to take. If you log your creep into a blue map with a lot of freeps out, with a capable and quick group of 3 or 4 you can pretty easily ninja a couple of their outposts and then take the fight to the freeps. Of course, they are going to be roaming the map looking for you, but that should spread them out more and give you a fighting chance...I think that is Turbine's hope anyway. Besides, don't forget the troll and ranger (up to 3 of each) are now connected to control of these strategic points.
Freeps @ Dwarrowdelf: r10 Mini
Creeps @ Dwarrowdelf: r11 Reaver, r10 Warg, r9 Defiler, r9 Spider, r8 WL, r8 BA