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Hey Europe 1, how are you doing 🤣

EmHa69

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EmHa69

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L o n a

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If you can't defend it, give up the gates. The rules of stronger
When a 2000 lb person is sitting on your chest and you can't get up, is he stronger?

Europe 1 was fun ages ago but every time I see a war going on it's 90% tanks running around 🤣
 

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Don't blame your ally inactivity on the opposition
Nobody can defend his gate from this setup šŸ™ˆ I guess they use the "Who can sit at there desk the longest" rule.
 

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When a 2000 lb person is sitting on your chest and you can't get up, is he stronger?

Europe 1 was fun ages ago but every time I see a war going on it's 90% tanks running around 🤣
That's the whole point of the game. Who's stronger takes the gate
 

EmHa69

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Nobody can defend his gate from this setup šŸ™ˆ I guess they use the "Who can sit at there desk the longest" rule.
It's a competition ur enemy knows how to win a fight better, if your enemy's equipment is better than yours and if you can't stay online as much as the opposition can, the opposition side is going to win. The game did all to make it more difficult for attackers anyways, this is just the bare minimum which u shouldn't complain
 

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If your enemy's equipment is better than yours.
Everyone has everything level 55 I could assume, it's not about the better equipment. It's about the boring setup they all use in Europe 1 to win any fight. A PM with range tech can beat a SS easy if he just runs and keep his distance 🤣

The game did all to make it more difficult for attackers anyways
Please explain, this couldn't be serious? It's the easiest thing to do right now— no cost, just press 'Attack' and grab a coffee and hope they don't push you out of the gate with rex 🤣


Think Europe 1 is dead anyway, previously all topic were about Europe 1 and now you don't see anyone anymore writing on forum. Time to get some free gates.
 

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Everyone has everything level 55 I could assume, it's not about the better equipment. It's about the boring setup they all use in Europe 1 to win any fight. A PM with range tech can beat a SS easy if he just runs and keep his distance 🤣



Care to explain? It's the easiest thing to do right now— no cost, just press 'Attack' and grab a coffee and hope they don't push you out of the gate with rex 🤣


Think Europe 1 is dead anyway, previously all topic were about Europe 1 and now you don't see anyone anymore writing on forum. Time to get some free gates.
The server, game generally became more boring, more slow due to more time to do anything, I give u on that one
 

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Let’s talk about a serious issue affecting site fights: the abuse of tank builds combined with the attacker vs. defender buff system.

Right now, players are stacking heavy tank builds—tons of health, regen, and defense—and just sitting on the sites. They’re not actively engaging or playing smart, just holding on until the system does the rest. The buff gives them a huge edge, not by making them unkillable, but by dragging out fights long enough for the site to drain in their favor.

It’s not that they can’t be killed. They can—it just takes far longer than it reasonably should. And in that time, the site’s been drained halfway if not fully. That’s not skillful gameplay, that’s passive exploitation.

What’s wrong with the system:

  • The defender/attacker buff is too generous, especially for tank builds.
  • It lets players win by delay, not by outplaying.
  • The site mechanics reward presence over performance.

This makes actual PvP feel pointless. You push, you fight, you land solid plays—but they still win because they sat there long enough with a tank shield build. It undermines fair competition by favoring idle play.


Suggestions:

  • Make buffs scale with activity, not just presence.
  • Reduce defender/attacker bonus over time or based on how many defenders/attackers are on site.
  • Add diminishing returns for passive healing while contesting.

If the goal is to reward smart, coordinated play, this system is doing the opposite.
 

EmHa69

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Let’s talk about a serious issue affecting site fights: the abuse of tank builds combined with the attacker vs. defender buff system.

Right now, players are stacking heavy tank builds—tons of health, regen, and defense—and just sitting on the sites. They’re not actively engaging or playing smart, just holding on until the system does the rest. The buff gives them a huge edge, not by making them unkillable, but by dragging out fights long enough for the site to drain in their favor.

It’s not that they can’t be killed. They can—it just takes far longer than it reasonably should. And in that time, the site’s been drained halfway if not fully. That’s not skillful gameplay, that’s passive exploitation.

What’s wrong with the system:

  • The defender/attacker buff is too generous, especially for tank builds.
  • It lets players win by delay, not by outplaying.
  • The site mechanics reward presence over performance.

This makes actual PvP feel pointless. You push, you fight, you land solid plays—but they still win because they sat there long enough with a tank shield build. It undermines fair competition by favoring idle play.


Suggestions:

  • Make buffs scale with activity, not just presence.
  • Reduce defender/attacker bonus over time or based on how many defenders/attackers are on site.
  • Add diminishing returns for passive healing while contesting.

If the goal is to reward smart, coordinated play, this system is doing the opposite.
There is no "abuse" of tanks, there are fast dinos, high damage dinos and tank dinos in this game. It's your choice which dino you take, if you don't like the fact that there are tanks with much hp, u re playing the wrong game.

The "sitting on gate" problem is not a problem of a tank, it's a problem of the drain rate being too low, that u even need more than 15 minutes to take one gate. If the game was more dynamic, there wouldn't be "sitting on gate" but if an attacker needs 5-10 or 15 minutes to take a gate, what else is there to do, than just "sitting" on gate. Fighting 1vs15 or 5vs 15 also doesn't make much sense, so might as well stay passive, since it doesn't charge extra power, which makes the defenders defend slower, increasing the chance of taking a gate.

the game handled your system by removing the buff from the attacker, if 2 defenders from other clan also attack the gate, the defenders will get buff and the attacker is going to lose it, that way u can effectively kill the attacker without an issue.

your ally inactivity isn't the problem of the game, it's the problem of your ally and maybe the fact you are split in so many clans, that you have more clans than active players.

change urself, invest into your equipment, and if you can't handle the pressure of defending your gates, then you should give up on ur gates

travel sick is also a thing that is against the attacker, making it even more difficult for the attacker to take gates, considering that you have to wait 40 seconds in order to even start draining, you you teleport 4 times during the phase, you don't even have 15 minutes to drain, you only have 11.

I understand that you as the gate holder are trying to turn things into the way that's even easier for u to defend your gates, but as from perspective of an attacker and a holder of gates, the game is fair to the defenders, maybe even unfair to the attackers, because the attackers are mostly less than the gate holders and they need to manage with short phases, travel sick, being "out buffed", the slow dynamic of the game which makes u just stand in place for 5-10 or 15 minutes to take a gate as previously mentioned
 

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There is no "abuse" of tanks, there are fast dinos, high damage dinos and tank dinos in this game. It's your choice which dino you take, if you don't like the fact that there are tanks with much hp, u re playing the wrong game.

The "sitting on gate" problem is not a problem of a tank, it's a problem of the drain rate being too low, that u even need more than 15 minutes to take one gate. If the game was more dynamic, there wouldn't be "sitting on gate" but if an attacker needs 5-10 or 15 minutes to take a gate, what else is there to do, than just "sitting" on gate. Fighting 1vs15 or 5vs 15 also doesn't make much sense, so might as well stay passive, since it doesn't charge extra power, which makes the defenders defend slower, increasing the chance of taking a gate.

the game handled your system by removing the buff from the attacker, if 2 defenders from other clan also attack the gate, the defenders will get buff and the attacker is going to lose it, that way u can effectively kill the attacker without an issue.

your ally inactivity isn't the problem of the game, it's the problem of your ally and maybe the fact you are split in so many clans, that you have more clans than active players.

change urself, invest into your equipment, and if you can't handle the pressure of defending your gates, then you should give up on ur gates

travel sick is also a thing that is against the attacker, making it even more difficult for the attacker to take gates, considering that you have to wait 40 seconds in order to even start draining, you you teleport 4 times during the phase, you don't even have 15 minutes to drain, you only have 11.

I understand that you as the gate holder are trying to turn things into the way that's even easier for u to defend your gates, but as from perspective of an attacker and a holder of gates, the game is fair to the defenders, maybe even unfair to the attackers, because the attackers are mostly less than the gate holders and they need to manage with short phases, travel sick, being "out buffed", the slow dynamic of the game which makes u just stand in place for 5-10 or 15 minutes to take a gate as previously mentioned
Record me a video of yourself and your clan mates draining together and taking 15 minutes to take a single gate from any clan holding on eu1, considering that all maps are open with hardly any dv gates, and each clan holds 8-9 sites and 2 clans holding 6 sites, and according to the table of the drain rates calculations it only proves to us all that you're bluffing on this thread, again

And nobody said anything about the system being unfair to the attackers or the other way around, I gave my concerns about something in the game and gave suggestions with it as a solution because you can't say there's a problem without suggesting solutions either, but you don't know anything about it clearly
 

EmHa69

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Record me a video of yourself and your clan mates draining together and taking 15 minutes to take a single gate from any clan holding on eu1, considering that all maps are open with hardly any dv gates, and each clan holds 8-9 sites and 2 clans holding 6 sites, and according to the table of the drain rates calculations it only proves to us all that you're bluffing on this thread, again

And nobody said anything about the system being unfair to the attackers or the other way around, I gave my concerns about something in the game and gave suggestions with it as a solution because you can't say there's a problem without suggesting solutions either, but you don't know anything about it clearly
let's do some quick simple math,

aces gates in gf, 5 gates, at 5/5 players 104 drain rate per second. Gate HP 78.000

78.000/104=750seconds /60=12.5 minutes if 5 players drain.

Simple maths, if you went to school u should understand too.
 

DarkMyth.

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let's do some quick simple math,

aces gates in gf, 5 gates, at 5/5 players 104 drain rate per second. Gate HP 78.000

78.000/104=750seconds /60=12.5 minutes if 5 players drain.

Simple maths, if you went to school u should understand too.
Aces holds 6, and their gates are at max level 2 (on a lucky day)

Maybe you need to go to school if you choose to drain a clan holding 6 gates instead of my clan which holds 10 gates for example, quit with the excuses

Both you and me are gonna be ignored whatever you suggest or I suggest it's going nowhere šŸ¤
 

EmHa69

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Aces holds 6, and their gates are at max level 2 (on a lucky day)

Maybe you need to go to school if you choose to drain a clan holding 6 gates instead of my clan which holds 10 gates for example, quit with the excuses

Both you and me are gonna be ignored whatever you suggest or I suggest it's going nowhere šŸ¤
6 gates at 104 drain rate is even worse then. But as I said, takes 12.5 minutes to drain with 5/5 drain rate. That shows how easily people can manipulate the draining system.

About your clan with 10 gates, I am not only talking about eu1. I am talking generally, also about servers with 10 gates in total server, draining those gates is even slower, which makes the game dynamic even worse.

Another thing is, if my clan takes 7 or 8 gates. The whole server "runs out of gates" and the drain rate falls anyways, making every clan in the server have low drain rate. With that, u have nothing else, but to take a dino which will survive the longest and drain without giving the opponents extra power, so u can drain at least a bit more
 

DarkMyth.

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6 gates at 104 drain rate is even worse then. But as I said, takes 12.5 minutes to drain with 5/5 drain rate. That shows how easily people can manipulate the draining system.

About your clan with 10 gates, I am not only talking about eu1. I am talking generally, also about servers with 10 gates in total server, draining those gates is even slower, which makes the game dynamic even worse.

Another thing is, if my clan takes 7 or 8 gates. The whole server "runs out of gates" and the drain rate falls anyways, making every clan in the server have low drain rate. With that, u have nothing else, but to take a dino which will survive the longest and drain without giving the opponents extra power, so u can drain at least a bit more
Speaking of other servers, I saw eu4 gv map completely white with nothing to drain for a phase šŸ’€

Eu2 eu3 same thing 2 gates in each map (if they're lucky) but no idea if these servers even have any kos draining at this point anymore, considering that draining a server which has 10 gates in total and shared to more than 2 clans will be frustrating for attackers
 

EmHa69

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Speaking of other servers, I saw eu4 gv map completely white with nothing to drain for a phase šŸ’€

Eu2 eu3 same thing 2 gates in each map (if they're lucky) but no idea if these servers even have any kos draining at this point anymore, considering that draining a server which has 10 gates in total and shared to more than 2 clans will be frustrating for attackers
Eu2 no kos, eu3 2-3 max, eu4 2-3 max. Everyone stopped attacking bc of low drain rate, its basically impossible to take gates
 

HATI HATI

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Let’s talk about a serious issue affecting site fights: the abuse of tank builds combined with the attacker vs. defender buff system.

Right now, players are stacking heavy tank builds—tons of health, regen, and defense—and just sitting on the sites. They’re not actively engaging or playing smart, just holding on until the system does the rest. The buff gives them a huge edge, not by making them unkillable, but by dragging out fights long enough for the site to drain in their favor.

It’s not that they can’t be killed. They can—it just takes far longer than it reasonably should. And in that time, the site’s been drained halfway if not fully. That’s not skillful gameplay, that’s passive exploitation.

What’s wrong with the system:

  • The defender/attacker buff is too generous, especially for tank builds.
  • It lets players win by delay, not by outplaying.
  • The site mechanics reward presence over performance.

This makes actual PvP feel pointless. You push, you fight, you land solid plays—but they still win because they sat there long enough with a tank shield build. It undermines fair competition by favoring idle play.


Suggestions:

  • Make buffs scale with activity, not just presence.
  • Reduce defender/attacker bonus over time or based on how many defenders/attackers are on site.
  • Add diminishing returns for passive healing while contesting.

If the goal is to reward smart, coordinated play, this system is doing the opposite.
How 3 players can play smart against 8 clans?
How 8 clans cant defend 3 brachios q10 vitality
Why other servers doesnt complain about it and just eu1 its here on forum always complaining? Instead of fight in forum go defend in game no?
 

L o n a

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In addition to the pros and cons of the method, it shouldn't be the case that one class or combination in the game cannot be countered.
  • Against fast dinosaurs, you have Freezer.​
  • Against slow, you have Heat.​
  • Against stuns, you have Stability.​
  • Against ranged damage, you have Weapon Reflection.​
  • Against close-range damage, you have Dino Reflection.​
And so on.

But when it comes to vitality, we have nothing. In some other games, there are percentage health items that counter players who build full HP. For example, in League of Legends, you have Lord Dominik’s Regards and Divine Sunderer, which deal percentage or increased damage against healthy opponents.

I don't care about the drain or holding gates of both alliances in Europe 1. It shouldn't be the case that defenders can park a full HP tank at their gate and attackers can't kill it, or can only do so very, very slowly. The same goes for the other side.

The "sitting on gate" problem is not a problem of a tank, it's a problem of the drain rate being too low.
You know it's used on both sides, right? Good luck attacking a gate defended by a 1.2 million HP tank that can use any weapon, just because you want to stay inside the circle. Even Anky and Brachio WITHOUT vitality implant have 800k+, what is more health then a strength-dinosaur + they can use another implant because they don't need to use vitality.

I think this vitality counter should really get looked into. It's getting abused on both sides of the servers and there is not much you can do against it. @Narokath can you look into this?
 

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In addition to the pros and cons of the method, it shouldn't be the case that one class or combination in the game cannot be countered.
  • Against fast dinosaurs, you have Freezer.​
  • Against slow, you have Heat.​
  • Against stuns, you have Stability.​
  • Against ranged damage, you have Weapon Reflection.​
  • Against close-range damage, you have Dino Reflection.​
And so on.

But when it comes to vitality, we have nothing. In some other games, there are percentage health items that counter players who build full HP. For example, in League of Legends, you have Lord Dominik’s Regards and Divine Sunderer, which deal percentage or increased damage against healthy opponents.

I don't care about the drain or holding gates of both alliances in Europe 1. It shouldn't be the case that defenders can park a full HP tank at their gate and attackers can't kill it, or can only do so very, very slowly. The same goes for the other side.



You know it's used on both sides, right? Good luck attacking a gate defended by a 1.2 million HP tank that can use any weapon, just because you want to stay inside the circle. Even Anky and Brachio WITHOUT vitality implant have 800k+, what is more health then a strength-dinosaur + they can use another implant because they don't need to use vitality.

I think this vitality counter should really get looked into. It's getting abused on both sides of the servers and there is not much you can do against it. @Narokath can you look into this?
Q10 vita set gives max 150k health. That's basically two skills difference. Vita is already nerfed enough, if you don't do enough damage, invest in vios and damage set. Vios and damage set allow you to deal 17-20k damage. For skills it goes over 100k as well.

You are free to use tank with 1.2m hp against me, I have nothing against
 

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Q10 vita set gives max 150k health. That's basically two skills difference.
You know that isn't true. There's a chance you'll miss due to Agility, they use a shield which reduces your damage, and there's a chance that weapon reflection is active.
And before you say "then go close range", there is the same problem. Agility implant and Dino defence + reflection and the use of Supreme colt that adds more dino defence.

With all the reflections you already lose atleast 30/40% of your own health without them attacking back. And because the fight goes on for so long this normally means atleast someone of the defending clan is coming already or one of the 100.000 allies.

You can't be that surprised, because everyone is using this combo to either attack or defend. If it weren't such a significant issue as you're claiming, you wouldn't see the combo used so frequently. A tech that deals percentage-based damage counters heavy HP tanks but isn't as effective against fast or strength-based dinos. That's the purpose of a counter tech. Stability isn't effective against a Packy either, so you should equip accordingly against the defenders.
 

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You know that isn't true. There's a chance you'll miss due to Agility, they use a shield which reduces your damage, and there's a chance that weapon reflection is active.
And before you say "then go close range", there is the same problem. Agility implant and Dino defence + reflection and the use of Supreme colt that adds more dino defence.

With all the reflections you already lose atleast 30/40% of your own health without them attacking back. And because the fight goes on for so long this normally means atleast someone of the defending clan is coming already or one of the 100.000 allies.

You can't be that surprised, because everyone is using this combo to either attack or defend. If it weren't such a significant issue as you're claiming, you wouldn't see the combo used so frequently. A tech that deals percentage-based damage counters heavy HP tanks but isn't as effective against fast or strength-based dinos. That's the purpose of a counter tech. Stability isn't effective against a Packy either, so you should equip accordingly against the defenders.
You missed the topic
 

Luka Patajac

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If the goal is to reward smart, coordinated play, this system is doing the opposite.
Smart?

You only need to check equipment your opponent is using and check whether you can remove the buff(a.k.a do you have more than just yourself going to defend attacked gate).

We have vios available in store and no longer need to fight for them in sales you can make sets to counter tank(provided more than just you use correct set).

Are you saying you are going blind when you defend gate without checking what equipment you put without checking whom attacks and what attacker uses?
 

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How 3 players can play smart against 8 clans?
How 8 clans cant defend 3 brachios q10 vitality
Why other servers doesnt complain about it and just eu1 its here on forum always complaining? Instead of fight in forum go defend in game no?
If you think numbers automatically mean victory, you're underestimating coordination and timing. 5 players can outplay a disorganized zerg. It's not about crying, it's about pointing out balance issues that ruin competitive play.


As for EU1 — maybe we are the only server that cares enough to want a better game instead of sleepwalking through broken mechanics. Just because other servers are quiet doesn’t mean the problem doesn’t exist. Silence isn’t proof of balance.

Funny coming from you though — betrayed your clan, and now you're here acting like the moral authority while still crying about how nobody treated you right. If only loyalty was as strong as your forum posts.
 

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If the goal is to reward smart, coordinated play, this system is doing the opposite.
I think the goal was to make an update where lazy players got everything for free and stopped playing the victim, but in the end, the consequence was a more boring game overall, and full of mechanics that are subject to abuse.
 

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Smart?

You only need to check equipment your opponent is using and check whether you can remove the buff(a.k.a do you have more than just yourself going to defend attacked gate).

We have vios available in store and no longer need to fight for them in sales you can make sets to counter tank(provided more than just you use correct set).

Are you saying you are going blind when you defend gate without checking what equipment you put without checking whom attacks and what attacker uses?
You're missing the core issue. This isn’t about going in ā€œblindā€ or failing to check gear—I do, and I fight accordingly. The real problem is that tank builds are being used to AFK drain sites, and the buff system rewards that passive behavior, even when the player is barely participating in the fight.


In many cases, they just park their tanky dino on a site, press nothing but E to heal, and the system starts handing them progress. That’s not smart play—it’s AFK draining, and the current system enables it. Sure it always was a thing, but now with the buff, we have the ability to introduce a new mechanic which doesn't allow AFK draining in someway as I suggested solutions above in my first post.


Sure, you can counter it with the right sets and enough players. But no system should require perfect coordination just to stop someone from abusing passivity. If someone is barely fighting and still progressing the site, the mechanics are broken—full stop.


This isn’t about lacking awareness—it’s about mechanics that reward inaction over engagement.

I know you probably won’t agree, since your clan is the ones benefiting from draining our sites this way. But that doesn’t change the fact that this playstyle is ruining the game’s balance and fun for everyone else.
 

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You're missing the core issue. This isn’t about going in ā€œblindā€ or failing to check gear—I do, and I fight accordingly. The real problem is that tank builds are being used to AFK drain sites, and the buff system rewards that passive behavior, even when the player is barely participating in the fight.


In many cases, they just park their tanky dino on a site, press nothing but E to heal, and the system starts handing them progress. That’s not smart play—it’s AFK draining, and the current system enables it. Sure it always was a thing, but now with the buff, we have ability to introduce a new mechanic which doesn't allow AFK draining in someway as I suggested solutions above in my first post.


Sure, you can counter it with the right sets and enough players. But no system should require perfect coordination just to stop someone from abusing passivity. If someone is barely fighting and still progressing the site, the mechanics are broken—full stop.


This isn’t about lacking awareness—it’s about mechanics that reward inaction over engagement.

I know you probably won’t agree, since your clan is the ones benefiting from draining our sites this way. But that doesn’t change the fact that this playstyle is ruining the game’s balance and fun for everyone else.
Another way the game is rewarding the "lazy" and slow gameplay is by keeping the drain rate so low, even by high amount of gates. I'm not saying I am a big fan of the buff, as a defender of gates too. But I can definitely confirm that it's not that much of a big deal since it's really easy to "outbuff" someone
 
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