Over the past few conquest fights I came up with a few ideas that could help balance conquest. Feel free to add criticisms and ideas.
Spectral Module:
The spectral modules has been in a weird spot since the start of conquest 3.0. At first it was too overpowered and it is still pretty powerful after the downgrade. Invisibility potions have been rendered basically useless under the module as it just completely wipes it. I think that once you go out of the spectral range, your invisibility should come back at what ever time you entered the zone. i.e enter spectral area with 6:00 and exit with 6:00. This in my opinion would help not waste the invis potion.
Inhibitors:
I love the changes in conquest 3.0 such as the inhibitor modules which do help balance it a lot. I think that it needs to buffed a bit as well. The defenders have 4 modules along with a core which are very hard to get down, if a defense is wiped they have a bigger chance to win the fight then opposed to the attackers. It takes 20 charges to enter the core of a t-gen however it only takes 20 for a inhibitor for the attackers to lose the battle. I agree that attacking should be harder however I think there should be a buff for the attackers. My suggestion is to either change the inhibs design to make it harder to get charges, such as the old one in conquest 2.0 or add a core mechanic to the inhibitors, maybe even add more charges to the inhib than tgen.
Spectral Module:
The spectral modules has been in a weird spot since the start of conquest 3.0. At first it was too overpowered and it is still pretty powerful after the downgrade. Invisibility potions have been rendered basically useless under the module as it just completely wipes it. I think that once you go out of the spectral range, your invisibility should come back at what ever time you entered the zone. i.e enter spectral area with 6:00 and exit with 6:00. This in my opinion would help not waste the invis potion.
Inhibitors:
I love the changes in conquest 3.0 such as the inhibitor modules which do help balance it a lot. I think that it needs to buffed a bit as well. The defenders have 4 modules along with a core which are very hard to get down, if a defense is wiped they have a bigger chance to win the fight then opposed to the attackers. It takes 20 charges to enter the core of a t-gen however it only takes 20 for a inhibitor for the attackers to lose the battle. I agree that attacking should be harder however I think there should be a buff for the attackers. My suggestion is to either change the inhibs design to make it harder to get charges, such as the old one in conquest 2.0 or add a core mechanic to the inhibitors, maybe even add more charges to the inhib than tgen.