Patch specific changes
Thought there were no patch notes for s44, I skipped s43 so I didn't get to talk about the refactored tribute system. Good change to prevent abuse, not much more to add to it.
The Eternal Obelisk & the Fallen issue
Another round of playing with the "new old" endgame and I feel like I have a better grasp on how the situation plays out... and it's not very fun. I think the gameplay loop has a few issues that I'd like to talk about.
Fallen generation
Contrary to the previous system, when it comes to the Eternal Obelisk and having multiple realms go for the win that way, fallen count actually matters. Running out of fallen is actually a concern that you have to play around - and that's fine, resource management. The real issue is how you gather fallen... Fallen are gathered by killing your own troops, and well, traditionally, you don't want to "kill your own resources", you want to "kill your opponents resources"...
So how does this impact the gameplay? Well, it HEAVILY encourages "playing as bad as possible". Countering your own fights, taking items off of your warlords so they die more, intentionally doing bad attacks so your troops die, intentionally not fighting certain realms as to not kill their troops... Effectively, 1-2 weeks right before the EO opens, you have to do a full switch and just intentionally play bad. It's not particularly intuitive or a fun pattern, but it is the optimal way to play. It's not a rewarding system.
One proposal I had in mind was to swap fallen count to "troops you kill" instead of "troops that die" - this actually rewards playing good, which is something the current system misses. This suggestion is probably impractical, as it heavily affects dungeon progression and systems would probably have to be rebalanced around that. However, I believe the intent of a system that rewards actually "playing the game strategically well" would be the way to go here.