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KeyOrion.9506

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Everything posted by KeyOrion.9506

  1. The one reason someone won't work with a server, is lies, cheating, and skullduggery. The axiom, "every trick in the book is a viable tool in order to get the job done," comes to mind more and more often. Commanders making false call outs on a map, in order to shift forces off a que'd map they want on. Crying Wolf. There's several commanders that do this, and for that, I hate their guts. The links were temporarily solution to a growing problem which has only accelerated in the past 8 months. The WvW servers are emptying out. Very few commanders are given respect, or at least the one's that deserve respect. Quite a few commanders have bailed from one server to another, switching allegiances, and moving their guilds with them. I can only surmise two reasons for this. They are unable to recruit anymore body's while on a specific server, or they believe the server itself is the general problem of why they LOSE. A force loses for very few reasons. Poor equipment. Morale support. Inability to fire up the troops. Inadequate planning. Rushing into a situation without careful thought. Wrong tactics or strategy. An inability to have an overall idea of why you need to do something, and the plan to make it happen. A loss, is nothing more than demoralized players with poor training and equipment who has no trust in a commander who doesn't give a kitten. <--- This would be the worse case scenario of a loss. And if repeated long enough, assures a quick death to WvW. For the winners....you get one thing....When Alexander saw the breadth of his domain, he wept for there were no more worlds to conquer. (Technically a misquote, but I like the misquote better). When you have nothing left to fight, when the enemy has no forces to bring to bear...what are you going to do then? A fight club mentality with nothing to fight. With nothing to guide a server, a guild, or a group, things break down pretty fast after that.
  2. Hmmm surprise surprise thats where you will get fights , no such thing as "fight " guilds they are a figment of peoples imaginations.And the first 2 years, you were all complaining about going up in tier to fight Jade Quarry. There will be rise and falls of servers. Every empire ever known has never lasted forever. You'll grow, you'll expand. Then overconfidence creeps in, then laziness and boredom, or perhaps what drove you to get to the top will no longer matter. And then your empire slowly starts to recede or succumb in time to internal or external pressures. Every dog has its day.
  3. What about players who don't have PoF? I don't understand why restricting other players access to such an essential mechanic influences your own enjoyment of the game. Do you enjoy bullying players who don't have the mount? I don't understand. Hey this is exactly the change that should be brought to EVERYBODY'S mount. And honestly, it should be removed. I can dream, but sadly this won't happen. So I think its fair that PoF should not be a requirement to play WvW. Without a mount rent feature or something similar, WvW is essentially unplayable for anyone who doesn't own PoF.Actually you can still play WvW without a mount. You however will be relegated to roaming status. Or defense of a location. Castle, garrison, keep, tower defense does not require a mount. I did scouting and location defense for nearly a year and a half, and that was before mounts. And even today, mounts are not needed for roaming or defense.
  4. And this already happens to reset. „We will lose the match-up, so we don't need the points.“. So, just to make this clear:There are ppl, very experienced long-time hardcore players, that believe that we defend T3 structures „just for the points“. lul It seems that the idea of fighting for objectives is too complex for some. And all those benefits that come from it, even if they're just „here for the fights and bags“. I can make a long list, why ppl flip enemy keeps, defend own ones, scout, kill dollies, give roamers a squad slot from time to time, even if they are on a roamer build and not in voice chat . . . . . . just a hind: its not for the points (primarily), it is, surprise, surprise, for the fights. To create fights, to force the enemy to fight, to thin out superior forces so you can fight them, to avoid excessive enemy siege wars, to stop enemy karma train / objective sniping etc. Reset night is a joke. We had no Ques on any map. None, this last reset a single que on a single map played out for 2 to 5 minutes...after that it was gone. Multiple maps either had no commander to rally, or nobody wished to enter that particular map because they either hated the map, or they felt that it was so full of enemy forces that it was useless to fight on that map. And each reset night, the time that a que pops and lasts is getting smaller per week as time drags on. It's time to let the GvG guilds go, and give them their own damn format. WvW no longer serves any purpose to any of the major guidls that play in WvW any longer. They purposely go HUNTING for large groups, bypassing one capture point after another. Ignoring open walls or gates. Or breaking into a location, and STOPPING right there, and wait for an enemy force to actually show up to fight. Seriously you all can't be that blind to have seen the tactics of group FARMING? The GvG guilds want bags, they want fight, and nothing else anymore. They said they don't care about PPT or winning. They just want the fights. Give them the fights, give them their GvG, just get them out of WvW. We can rebuild WvW, but not with the mentality of player base or of commanders that are no longer driven...to win.
  5. The commanders wanted HIDDEN TAGS. You all have read the Forums. The commanders wanted hidden tags, to do GUILD related fights. They didn't want capture the flag, OR zerg vs. zerg. They wanted to go to specific areas, without being bothered by PUGS, in order to do their own thing. And that thing was to fight other guilds with the same like minded attitude. They wanted to come into a WvW and doing nothing but play Guild vs. Guild. And you seen those battles quite often. You know which Guilds specifically have fallen into the GvG format, on a WvW map. There is quite a few guilds that play small scale GvG within PvP, same can be said of large PvE guilds, and there's quite a few WvW guilds that would love nothing better than to just GvG without outside interference.
  6. Been playing WvW since early release, and have never really stopped. The only thing I don't care for is the Fight Club mentality of certain commanders, who no longer care about the Capture the Flag mechanics of WvW. I keep hearing the same old dull witted response from these same commanders..."We get nothing extra...nobody cares to PPT." <----And they infected some of their server or player base with this idea. "I don't care about WINNING, all I care about are the fights and the bags...." I'm sorry anet. I'd probably play WvW until I was the last player loading into WvW and find that there is nothing left to fight. But when commanders DO NOT CARE ABOUT WINNING....then the format no longer serves any purpose at all. Might be time to start up GvG maps so we can get rid of those commanders, because it's just not working anymore. I can not FOLLLOW any commander on any server no matter how down or up the ladder they are in tiers....if they no longer care about Winning. And their mentality that they don't care about winning infects their player base. Lets just face it Anet. Quite a few of the major guilds in WvW, no longer care about PPT, score, or Winning. It's turned into one big Fight Club format, where all they want to do is hunt down other large forces to go Zerg vs. Zerg. It may be time to institute a Guild vs. Guild format for Guildwars 2. WvW would still be there, but WvW is a format where WvW players do want to PPT, do want to win. The Fight Club commanders of the major guilds, no longer want to win. They don't care about PPT. All they care about is the fight. And you can easily give that to them in GvG. Implement a GvG format for the Fight Club guilds so WvW can get back to "winning".
  7. Mobility tools that are broken to the point they basically grant invulnerability most of the time. Incorrect. Listen everyone. What BONUSES you have on your character translates BONUSES to the mount. Including all Boons. On majority of characters without boons, I can range people right off their mounts, and keep a pressure on catching up to them for nearly 4 minutes from one side of the map, all the way to the other side. However, you put Boons, players Bonuses, Nourishment buffs on yourself, BEFORE YOU MOUNT...they all translate to the mount. I take damage from retaliation, those with speed buffs, actually are able to pull away from me in time, and those with armor bonuses are nearly impossible for me to knock off their amount, even with the tactics I built up to get them to dismount. The video showed a player not using a properly ranged weapon, that would have hit further, the damage was quite low which allowed the mounted player to watch and learn to see what the dismounted player had for skills and damage. I was half expecting the Revenant to get destroyed. But it looks like the other player either had a false belief of superiority or was just fooling around half heartedly. Either way the wrong type of weapon was used to range down the mounted player, and the damage was far to low. Between Smokescale and Rapidfire I can dismount most players in under 3 to 4 SECONDS if their not properly booned or tanked up to begin with before mounting.
  8. Struggling? Or working harder? Maybe the idea is to keep pressure on a stealthed thief, especially a deadeye. In the early days in WvW when taking a location, or defending one, the entire team would do a Mesmer sweep. Nowadays, we take a position or defend it....and the entire team leaves, without checking the location for veiled or stealth units. This has cost people as it immediately switches back when the stealthed unit brings in his own team in after the RI has gone in 4 minutes. Mesmer isn't to bad, they can't keep up their veil for long and we can hunt them down, if they don't realize that we know all their hiding holes. The new Deadeye has caused some severe problems. Takes a larger force with multiple Stealth Traps laid out all across the area in strategic positions. Even then we have someone ON that position to react quickly and maintain a pressure on the Deadeye in order to do ENOUGH damage to take them out before they stealth again. The new Deadeye, pretty much destroys our sieges from the inside, and like posted above, continuously taps the gate, or hits an NPC to keep the area Contested indefinitely. Unfortunately if the team doesn't sweep, listen to the sound effects of Smoke being dropped, or see's the immediate skill effect, they just run off to do their Fight Club garbage, because they forgot all about what the name of the game was. To hold territory for as long as possible.
  9. I'd have to agree. There are players that can't keep up with mounted forces, leaving them to trail behind and get destroyed or swamped by enemy units.
  10. Some pets will have an ability to give you boons. Some can give out poison, or cause bleeding on your enemies. Some can cause blindness on an enemy. Some can freeze your opponent to the spot, and others can cause the enemy to run in fear. Each pet has a unique ability that can help you in any number of ways. It's best to just open up the pet panel and read what each pet can actually do.
  11. Just be online and ready to go at 7pm Pacific Standard Time for reset on Friday evening. You'll probably see your community then. Have TeamSpeak or Discord ready in order to join a communications protocol to listen for orders/commands from whoever is tagged up and leading for that evening and on that specific map your going to be on. Make sure you have snacks and a ready filled cool beverage. Make sure your bladder is empty before you start.
  12. My first day in Eotm, I destroyed four enemy zergs. They called me a troll. I called it strategic and sound combat ability of mass stupidity of a bunch of fools that stood under an operational oil....and refused to move out from under it. If i'm in a location, and I need to defend it, i'm going to defend it with what siege I have. Those Karma Train fools learned the hard way. But it's probably the best lesson they learned. Don't stand under siege.
  13. None of our skills can fire through a wall. The closest thing we have is Barrage. And if your near a GATE, there is a small aperture above the gate, and below the wall that is an open air area....we can fire Barrage through that and hit whoever is on the other side of the gate. Otherwise no....we can't fire through walls. And as far as I know, in order to fire over the wall, it has to be an elevated piece of land just outside the wall, and you have to be an Asura Ranger. :) Yah, I've seen it. I think it's crap, but HELL, i'm not the fool that programmed the game. And again, it only works for Barrage or skill like Barrage. Think Revenants have a skill pretty close to Barrage.
  14. Siege takes damage from Conditions now remember. Scourges and Firebrands well a Reinforced Siege it doesn't matter, it dies in seconds. And it takes 5-8 Superior Arrowcarts to do enough damage to take down ONE enemy out of SIXTY? Cannons used to drop 1/4 of enemy troops, now it drops nothing, due to the severe regeneration and invulnerabilities thrown around like candy. I agree with the poster. Siege does nary a bit of damage any longer. We've been buffed up to god like proportions now making Defensive siege nearly absolutely useless.
  15. I think the triumvirate of forces work out just fine. You can plan against one enemy....but two....no. IF we had large forces, we'd have enough body's on all maps to deal with whatever comes their way, and if the locations were properly reinforced, sieged and manned. A third party is nothing more than a wrench in your plans, and adds to the fog of war. While your off messing with one enemy, the third team would be taking advantage of the situation...whether that's in your favor or not is up in the air.
  16. Actually your incorrect by only 1/2. We do slap Watchtower on those towers...if the time counter has elapsed that we can actually slot something in there. But we no longer keep live guard players or scouts in those southern areas anymore, that the tower is usually lost pretty quickly, before Watchtower can even be slotted in.
  17. I went into Edge of the Mist just into the third year. I only came back out again after they launched the Legendary Backpiece for WvW. And literally the Edge of the Mist emptied out in order to get the backpiece. By the time we got the backpiece and went back to EotM...damage was done. Some people were just still grinding for the backpiece, and learning you needed ranks. Then you also had some wishing to get the Legendary WvW armor. Same thing. Required lots of resources and work. HOWEVER...if you are in a guild, and you need to Train in Assault or Defense of a wall or tower location....Edge of the Mist is still a good option for training purposes. There's very few zergs that will appear in that map do actually do anything. So Edge of the Mist still has a purpose. Training in defense/assault. Training in running a target down. Hell I suppose if you really wanted to , you could have a large option GvG field....although you still have Obsidian Sanctum for that GvG crap. Although in Edge of the Mist, if your Guilds are not on the same colored level...conceivably you could fight another guild from an option of six other servers. Be aware, that if your interested in this method of GvG...yes it is possible, no I have not seen it used for that purpose THAT MUCH....but yes I have seen it...just be aware that you as a WvW guild would be taking away your firepower from the server that you help support on Eternal Battlegrounds and The Borderlands.
  18. Some guilds have a tithe system, that they use in order to get players transferred from another server onto their home server. It's usually not the other way around. It does happen, but not often as you think. And they don't need to spend 1 cent.
  19. Saying the best Quality can beat larger numbers. 60 vs 60...it's going to come down to leadership, training, tactics, and strategy.
  20. Well...that was one of the problems I saw. You used the word "Park" As in you stood there. What I needed was six players to put Target Painter Traps at ramps and stairs. Because sooner or later he's going to head to a wall, from his position, in order to get his buddies in. It's at that moment when you have a very short period of time to deal with it. The most time I saw a zerg "Park" was 5 minutes. They mapped out or moved out. Three minutes later, the guy was porting in his buddies. And you only need a small group. "Parking" i'm hoping was a just a bad choice of words, because we needed to "seed" the tower and/or keep at strategic movement locations in order to force the suckers hand. He'd have to move no matter what. And he can't be in every spot that 6 to 8 players would put down Target Painters to know where they are all located. And once he appears, we'd have put pressure on him enough for him to keep moving around trying to find a new hiding spot, and he'd hit another Target Painter, and perhaps another, keeping him visible. This is the only way I know how to pressure one of these guys in order to finally land a meaningful blow and kill on him/her. Still...majority of time, I do see the zerg. And they DO "Park"...in one spot, don't use any target painters....and you really leave it to the Scouts to watch for the sucker. Although now the Scout is being HUNTED by the Deadeye, and I don't see why I should do a "Call out" while i'm being destroyed with nary a helping hand to deal with problem. You might say, i'd get a little miffed that more wasn't done, and may just say "Screw it. If they want to keep the location, they can hunt this guy themselves". I Scouted for three years, and I seen all sorts of responses from commanders. But truly, you want to keep a spot secured, you'll have to do more than just "Park" it. You'll have to do more than just letting one guy watch EVERY single inner and outer wall, while dealing with one or more enemy units inside a location after breach. You'l have to do more than just being a "Fight Club" operator, and that the rest of the WvW Jobs are too damn boring for you.
  21. I have yet to meet one. I played full evade with Sword/Dagger and shortbow...and yah, it's troll. But There's not a large amount of burst, one shot, not even a two shot off that build that would really let you do anything. The one battle I had sucker had more dps than me, but couldn't land a hit. When he did land a hit, it was with stun or extended knockdown. I'd have less than 3 to 4 second after that to evade or I would get killed. Had sigils for boon stealing at the time. So...that helped quite a bit to keep me on my feet. 4 out 5 times, since they couldn't kill me, and I couldn't damage them, they'd break combat and take off.
  22. Their pvp gank and roaming groups merged. They still have an effective rolling pin system.
  23. You should have seen the 15 Smurf Asurans all wearing the same armor/outfit/guild colors. That...was a nightmare. Couldn't keep lockon, because they had at least two mesmers continuously vieling them, so we couldn't keep target lock on the one guy that was taking the most damage. Had to ball up and just nuke the living hell on the ground we stood on to take that group down.
  24. What are you talking about? Well of suffering has a coeff of 3 over 6 hits. That is only 0.5 coeff per pulse. Meanwhile longbow auto is 0.7-0.9. Power soul beast has way more modifiers than necro. How the heck would necro hit 15k-20k per pulse without sic'em? Also wells are 900 range. So are shades. Longbow is "1500" but actually is closer to 1800 range. That's almost double the range of necro wells/shades. A MAX dps power reaper vs a golem is only doing maybe 10k per tick with the power well and the power well does twice as much damage as the condi well. There is no way a necro hits you for 15k with well of suffering unless you are naked. Anyhow, if they want to give ranger a spot in WvW Zergs, I think the best shot is to buff SB group stability to be a contender in replacing FB in some subgroups. The only other group stability right now aside from guardian is either mantra of concentration mesmer (not long enough duration) or dwarven road on rev (which just sucks at 1 stack). Shared Dolyak stance is actually good and almost comparable to stand your ground (especially after it gets nerfed next patch). 6 second base stability, 5-6 stacks each. Stand your ground is 10 targets but will be nerfed to 3 stacks soon. So SB has the only real contender for group stab for WvW. SB just needs 1 more source of group stability. I would do this by basically copy-pasting shared Dolyak stance onto Unflinching Fortitude. Remove the 100% dmg reduction and make it aoe stability + immunity to chill, cripple and immobilize. So only SB (not core ranger which makes it easier to balance), only when merged with a stout pet (easy to balance again) has two sources of group stability. Furthermore, the stability + immunity to chill, cripple and immobilize give SB an "unstoppable movement" niche. I could see this version of SB being useful to WvW zerg subgroups that melee push. So it wouldn't even completely replace FB in all subgroups but just a melee groups. Giving a second class group stability that competes with FB would significantly shake up the WvW meta and give ranger a spot in zergs. Traits. I've been hit by necro wells at the same distance that i'm firing my longbow. If i'm being hit by a damn necro well at the max distance at as my Longbow, I really don't know what to tell yah, other than some crap would seriously be messed up. Then again, i'm not the fool programmer trying to hide things behind my boss' back in the programmers office.
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