Jump to content
  • Sign Up

Trevor Boyer.6524

Members
  • Posts

    5,481
  • Joined

  • Last visited

Everything posted by Trevor Boyer.6524

  1. New NA Based End-Game PvE Guild -- Fractals Raids Strikes [FRS] -- Recruiting Experienced Players For Reliable Daily/Weekly Clears This is not a guild for new players. It is a guild for elite & veteran players who already know the content or who are able to learn it quickly. I'm handling phase 1 recruiting, drawing CM players from daily reset fractals, and teaching T4 players CMs. I need experienced raiders/strikers to build the raid & strike wings of our guild. I particularly need very experienced raiders/strikers who want to lead weekly scheduled clears and training sessions. They will be given the role of "Commander" within the guild ranks and granted certain permissions so that they can help co-moderate the guild and even the discord. I am looking for commanders who have a sincere interest in working with communities, who actually have a flexible enough of a schedule to be able to do so. Help me build a guild that can provide clean daily/weekly clears & training sessions for fractals/raids/strikes! Visit our discord for more information --> [FRS] Guild Discord Link: JKSYFYTaj3 Please read the section that defines the [FRS] Guild Mission, the Guild Rules, and how our Guild Rankings work. If you're interested in joining [FRS] either contact me directly or post your full GW2 account name in the discord guild chat so moderators can help you with an invite.
  2. No, roughly about 1/4th of the player base in NA is solidly using blatant hack mods lately. Depending on what mod they use and how much money they invest in it to unlock additional features, depends on what they have access to. Here is a list of common hacks that you'll see being used in ranked and now even casual ATs. It's very annoying in ATs because the hack users all identify each other and they recluse into this closed groups and only queue together, supporting each other's hack use. It turns an otherwise mediocre team into something you can't deal with due to hacks: speed/tele hacks - easy to hide with stealth - easy to hide by using sparsely, only turn it up just a bit only when they need it. On a side note here, I also see speed/tele hacks very very commonly being used in pve now as well. Just about 50% of the CM fractal runs I do daily, there are players who turn on speed/tele hacks during boss mechanics like Kanaxai so they can quickly get where they need to position so they don't fail mechanics. They don't even try to hide it in pve. They assume no one cares. revive hacks - people straight hand reviving 6x faster than what is possible, even on builds with absolutely no design towards fast revives. some kind of targeting hack - not sure if it's old satellite hack or something new, but players with targeted teleports like steal or phase traversal or judge's, are most definitely using a hack that allows them to grab targets through LOS obstruction that they shouldn't normally be allowed to grab. Example: A game just begins and you're in Skyhammer, you go to cap home node. No enemy player has yet had a chance to be anywhere near you to call a target on your head and no enemy player has been anywhere near you to put a lingering personal target on your head. The game has just started no enemy has been anywhere near you and even if they were, you're behind the rock structure covering home so they couldn't even put a target on your head due to LOS unless they went up and stood at the top of the rock structure or around it to get a visible line of sight on you. But then somehow while you're standing on the home node, a Willbender comes in a direct straight line from mid to your home node, he somehow ignores the massive LOS obstructing object surrounding home, grabs a target on you, and teleports onto you with Judge's.. <- Whatever is going on here is in heavy use right now and A LOT of people are using it. It's easy to hide simply because the large majority of people are not observative enough to realize when targets are being grabbed that shouldn't be able to be grabbed. either hacks or in-game exploits, not sure which, but there are definitely methods growing in common use that greatly inflates a player's defensive values as well as offensive DPS output. As far as the defensive side of this, most players even observative players, wouldn't notice this unless they were doing screen record work or reviewing their own stream footage. But after a game where you think "how was that guy so tanky" or "man that player was strong" when you review the footage, you'll see things that don't make sense. IE: You're in a 1v1 against that guy in the footage, you do not have weakness on you, but for some reason some of your strikes are landing glancing blows on him. Or you see blatant single evade frames occur that pop up during weird times that are impossible for that class/build to do, There are blind "misses" that will pop up when you are not blinded, and sometimes your strikes will clearly distinctly land on the player but nothing happens at all, no glance, no evade, no blind, no block, no invuln, it just acts like his character isn't there at all and the attack somehow whiffs like it's hitting air, giving no visible indication of why, as if you swung an auto at nothing, and you can tell it isn't lag because the guy is virtually standing still on a node. Whatever the defensive version of this is, it compounds different types of small effects that when added together over the course of time, it's mitigating a lot of damage. Whatever the defensive version is, it must be a hack mod. You won't see this defensive hack very often but when you do it's kind of blatant and easily exposed as real if you record and go back and review. The offensive version however, I'm not sure if it's a hack mod or some kind of in-game exploit, but I see it happening somewhat often nowadays. I don't know how else to explain this other than "use your common sense" we all know this game very well after 12 years of play, especially the classes that we main. Sometimes it is very easy to look at a player running a specific class/spec that you can prove they are running, and be able to see the guy is dealing double the DPS that is possible on that spec. I don't mean misunderstandings in good combo use and good play. No, I mean like random stray autos they do, everything they do, just randomly deals twice the damage that's possible. And no it isn't "good might stacking skills" or "not noticing 25 vuln stacks on yourself". No, you can review screen records and see the guy has some normal amount of might like 5 stacks, you have no vuln, but every random attack the guy slaps around is just dealing way heavier damage than normal. This offensive DPS enhancement, I notice mostly used by closed groups of players in ATs. It isn't something that most people have access to, but the ones who do, spam it in casual daily ATs when everyone is off-stream. Lately they like to try and play AT matches for real about halfway through the match, but if you are keeping up in score with them or beating them, usually about halfway through the match at like 260 to 240, ON COMES THE HACKS and magically their DPS output & rotational mobility doubles. - The interesting thing about this DPS increase, is that when reviewing it later on screen records or in combat-log, it only reflects the actual DPS being dealt in the moment it happens, by initial numbers popping up on your character and visually from how fast your health bar drops. When you try to review combat-log later, it will show numbers that look normal for that build/spec to be dealing. A good example would be a Scrapper spamming nades at you, not even going in for a full burst, just standing and freecasting nades. Your character has let's say 16k health, and every nade toss is chunking you for like 1/4th your health bar, which visually you can see is happening, which would be roughly 4k damage from every nade toss. But when you review the combat log, it says each explosion is only dealing 600-700 damage. So even if every 3 nades is actually landing on each toss, the combat-log damage is showing he is only dealing about 1800 damage on each toss, but in the screen record review, you can very clearly see the nades are quite literally "dealing double the damage that they should be". Look, people like to hide hacks inside of the things that are easy to hide them in. You don't often see people running speed/tele hack on a warrior with no stealth as example, because that would be easy to spot even for new players and everyone would report it. What they do is stuff like this: Run speed/tele hacks on stealth heavy classes - easy to hide, hard to prove without some elaborate break down explanation with a screen record and review of their build. Run defensive hack on things like Mesmer - Mesmer already has so much distortion & other defensive jank, they can run that defensive hack and no one notices. They just think "oh man this is a really good Mesmer player" because people already expect a bunch of random no-animation defenses to pop up all over Mesmer, and they don't understand the class, so they are unable to spot when obvious defensive hacks are being used. Run DPS increases on things that are renowned for having high DPS. Let's use the nade example again. People have complained about nade damage for so long, that when they are getting hit by 4k-5k nade autos, they just accept it because "we all know nades deal a lot of damage" and there is no thought past that. But Engi mains know there is a difference between high damage nade barrage coming in on a burst, and then trying to spam nade autos, which doesn't deal nearly as much damage as people think it does. But because of people not understanding classes they don't play and the renown of word of mouth, they won't question 4k+ random nade autos. Things are getting bad though. Right now in NA as one example, we have a particular player who shows up just every day to daily casual ATs and he runs Deadeye. This player camps rifle 100% of the time. When you pressure him, he starts speed/tele hacking all over the place so you can't catch it. No, it's not rifle 4 backstep animations, No, it's not swapping to sword 2. No, it's not assassin's sig. No, it's not trap porting. No it's not shortbow. It's very obvious blatant no-animation ground target porting over and over and over constantly. Like every 2-4s when you pressure it, it no animation ground target ports, and he isn't returning either, so it isnt' shadowstep. Just ground target ports in straight lines, never comes back, while camping rifle 100% of the time. Blatant shameless use of port hack. I made a thread about this ^ recently and it was removed and I received a warn point and a suspension about it for w/e reason. But I tried to warn Arenanet that they need to be careful about what they buff or nerf because there are people out there making certain things look waaaaay stronger than they are actually are, due to hack use. The truth is that, the meta for legit players who do not use hacks is completely different than the meta for players who do use hacks. The greatest example I could use here is that Deadeye in particular is still a bad class in pvp and in no way carries if a player is running it organically with no hacks or synch queues. But when a person starts using hacks like speed/tele hack on a Deadeye, it becomes the biggest abomination out of any other class, that you can't catch, that infinitely resets, that no one can deal with, that deals perpetual ranged burst damage, that rotates all over the place decapping everything, that stealths so often that most people being unobservative, aren't able to recognize that the player on the Deadeye is obviously hard abusing speed/tele hack.
  3. You already know the answer to this question and the answer is: "Rev is a class favored by the best players and the best players tend to win."
  4. Not a troll thread. This was the best place I could post a trend of awareness to STOP GGing at MAMA. Power creep is insanely high in 2024. You seriously do not need to GG at MAMA for CDs back. By the time you GG and get back down in there, if you hadn't GG'd, MAMA will be at 70% health. It's true. Go try it yourself. Uh no. You pull MAMA the exact same way with or without GG. It just slows you down dude. Instead of arguing you guys need to go in and test this for yourselves. You'll see that GGing at MAMA is just slowing you down a good 20-30s for absolutely no reason. It's a redundant silly thing for groups to keep doing when it really does just slow you down. Glad you brought some of this up while we're on the topic, which is why I started this thread. Dude come on... in 2024 everything has 100% uptime of every boon, even in subpar 5 man parties. GGing at MAMA is NOT doing anything. When it spawns, your group is already perma generating quick/alac/fury/25 might. Come on guy. Back in 2014-2015 it was different. But now, groups seriously perma generate boons at all times when stacked together. There is no reason to GG at MAMA other than to slow yourself down. Even your party CDs are mostly regenerated by the time MAMA spawns. And even if they aren't, the GG reset seriously slows you down compared to just picking up your burst where the party left off. Look I don't know how you're unable to see this. The boss encounter is a boss encounter like any other boss encounter. The thing or things in there have certain levels of health that you have to chew through to get past the boss the encounter. In any normal boss encounter, you go through CDs and wait for alac to bring it back and do it again when their ready. No one would GG in the middle of any other normal boss fight even if they could, to attempt to gain more DPS by regrouping and prebuffing and going back in, when that 20s on average that's used, is 20s they aren't maintaining constant DPS flow. In the case of GGing at MAMA, you're losing DPS flow completely. And if you've ever ran tests at a raid golem and paid attention, stopping DPSing for 20s 15s or even just 10s, is a massive dramatic drop in your Damage Per Second. Look, a group who just auto 1'd MAMA the entire time immediately when it spawns, for the duration of time of takes for your group to GG and stand there and reset and go back in, by the time you get back in there with your GG group, the auto 1 group would have MAMA at like 80% health and already be maintaining their burst flows. GGing to go in with some initial one burst is NOT getting you ahead in Damage Per Second or speeding up your run. Go try it yourself and when you see the truth to it, stop GGing at MAMA. OK guy, the only reason people used to GG at MAMA in the first place, was to utilize mistlock reset for an initial boon stack. This was back when quick/alac/might/fury was difficult to maintain. In those days yes, it mattered. But now, you really really do not need mistlock stacking to instantly engage the combat and then maintain ALL boons 100% of the time. In fact, it's silly that anyone GGs before any boss at this point, at least in fractals. There just isn't a reason to do it. Boons begin generating & maintain themselves 100% of the time permanetly, very easily. The only real reason to GG nowadays is to skip and catch up with where the party is, or if you didn't get the mistlock before engaging. But GGing to "get CDs reset and stack boons" is very seriously just slowing groups down and is a hooga booga superstition "too set in your ways" kind of habit, that is just slowing groups down. Go test it yourself. Yeah, OR he could just keep hitting the targets that spawn back to back with no time in between, to maintain his flow while staying in combat so it doens't reset, like he would at any other boss engagement once it starts. GGing at MAMA is an old habit for old vets, and some of them are just so set in their ways, that they don't pay attention anymore. Dude, go try it yourself. If you just don't GG at MAMA, it's a lot faster completion speed vs. MAMA. MAMA isn't a complex raid boss. People just go in there with the same traits/utilities that they plan on using for the rest of the fractal. No one swaps anything for 97CM. It's easy in 2024 for obvious reasons. Come on now ^^ I mean if we went back into time to 2016 under very old patching using very old builds, I'd agree with that statement. But what you said here is just so not true in 2024. Also: Its breakbar is paper under the level of CC we have in 2024 metas. Your party only needs like 1/4th of its CCs off CD to be able to break the first bar. You don't need stability at all vs MAMA until the final phase. You also don't need stability at all during the initial add phase. Your FB or yourself or whoever, will have their stab CDs when MAMA spawns "even though you won't need it" and will surely have those CDs when they do need it at final phase. The DPS is not slow. For some reason you're looking at things through this lens where you think the 15s complete drop off of DPS during the GG somehow isn't a 15s-20s complete drop off in DPS. Even if you do GG, you only get that first big no CD burst ONCE. And then you're right back into the same rotations as the group who didn't GG, but the group who didn't GG, has a 15s-20s lead on you, and will have MAMA at aroun 70%-80% health already by the time you get back in for your no-CD first burst. It's just true. Go try it. Go test it. GGing at MAMA is literally "an unnecessarily redundant waste of time." Go test it for yourself. Or maybe I should screen record it and post it for you. I just might.
  5. Yeah, the removal of Shared Anguish hurt too many Ranger specs. That one trait allowed you to run Support specs and actually survive on node vs. multi man CC+s. You know those moments when a spectral ring appears around you, or a ring of ward or something. Shared Anguish stab on pet proc let you get out of it without needing to blow a big CD skill like Dolyak Stance or your elite. Ranger needed it. Most other classes nowadays, especially other supports, are pumping a lot of stab consistently, even party stabs. I don't know why they would remove Shared Anguish, which was the one small thing that Ranger actually needed to stay on node as a support. It also allowed DPS variants that don't run stability utilities, to actually be able to turn and counterplay into something like a Staff Spellbreaker that has a lot of CC. That ONE little stab proc, when used wisely, was the only thing for many build structures, that allowed opening for counter play vs. things like Spellbreaker or Holo, that have a lot of CC. Without it, you gotta full ranged or --flawlessly perfectly-- plan your strikes. If you get CC'd at all vs. something like say Luxon's Holo, you have to turn and disengage because you won't have the resources to brawl into it without that 1x little short lived stab to get a freebie CC ignore when you go in for a burst. Bringing Dolyak doesn't replace it, it doesn't trigger frequently enough, still doesn't last long enough, and it's generally brought for & used best as a stun break AFTER you get CC'd. So it's not a good skill to pop for the stab prebuff in the way a pet swap was, as you turn to play into a burst like that. And then of course the elite utilities that offer stab, these definitely don't trigger frequently enough to replace Shared Anguish, and again they don't last long enough to be a reliable stab source to finish a 1v1 against a good Spellbreaker or Holo as example. You can't bring both stab utilities. If you try to do that, you just start losing too much DPS & other utility that you need to be functional. Removing Shared Anguish was a bad idea. I told them not to remove Shared Anguish, but of course it happens anyway. They keep removing high skill cap traits/abilities and replacing them with passive skill-cap disabling abilities like Carnivore. With Shared Anguish, it made pet swapping a decision based move. Are you going to pet swap now because you want to use beast skills for offense, or are you going to wait to use it for the stab proc? <- These kinds of traits & abilities make the game cerebral. When you remove & replace those kinds of traits with passive stuff like Carnivore, it just dumbs the game down and lowers counterplay options, pigeonholing things into being a guaranteed counter or to get guaranteed countered. Makes the game less fun man. As far as Lyhr is concerned, last time we talked, you were the only other Ranger player with enough experience who had noticed that Lyhr was actually good. It made some Ranger support specs not just viable, but arguably better than Guard/Ele support in certain situations. It also brought in a VERY REAL new archetype that we had never seen before, and that was supports that were arranged for targeting one thing and keeping that one thing alive, rather than just spamming no travel time massive AoE support all over the entire party in a team fight. It was a fair trade off as Ranger supports were less effective in a 5v5 mid fight but more effective in a 2v2 on a side as example. THE CHANGE TO LYHR RELIC JUST NEEDS TO BE REVERTED. What they did there was no tradeoff or alteration that we can get used to. Nah, they made a serious error and destroyed the relic. It's actually unusable now in competitive modes or even pve. What they did there was as good as deleting the lyhr relic.
  6. The Ranger maces are good in pve but impractical to run in pvp for several reasons: In pvp things do not stand still. The maces both mainhand and offhand, are too slow and have no ranged pressure. Due to no ranged pressure or built in defenses, maces make a bad +ing roam option. They also make a bad side node option because all good side node builds have to lean on synergized condi/defensive builds or power builds with a lot less power output traded in for a lot more sustain, then the maces just deal bad damage. And due to the limited ranged and no ranged pressure, people can kite it too easily on the side node and just avoid strikes. Literally anything with stability or frontloaded shielding like DH F3 or Photon Wall that allows you to block while attacking, just treads all over mace Rangers. If you can't IMMEDIATELY secure the CC chain gimmick and actually maintain it, you lose. The only half functional mace Ranger I've encountered was ran by Doze and it was a Druid. It had to run full DPS/CC build to make the gimmick work with marks & midnight king relic. It feels super OP hard counter when you do not have stab and you do not have mechanics like DH F3 or Photon Wall. But if you do, you can just turn on the Ranger and kill it while ignoring CCs. It can't brawl like Soulbeast Sword that actually has evades. The CCs is all it has. If you shut it down, it dies too easily. It is also bad, worse than Engis, when focused by more than 1 person. These Ranger mace builds can't stat for practical builds to run in conquest matches or even 2v2s. They're atrociously bad when getting +d. If they want the maces to be functional at all, they have to stat for some weird 1v1 builds and in that case they just get booted into respawn any time they get focused. Absolutely no mechanics to deal with 2 people chasing and can't stat for sustain if they want the maces to be practical to use at all. So to clarify what's actually happening here with Ranger maces: It's really good at shutting down and hard countering things that do not pump stability that don't have functions like DH F3, Photon Wall, or Distortion, ect ect. It's also good at shutting down low skill-cap players in general who attempt to stand on nodes in its face rather than kite & utilize their range vs. the maces. But it in turn gets way too hard countered by anything with the aforementioned mechanics to deal with it, by anything that kites it, and by getting +d in general. It has serious mechanical holes in its design structure that prevents it from being competitive. There are big reasons why it was not used the previous MAT, why it isn't being used in daily ATs, why no Ranger above G2 is running it, and why we won't be seeing it in the upcoming MAT either. I agree the maces need changes, but saying "they need nerfs" is the wrong way to look at this. If anything, they need some kind of rework to reduce the damage potential but to also enhance the mace's practicality to actually hit things. I mean seriously, they give everything massive tele-burst potential nowadays. So when you take a class that's traits and foundational theory were designed completely around ranged bow play and then start giving it slow melee only no-porting weapon kits, it doesn't synergize well for today's metas. I'm not being "biased" either. I don't use those maces. They're completely impractical to use against even G2+ players. I'm just explaining why.
  7. Just wanna drop another response and refresh this topic. After ANOTHER 4+ hour session of trying to complete this stupid title achievement with no success, it needs to be done. Always 1 person fails. Even when you have a group of good players, 1 person always dies due to sloppy designed mechanics. This fractal is too reliant around ultra precise actions which is impractical with small ping spikes which everyone gets "resulting in getting hit by eye when it looks like on your screen you're standing away" stuff like that, as well as just generally buggy stupid mechanics that fail randomly. The worst part is that people in CM groups want to check for NA title even though NA groups always have 1 guy that fails almost every single run. I can't tell you how many times I've completed this fractal by lying and getting into CM groups that let you stay, but I cannot get this title because it is impractical to do. It honestly makes me wonder if most people are running hacks just to get this title so they can get into groups. During two completion runs today, I seen two people running speed hack to make sure they could position correctly. I wish people wouldn't ask for this title during CM runs because there are many people out there who can complete this fractal smoothly, but cannot get this title because there is always 1 thing that goes wrong every run and it isn't even their fault. This fractal is sloppy dumb stupid bad design and encourages biased gating of who can join CM groups based off an impractical judgement from a title. It looks to me that no one goes in and gets this title out of personal skill/knowledge of mechanics, but rather that you just grind enough completion runs until you "get lucky" and that 1 person doesn't fail due to some jank ping spike or buggy mechanic. Arenanet, if you don't want to smooth out this disgustingly poorly designed fractal, just remove the NA title so people aren't gating fractal groups base on something that requires grinding dumb luck to achieve. I mean it's similar to posting an LFG that says: "must have rolled a perm hair-kit out of BL Chest to join this group". This NA title is just RNG based, even for excellent players. If you aren't rolling in some elite fractal guild and are using LFG to do this, it's just impractical and unrealistic to achieve this title. I'd like to point out I have 32,000 APs, I've played for 12 years, made my account on day 1 release, I've achieved every other pve title to be able to show for groups, and I've never once complained about the "practicality" behind any of them. In the past, using fractals as an example, the old titles for the older CMs made sense to check a person's title as they showed a clear display of a person's personal understanding of mechanics. But this NA title is all RNG and it's bad for community cohesion.
  8. Ah this is wrong. This won't fix the problem. We'll still need to use Wilderness Knowledge for fury/cleanse in the GM tier. Changing Anti-toxin is w/e, but Shared Anguish should stay the same and where it is. In fact, Shared Anguish should just be buffed in general, not recycled and repositioned. Empathic Bond itself should be upgraded into some kind of alternative boost that can compete with the option of Wilderness Knowledge.
  9. It's more than broken. This is quite possibly THE stupidest thing they've ever allowed to happen. They need to go ahead and make some time in the next pve follow up patch to fit in a hot-fox for this problem.
  10. I was seeing an axe thief killing people in the spawn where the axes were straight going through the floor and walls. There was no "setup" happening. The thief was just somehow landing strikes on people who were going out of their way to LOS in their spawn. Sort of like if my Rapid Fire suddenly could just go through floors and walls. No idea what's going on here or how they are doing it, but it's dumb and it needs to be hot-fixed.
  11. Alright, so all the competitive PvP/WvW Rangers need to be speaking out on this one because this is going to bury the class if it goes through. Take it seriously, this is going to be bad: ------------------------------ Here's the whole list of March 19 changes. As usual there are some highly questionable "just why" types of changes going on. But I had to post and speak up about this one Ranger change. The listed problem was vs. Druid specifically, but instead of targeting changes to vs. specifically Druid, this patch targets changes that will absolutely cripple non Druid builds that are already suboptimal, and it will place those builds into a spot where they are no longer viable at all. Right here: Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources & shortened ICDs on CCs. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. There is now such frequent heavy CC in this game, direct, passive, and even force effects like Spectral Ring or Ring of Ward ect ect, Ranger cannot deal with any of this if you keep removing Stability from it. The problem was listed as against Druid, not Ranger, not Soulbeast, not Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds. Arenanet, all you have to do is drop this idea of "Carnivore" and just simply move "Shared Anguish" into GM tier. That's all you have to do. Try doing the right thing for once. Maybe your fanbase will praise you instead of giving you a ratio 10 confused faces to 1 like.
  12. Here's the whole list of March 19 changes. As usual there are some highly questionable "just why" types of changes going on. But I had to post and speak up about this one Ranger change. The listed problem was vs. Druid specifically, but instead of targeting changes to vs. specifically Druid, this patch targets changes that will absolutely cripple non Druid builds that are already suboptimal, and it will place those builds into a spot where they are no longer viable at all. Right here: Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources & shortened ICDs on CCs. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. There is now such frequent heavy CC in this game, direct, passive, and even force effects like Spectral Ring or Ring of Ward ect ect, Ranger cannot deal with any of this if you keep removing Stability from it. The problem was listed as against Druid, not Ranger, not Soulbeast, not Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds. Arenanet, all you have to do is drop this idea of "Carnivore" and just simply move "Shared Anguish" into GM tier. That's all you have to do. Try doing the right thing for once. Maybe your fanbase will praise you instead of giving you a ratio 10 confused faces to 1 like.
  13. Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. The problem was listed as against Druid, not Ranger, Soulbeast or Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds.
  14. That is not true at all. Fractals alone grant about 15-25 liquid gold a day, even for beginning tier 4'ers. Then casually running automated tournaments once per 3 hours is easy for even gold 3 players to average about 15g per AT with 1g on wins and a stack mystic coins to boot, which are now at 2g. Usually resulting in more like 18g on average for the average g2/g3 player. You run 4x ATs a day + a fractal run, you're looking at about 100g a day, and this isn't even considering other quick cash grabs that can be done daily with minimal time invested. At the end of a single month, that's 3000g obtained. And yes, many people go about this method, especially the competitive ones who run wvw all day and take breaks to run ATs in between. Liquid gold has nothing to do with what is being discussed here. It's easy to get in GW2 now, especially after wizard vault gold bags adding into the equation I listed above ^ Stop this foolish comparison as if ascended were soul-bound and could only be used be the one character who soul-bound it. The stats are even changeable, it's just tedious to do.
  15. @ArchonWing.9480 Let me take a different approach in explaining this, as everyone who responds in these discussions seems to think that people who say: "wvw skirmish ticket legend time-gating is too long" are all disgruntled players complaining about something that is difficult to get that they don't need that they should ignore and go achieve somewhere else. It's fine if you didn't mean that, but the guy prior to you did, and as much was quite clear from what he said. Imagine that I don't even play this game. Imagine I am some kind of designer or maybe even the CEO that runs the final say in what happens with this game's patching. So I'm reading through notes and I know how things work in the game's economy, a great deal of things about the game, although I don't actually play it. I know this from data. I see how quickly it is for people to build other legendaries. Gen 1 as example, could take a person a year or a week, depending on how much effort they want to invest. You start getting to gen 2s, it becomes more time-gated due to map meta currencies involved, but it's still a situation where you're looking at maybe a week of a grind if a person really wants to invest the effort, and then maybe a year if a person is casual playing and slow creeping towards it. I'm looking at legendary trinkets and they aren't that different outside of the ones that require pvp ascended shards or skirmish tickets. The legends tied to these currencies will take a substantially longer amount of time but the time-gating is actually reasonable and we aren't seeing many if any complaint threads about these trinkets. Then we get to legendary armor. The same thing, in pvp it's asc shard/league ticket based, and this requires at least 3 seasons to achieve for those who really want to grind. This is about 6 months time. For most players, this will take about 670 games to get the ascended shards. Each GW2 pvp game takes roughly 15 minutes total from the moment a player enters queue, the match starts, and then the match ends. Roughly 4 games can be played in an hour in GW2. So 670 divided by 4 = 167 hours of play. 167 divided by 24 "a full day" = 7 days. A player who wanted to grind their *** off could achieve the asc shards required with 7 straight days of play. Realistically they would need sleep, so we are looking at more like 10 to 12 days. The only real time-gating for the pvp legendary armor comes from the league tickets, which you can only get so many of per season. The shards themself are grindable. As a CEO I'm looking at this ^ and I'm thinking: "Seems like 6 months is about the right time-gate we want for people to crank out legendary armor. This is fine because the time-gate currency of league tickets is actually easy to achieve the limit per season. This is routinely casual to do each season, achieve max league tickets. It can be done in probably about 60 to 80 games each season, which is only about 15 to 20 hours of play each season, which seasons last 2 months. The player then decides if he wants to grind enough games for ascended shards each season, to be able to either get them all quickly and then only need to grind max league tickets each season, or to pace it out and play maybe about 220 games per season for 3 seasons. Even though there is a time-gate for the pvp legendary armor, It is something that can actually be achieved through 7 days worth of straight gameplay running back to back pvp matches, that can be sparsed out over the course of 6 months and allocated where the player wants that time to be. <- Keep this in mind. As a CEO I am then looking at notes on how pve legendary armor works, raids armors, and finally wvw legendary armor. I'm looking at time gates of 3 months, 4 months, 6 months. Even the wvw legendary armor is a time-gate of 6 months. However I notice that this is very deceiving. Because with the other legendary armor sets, players can achieve the maximum time-currencies quickly for the time-gate intervals, allowing them to go do other things, whether it is roaming maps or pvping or RPing or grocery shopping or going to work in real life and doing in real life things. The pvp for example, within a 2 month span, a player can grind out their maximum league tickets veeeery quickly per season, and then choose WHEN they want to run further matches over the course of 6 months to achieve roughly 670 games played. This is again, choosing when to fill 7 days worth of time playing pvp over the course of 6 months. Although that is time-gated, it is very convenient for a player to choose their play times in that time-gate, and 7 days of play isn't actually much within 6 months. Then I'm looking at wvw legendary armor progression and the way skirmish ticket time-gating works. I notice the difference here is that players are looking at 18 weeks, roughly 6 months of play just like pvp, however with the way tickets work, the player must grind 15 to 20 hours a week for 18 weeks straight, to even meet that time-gate of shortest time required to build the legendary armor. We are talking needing to dedicate time to Guild Wars 2 for 6 months, as if the person were working a part time job 15-20 hours a week for 6 months straight, to be able to achieve the tickets within 6 months. This makes it so a player can't do anything else. Not only is that an enormous amount of time to dedicate to the game in general, to the point that is unrealistic to ever achieve for players who have in real life things to do every day, but they can't do anything else in the game if they want to stay in wvw long enough each week to get maximum skirm tickets to meet the time-gate. This is insanely demanding. As a CEO, I"m looking at 6 month time-gate for pvp legendary armor and 6 month time-gate for wvw legendary armor. Again, I notice how deceiving this is. Because the pvp time-gate is very reasonable and it allows players to do everything else in the game they want to do or need to do in real life, while working towards that 6 month time gate, an it is very easy to schedule when they work towards it. Only 7 hours of straight play required in 6 months. But the wvw legendary armor time-gate of 6 months demands 15-20 hours of play a week for 18 weeks straight, 5 to 6 months, like a part time job. As a CEO, I'm looking at this, and I'm thinking: "What are our priorities here? Is the gated content to urge players to stay in modes for awhile to keep things active? Is the idea behind this demanding skirmish ticket thing to get players to play more? Can we even call this simply a time-gate at this point? Or does it need to be referred to as a time-gate/ability to no life a game check?" because this is unlike the other time-gates in that it seriously demands a ridiculous amount of in real life career like focus to achieve. As a CEO I'm thinking: "Maybe more people would be interested in working towards this if it weren't insanely demanding to achieve. Maybe more people would care if the skirmish ticket progression were more stable as in 10 per pip, 10 per pip, 10 per pip, instead of 1 per pip, 2 per pip, 3 per pip, and only getting 10s if you invest 15 hours a week. Maybe more people would come in and play for short amounts of time if they thought they could get reasonable progression with tickets in small doses. Because as of now, if a player can only find 4 to 8 hours a week to play, they identify wvw legendary armor and its scene as something to not even bother with." As a CEO I'm thinking: "This isn't good. Maybe the people aren't really complaining about the overall time-gate of 6 months, but rather they are complaining about how overly demanding it is to need to be play for 15-20 hours a week for 6 months straight to meet the time-gate or even to get reasonable ticket gains at all. This is awfully demanding and maybe it puts people off the scene. If we were to make this work more like the pvp legendary armor, in terms of ease of schedule within that time-gate, maybe the casual players would care more and participate more. I want our game to have obtainable goals even for normal people who go to work and have things to do. When normal people feel like they can obtain in-game goals, they play more. We should revise the way this works." -------------------------- Look, if they want to keep the time-gate of 6 months, which I get, they need to do it differently. It's not that people are really upset with the 6 month time-gate, it's that they are upset with how much time is required per week to benefit the ticket max time-gate. It's just too demanding to where it's ridiculous. They should revise the ticket gain progression. They don't need to make it grant MORE tickets, just make it consistent the whole way through. So each chest is granting the same amount of skirmish tickets. The way they have it now, all the tickets are at the end chests, requiring enormous levels of time spent per week in wvw to achieve, and there are too few tickets in the earlier chests for casuals or busy people to even realistically be able to ever obtain wvw legendary armor. It should be so casuals can play and get reasonable ticket gains when they have time. They shouldn't be punished for not playing GW2 as a part time job for 6 months straight. This ticket system is overdone my dude. I don't know how else to explain it. Even looking at the statistics of it as a person who isn't playing the game, you can see its progression is not really in-line with the rest of how GW2 legendary progression works. It needs to be revised.
  16. This right here ^ they ought to overhaul it and just put in ziplines. I wouldn't mind the bundles/mushrooms so much if weird buggy stuff didn't trigger so frequently with them. You have with the harpoon grappling hook, it'll just short jump you for no reason at all. You aim directly at the center of a platform where you're supposed to, it LOOKS like it connects, but then you randomly get pulled like only 300 range and fall and die. Stuff like that. I have no idea if it's ping that causes it or what the problem is but it's messy. Then the mushrooms have similar weird problems. You'll jump on a mushroom and somehow the jump gets bugged and it can toss you in any sort of weird direction. It does this same stuff in pvp in Sky Hammer with the jump pads there as well. Just put in ziplines would definitely be the answer for these particular problems. Those phases are hard enough getting back & forth avoiding the eye to begin with, or taking tether for supports, it doesn't need buggy travel mechanics on top of it.
  17. Yeah but no one said anything about "needing" anything. It was a simple feedback pointing out that wvw skirmish ticket time-gates create much longer legendary completion times than the other legendary content in the game. It was a simple statement. No need to read into it, assume things, or put words into anyone's mouth. For IE: I already have all my legendary armor for light medium heavy. I came here to vouch in a response that wvw skirmish time-gates are indeed too long to the point it's just unreasonable. It's a simple statement.
  18. Serious responses btw: Because patching massively flips usually about every 2 months now. As a person with at least one of each class, rearranging ascended gear to optimize for both wvw and pve with all the templates involved now, becomes not only very expensive in the long run, but extremely tedious and flat out obnoxious. It also feels very messy in bank/inv space to have an unbelievably large stash of ascended gear laying around that you're "not sure if you'll ever need these pieces ever again but you save them anyway just in case". I don't "need" legendary gear, but I "want" legendary gear so that rearranging around each meta flip isn't a ridiculously expensive & tedious chore to have to do. If one had all legendary weapons, armors, and even trinkets, the ease in readjusting builds would feel fantastic. This is of course why players work to build them, in conjunction with the obviously cool skins they want from the legends. Regardless of if anyone needs or wants anything, that is no justification for unreasonable time-gating of any content. You're talking to someone who has been here since day 1 release, who has over 30,000 games played in pvp, and an overall embarrassing amount of hours/days/weeks/moths/years/decade+ invested into GW2, including its pve. I know the game well and how difficult it is or isn't to build other legends. I used to work with Guild MM to build & sell them on a routine basis. And even someone like me is pointing out that skirmish ticket requirement for wvw tied legends is an awfully long & steep trudge. I mean comparatively to other legends, even other legend armor sets, the wvw skirmish ticket requirement is clearly greatly overdone compared to other sets. And enough of that "Do you need it? If you don't, don't worry about" stuff. Because that's like me saying to you: "Do you need to play this game? If you don't, then don't play it at all". The major point being thrown forth here, is that overly elongated time-gating is silly. Like do you realize how many gen 1 legends I could build and sell in 18 weeks? With mounts now and how many sources of mystic coins/clovers there are, you would be surprised. And this is the ultimate point, that with a great deal of effort invested, I could crank out casually probably 2 gen 1s a week if I really wanted to "being serious btw". That is gen 1 legends if trying hard, or maybe about 15 if being lazy while working for 18 weeks. That's over double the legends of 6x armor pieces while playing lazy, and over quadruple 6x armor pieces if trying hard to make gold. The problem with time-gating, is that it prevents lucrative players from being lucrative. Players who are wise should be rewarded in their efforts & knowledge of how to get things done with extra effort involved. An 18 week time gate is just obnoxious. It makes a game feel less like a game, and more like just waiting in line. When I can be smart about what I'm doing and expedite processes, that feels more like a game that is addicting. People get bored waiting in line man. I don't know how else to explain this to you. To get the asc armor pieces themselves have a reasonable cost in my opinion. To turn them into wvw legend pieces, the problem very specifically is right here: Legendary War Insight - Guild Wars 2 Wiki (GW2W) <- these things should be half the price that they are. That's an insane amount of tickets required to make those gifts. Like proportionately to all the other pieces required to make the armor, everything kind of adds up at an even pace for completion, except those tickets. By the time you have enough tickets to make 6x war insights, you could make all the other things required for the armor three or four times over or more. It's a disproportionate ridiculous amount of time-gated currency as a requirement.
  19. @Anasate.5408 I have no idea why this post has so many confused faces because you're absolutely right. The requirement of skirmish tickets vs. wvw legendary is unreasonably high. For example, building a set of wvw legend armor requires 18 weeks at full pips. This requires "5 to 6 months of play" about "15 to 20 hours a week". In all seriousness, it could be said that a person has to grind wvw like an actual part time job for half a year, to be able to get enough skirmish tickets to build a set of wvw legend armor. All of the people who stay home all the time and have nothing else to do are probably thinking: "HA laugh emoji or confused emoji git gud" but really though, for people who actually do have things to do with their day, this is waaaay too much of a raw time gate, especially with how the skirmish ticket progression works, getting low amounts at lower tier rewards. A person who has things to do, maybe can find 4 to 8 hours a week to play, but when it requires 18 weeks at 15-20 hours a week, with how the ticket progression works, only being able to clock 4-8 hours a week or maybe even a solid 10 hours a week, turns that 18 weeks into a full year or more before a person could realistically complete the legendary. But yeah, anyway, you are right. Too many tickets are required for the wvw tied legends. They should lower the amount of tickets required for this stuff, even if they have to up liquid gold costs, the sheer time-gate of this stuff should not be so high.
  20. I'll just sum it up without a big text wall: It honestly ebbs into your time doing fractal runs. People like to avoid it posting for "Old CMs/T4s/Recs" because it is a time hassle for what it's worth. Even for groups with Nightmare Aspect titles, the mechanics are wonky enough to where they are unpredictable enough, to where parties still wipe from singular mistakes from unexpected blunders in small movements. This is the kind of stuff that elongates the completion of the fractal run, which is why many players just like to avoid it. Vallun had said in his youtube video on this CM Fractal that "Silent Surf CM is more punishing than it is difficult" and I completely agree with that statement. It's not that the mechanics are overly difficult to learn, it's that they are incredibly punishing if you make a single mistake. Due to how sporadic some of these mechanics are depending on small movements, it is easy for things to go wrong in very unexpected ways. Good examples would be tethers bugging during 66% and 33% phases, players getting weird failed jumps to or from platforms due to lag or w/e it is that causes it, and then the party has to reset the boss fight. These are the kinds of reasons why many people just avoid this fractal even on normal mode, because it is too messy. While trying to help groups achieve Nightmare Aspect, it's just ridiculously difficult to get clears in this fractal without a single person dying. I've been playing GW2 for 12 years, running CM fractals nearly every night since they've existed, and I've never had such problems pushing people through completions as I do with Nightmare Aspect. It's like you have to just get lucky. Even most public LFG Nightmare Aspect groups will still have a death before the fractal is complete, due to the kind of wonky unexpected stuff going wrong that I've described here. You can for all intents & purposes be doing the mechanics correctly, and then something goes wrong, like a crossed tether or a weird short jump on grappling hook or a failed mushroom bounce. Then the party wipes when they were doing everything correctly and they have to start over the longest boss fight, again. They have to click and load out of the fractal and load back in and kill little monsters and listen to NPCs again, before they can even get down to attempt the boss, again. While trying to introduce new players or even teach older players how to do it, I find this sequence of resetting to be pushing players away due to the sheer boredom & frustration of the wait time in between tries. This is messy and unnecessary. We have a fractal that people are avoiding because it's messy and they feel like it's a waste of time. This guy here writes a thread discussing other messy problems within 100 CM -> 100cm is still a buggy mess - Instanced Group Content - Guild Wars 2 Forums A few things that could be done to enhance the quality of life of the Silent Surf fractal: Clean up the buggy stuff. It's an absolute mess. When you activate the challenge mote, it should immediately take you to the boss platform where you can there click the body on the ground to initiate the boss fight. There is no need for the time consuming NPC talk and tiny mob fights. The boss fight itself is long enough. The achievement mechanics for titles like Nightmare Aspect need to be overhauled. Right now, if a person dies, you have click exit the fractal, load into the lobby, go back into the portal, load the fractal again, listen to NPCs talk, fight tiny mobs, and go back to the boss for another try. This is an unnecessary wait time in between attempts. It's like if you went to the batting cages to practice your swing and there was a 5 minute wait in between each ball that the machine pitched to you. The way it should work, is that if the party fails and has to /gg, the achievement eligibility resets itself so you can attempt a no death run again, without needing to leave the fractal. <- This is just the way that it should be.
  21. But how do you know who's smurfing? How do you know who's win trading? how do you know who's alt phasing and throwing? How do you know who's being supported by the win trade throwing? And how do you know who's being thrown on for several games in a row? I mean in all seriousness this is ridiculous anymore and very little of it reflects actual player value but rather a display of social status concerning how much *** you kiss. When you go into low Gold 3 or lower, typically the ratings will mostly reflect player skill value, but at Plat+ levels this is how it works nowadays: The 1st tier is the main clique of win traders who always takes the top of the leaderboards "around 1-25 in NA". They are surprisingly organized in their scheduling, like raid squads. Through the sheer virtue of how many alt accounts they have to work with and how many people are involved, you will not surpass them in the leaderboards unless they have some kind of incentive to allow you into the network. The population is too low to realistically queue dodge or play around it anymore. The 2nd tier of plats are the guys who always ride just under the top plat win traders "around 26-49 NA". These are people that the 1st tier win traders like because these people laugh & smile & kiss *** and tell them how good they are. The 1st tier win traders will often queue with these people and organize win trades & throws for them. The 2nd tier plat actually has nothing at all to do with what's being organized for win trades but they do get to benefit it. Even though the 2nd tier plat KNOWS something is up, they keep their mouth shut and smile & laugh and tell the 1st tier plat how good he is, to maintain that good social status so he can play rating when that day comes that the 1st tier plat will queue with him. This is the 3rd tier plats "around 50-75 NA" who have this sort of neutrality where they aren't kissing *** but they keep their mouths shut and never say anything to anyone so their presence is kind of w/e and goes under the radar. What these players benefit is not being targeted by alt phase throwing. The 1st tier win traders do this thing where they have days that they mass queue all on alts and aren't even supporting mains at this time. They flog every queue with alt accounts and try to get catch people in games that they want to play down the leaderboards. This also turns into playing up certain people that they sort of like who they aren't directly friends with, when that person doesn't even realize it's happening. They will also throw on players just because they don't like them. The 3rd tier plats generally are quiet neutral players who can slip into these tiers with no real focus to knock them out. 4th tier plats "around 76-100 NA" are sometimes players like the 3rd tier who have neutral standings in the community that are barely able to play into this tier. But quite often the 4th tier plats are players who didn't keep their mouths shut. Regardless of how good the tier 4 plat might actually be, they are often the ones who were either too toxic and pissed off too many people over time, or sometimes they are the guys who called out the cheating for exactly what it is, who didn't kiss ***. Either way, these players get ostracized by tiers 1, 2, and 3. Tier 1 either hates them for who they are or hates them for exposing what they do, and they will punish them with throw griefing any chance they get. They tell all the tier 2s that patsy for them "We won't play with you anymore if you play with these players" so the tier 2s have to also ostracize them to maintain good standing with what they know is going on amongst the tier 1s. The tier 3s although neutral, also are aware of what's going on from tier 1 so they quietly avoid socialization with those tier 4s that opened their mouths. The tier 3s don't want to catch negative focus from what they know is going on from the tier 1s and so they also must ostracize those tier 4s who draw throw focus, although it comes in the form of quiet avoidance. There are a lot of very strong players creeping around in tier 4 plat but they'll never finish seasons any higher than about 1550 in NA anymore, due to the social dynamic I've described here. In other words what I'm trying say is that there are a lot of tier 2s who are every bit as good as tier 1s, just as there are a lot of tier 3s who are every bit capable of competing in those tier 1 environments, just as there are quite a few tier 4s who can form full MAT teams and contest tier 1 teams on equal grounds, often taking like 3rd place, but in ranked they'll never break into even tier 3 because they catch too much throw focus. At this point going into 2024, the cartel has so much control over the leaderboards, that a player's social standing with the cartel is actually more important than their personal skill level & actual player value. The system is truly broken and Arenanet just needs to remove ranked and shove all related rewards/achievements into unranked and remove all visible rating/badge/title clout display as to eliminate the incentive that drives players to create so much manipulation to begin with, and leave ATs for competitive. This would be the healthiest thing they could do for the gamemode going into 2024. Funnel all the population into just unranked so the algorithm can better do its job again, and relieve everyone of these incentives to create such disgustingly high levels of match manipulation, so we can all just relax and play and have GGs again.
  22. And I wouldn't be too far off the mark to say that some people actually enjoy participating in real game feedback/discussions beyond singular comments. Look man, if you haven't noticed in recent years, I don't insult or toss condescending ad-hominem stuff at anyone. If anything, I don't have the warn points left to risk it. I just make very straight forward statements with elaborate explanation behind it. If people don't want to read it, they don't have to. But what you said in your statement here is no justification for being a jerk on a consistent basis to forum users who are actually contributing content in the way it was meant to be contributed. It gets to where I have to wonder what is going on here behind this forum scene. I'll show up and post actual completely in-game related feedback that is neither negative or aimed at anyone, and that has extreme accuracy in all aspects outside of my own personal view of the topic. Then I'll get 30 confused faces which I'll sit and watch come in waves, where I'll see no emoji responses for 4 hours and then all of a sudden with no thread bump, 6+ users log in at the same time and go to read my topic. Within about 30s to 60s I get 6+ confused faces on every post I've made in the thread and then they log off simultaneously. This is usually followed by a plethora of responses from the same people who have to make sure to post something negative & aggressive to me, regardless of what I have posted. I'm the only person they do this to, and I have to wonder why is it, that if I post things like they do, I get suspensions & warn points, but when they post these things over and over and over continuously, there are never repercussions for them. It makes me wonder, am I really talking with players in here? Or is this some kind of campaign to get me to shut up because some group of people really just doesn't want actual balance discussions happening in this forum. It is also awfully strange that everyone shows up to attack & label me as some kind of villain for giving completely on topic nothing but game related feedback, but no one says anything at all to the people who show up who are actually being jerks, posting nothing but 100% insulting aggressive condescending completely off topic remarks. No matter how many heart emojis you put into what you say, no matter how smiley-faced you try to word things, and no matter how coy & funny you try to make it look so no one reports it, being a jerk is being a jerk. You know what though, for whatever reason it may be, no one wants to hear anything I have to say in this forum anymore. If no one wants me around, I guess won't be.
  23. You guys sling too much dirt at me lately. It's odd considering I'm the only person who actually uses the forum for what it was designed for, giving feedback that stirs real game discussion beyond dropping some one liner complaint. Anyway, I love you guys man, even if you hate me.
×
×
  • Create New...