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urd.8306

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Posts posted by urd.8306

  1. The "so-called-fight-guilds" almost never fought each other, because they knew one of them had to lose. In the end you called it a scrim when you lost so it sounded like training game (or blamed pugs, blamed numbers or blamed pin sniping).
    In the end hey all they joined each others guilds and since then they blob through the borderlands.
     

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  2. There never were "fight guilds". It was a self-proclaimed label for people thinking they'd be the cool guys because they can stack on a commander and run around the wind mill while they needed a ton of pugs to scout, to run yaks and to build defense so in the end they had something to fight for.

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  3. On 4/21/2024 at 10:39 AM, Vasdamas Anklast.1607 said:

    Harbringer is that type of dumbed down broken, braindead spec that requires very little and gives way too much, but they do have one weakness  - they hate reflects. Trying to outcleanse all Harb's condi burst is usually a thankless task.


    I really hate people playing that spec, just as much as I hate permadaze spam from Mesmer dagger, but I learnt to counter both successfully. Worst case scenario nowadays: they'll just try to walk away.

    So it's on par with Willbender, Scrapper, Thief, Catalyst and Mesmer you say?

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  4. On 4/20/2024 at 6:37 PM, XenesisII.1540 said:

    Well he wasn't hiding behind the merlon part of the wall, the running edge of the walls are not that high nor are they evenly placed in height as in some places you can easily just W over it. If you were pushed to one in real life you are most certainly going to trip over it, although in a lot of places particularly the T3 iron upgraded versions of walls it's pretty hard to pull people over it unless there was a lot of momentum generated from the pull(sometimes you get to see people get tossed high into the air because of this).

    Also kinda hilarious to state not being able to target an attacker without exposing yourself, when it's a ranger in the video who has access to longbow 5 which doesn't need los and recently buffed for wvw. 🤷‍♂️

    What I think is hillarious that your idea is for a ranged class to jump down and give up the main advantage it has in that situation.
    It's just pulls that are stupidly designed, not the range class doing "ranged" stuff. No pull should work without a clear LoS. End of story.

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  5. 4 hours ago, Riba.3271 said:

    If you have time, you can always do multiple attemps of killing enemies, try to build siege behind the catapults, try to kill catapults, drain supplies, setup defensive siege, log in builds that outreach enemies/can cast from walls or assemble More numbers through communication channels. If you have never done anything else than stay on your current build and suicide casting from the walls, you probably dont have very good understanding of all options available.

     

    Even Guild shield gen (40 supply =2 players) outside Tower has like 4000 bubble range and will force attackers to leave catas undefended.

    Lot of you guys just need to think more. Era of free wins is over

    There is so much weird stuff on this forum, but this post got me. Delusional to the end.

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  6. 6 hours ago, Riba.3271 said:

    Castles and keeps are there to offer incentive to fight and strategies you wouldnt be able to otherwise experience.

    It is true those strategies (siege, time to implement, amount of different tier of objectives, supply count) are rather weak in current balance and should be adjusted. But relying on passive stats is akin to fixing a hole in spaceship with duct tape prior to landing: Not a great idea 

    And by strategy you mean putting 4 catas on a wall and bruteforcing into a keep because defensive siege can't hit you and if it hits, it won't hurt you.
    That's not exactly something what you need a brain for.

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  7. Since the latest patch the sight in EBG seems to have changed. When you are inside green keep, you can't see from the outer north mortar position to Aldon's Ledge anymore. It seems like the sight distance is halfed to what it was before which makes defending that tower even worse.

  8. As I said in another thread like this.
    - bring back Epidemic. Make it corrupt 10-15 boons and let the corruption spread to targets in a 20 radius.
    - give us a condition that punishes cleansing (similar to Unstable Affliction from WoW) that deals damage and silences the one cleansing.

    Give this to two melee classes not in the meta and to two "more caster" classes not viable in the meta.

     

    - give the spellbreaker bubble an additional effect that prevents healing inside the bubble

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  9. One important point to mention because it's been not talked about much. There is still the thing of not taking keeps for an hour, because your blob is full of braindead people that feel the need to farm a bunch of randoms that try to contest and defend their keep. It never makes much sense but it still is the reality that this happens a lot on smaller/outnumbered servers that you find 10-15 people trying to fight off that boonball.
    This should be a working option not a "3 people and a dream" situation. This is were the whole keep design is lacking in all aspects and gives attackers another huge advantage

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  10. On 4/17/2024 at 5:19 PM, Riba.3271 said:

    So you are saying much weaker or smaller group should be able to hold an objective. This would mean defenders has the advantage

    Of course. THAT IS THE WHOLE IDEA OF A CASTLE OR KEEP.

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  11. Just now, Riba.3271 said:

    Then list something that attackers could do to win fight that defenders cant.

    Wait? You really think "Attacking" should be equal to "Defending"? In that case I won't even start a discussion. Of course a defender should always have, on equal numbers, a huge advantage. You don't need a keep if that isn't the case.
    And you still have too many advantages as an attacker. Placing of siege in or close to walls, walls as death traps for defenders, the option to block the way into the structure, etc.
    A defense isn't an open field fight and never should be one. A keep should be defendable with less than a zerg vs a full zerg. That's why Keeps and Castles and Fortresses exist. WvW always was a game about sieging.
     

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  12. Just now, Riba.3271 said:

    That doesnt mean attackers were given an advantage. They were just better or more players. Defenders have more options what to do in and when to take the deciding fight. Attackers have no combat advantages, defenders do (Siege, gliding, portals, timing, tactivators)

    You must be very new to this game if you really think Defenders were at an advantage in any fight of the last 7 years. You sure that you played WvW before?

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