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Graymatter.4723

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  1. It's a lot more nuanced that that. A/Net have to cater for population variances across the different timezones. Changes that make it easier for a smaller group to defend their keep against superior numbers could make it impossible for anyone to take a keep during prime time when servers are queued regardless of how well they play. The changes also benefit outnumbered servers when they try and take back their objectives. Prior to these changes, a smaller opposing group could hold onto your EBG keep for a long time, despite you having more people. Someone could put a few golems in the lord's ring and stop people from capturing their keep until reinforcements arrive from across the map.
  2. The problem is that you can't damage the siege with a boon ball attacking. If you stand on the wall they will pull you off. The point of the siege disabler is to buy time so more people can arrive. Now the boon ball will be inside by the time support arrives and at that point, it's too late because you can't pick apart the boon ball if you don't at the very least have the same number of people as them.
  3. My server is no longer defending things if there isn't an organized group online. There isn't a point. They are just going around back capping stuff. It used to be a lot of fun holding out against a bigger group but now it's impossible. You can't stop them from getting in and once they are in it's just a rolling boon ball.
  4. That's what we have been doing. If we have an organized group online then we will certainly engage them but if we only have a bunch of randoms then we are ignoring them. Letting them take structures. If we can block them before they get inside then good but once they breach inner the calls are for people to leave. These boon balls want easy kills so let them run around capping empty structures and see how much fun it is for them.
  5. Please revert the siege disabler change. It's close to impossible for scouts to stall groups now and once the boon balls get inside there is no way you can take them down without an organized boon ball of your own. Not all servers have these boon balls running 24/7. There is no point in defending now because all you are doing is feeding them bags.
  6. There is nothing in the game that tells people what gear they should be using for regular strikes, let alone CM's. There isn't anything in game that tells people what they should be doing in instanced content. If you want people to join more serious instanced content, then the game should push them in the right direction. If I create a group tonight saying "CO CM, anyone allowed" in the training LFG, what gear will the players who join that group have? What build will they have? If the game wants people to do this content, then the game needs to give them guidance on how to do the content and how to prepare for the content. A person joining will only find out when someone calls them out.
  7. It's not that simple. There is a range of skills levels and experience across the player base. Typically, with new instanced content, the more experienced players will attempt that content first. Gradually, the people attempting the content over time will shift towards the less experienced and less knowledgeable players. It's easy for players who have completed more difficult content to say "form your own group" but the player base that they are pulling from is far less experienced than the players that they grouped together with when they first did the content. Lets take AH CM, as an example. I completed that a long time back and can join any AH CM run that I would like. A player who wants to complete a AH CM run now will have a much harder time creating their own group and completing it than what I had when I first completed AH CM. In that respect, gatekeeping becomes a way that more experienced players block newer players from joining their groups. I am not saying that people shouldn't want an easy run, etc. I am also not saying that people shouldn't gatekeep the groups that they create. I am just saying that people "can form groups" doesn't mean that there is no gatekeeping. Gatekeeping simply means "to control or limit access to something". In this case, it's certainly limiting access to groups.
  8. It's very unlikely that you would have the same experience with CO CM. KO only needs people to finish. There isn't an enrage timer in a KO turtle run and you don't wipe if people don't bring enough CC. You have 10 minutes to kill Dagda in CM. That's an average of 12k damage for each of the dps and support dps. It's not high for experienced strike players but will be a real problem for regular open world players. I have helped out turtle runs where dps players are doing 6k damage. I have done regular CO runs where most of the dps players are under 12k. I am not saying that there is a problem sticking the CM into the wizards vault. Just don't expect this to be something that regular open world players will be able to do. Expect a lot more gate keeping in LFG because it will be chaos otherwise.
  9. I am happy for more people to try out CM's, but do you realize what these "easier to find" groups are going to look like? A lot of players battle with regular strikes. I don't even go to OLC regulars anymore because 1/2 are of the pugs are wipe fests. Now stick a CM strike into the wizard's vault and see what happens to LFG.
  10. It's not even when allies are around. People will get to a camp with 2 min left on RI, run in and demolish the yaks like it's a raid, and then sit and patiently wait for RI to finish so they can cap the camp. Like why? If you are waiting anyway, why not wait for people to get there? Everyone needs to get 15 yak kills for the weekly.
  11. You seem to be forgetting that immob is also a form of cc. Getting away when chain cc'd and immob is not an option. The only one is avoidance which is identical to your scenario.
  12. "Except, as I keep saying, ordinary CC-builds can and should be anticipated and prepped for, even if that simply means avoiding them." "Nope. A half-decent Herald can still deal with a CC-build, even if that's just to get away." You keep changing your story. Either avoiding a build is a tactic or it's not. The top player in the game wouldn't get caught with their pants down and would have seen the pull a mile away.
  13. By your argument, you should have avoided the engineer in the same way that a herald should avoid a cc-build. Case closed. What did I say?
  14. Exactly. Now you are getting the point. The moa/cc thing isn't an issue for anyone else except a glass cannon thief. It's a occupational hazard so to speak. You get upside from that build but there are also some drawbacks. It's no different from a person running around with a Herald and getting chain cc'd. This isn't a problem with the moa/cc. I don't play thief because I don't like that play style. Instead, I have other benefits (and limitations) from the builds that I do play. Sometimes that means switching characters so I can play in a comp group and other times I want to roam on X so I use a different character. Each of them has good things and bad things.
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