Jump to content
  • Sign Up

Creaitov.6328

Members
  • Posts

    57
  • Joined

  • Last visited

Everything posted by Creaitov.6328

  1. Hahah the other day I was literally in this situation. Me and a ranger staring at each other while in the warkitty, both of us not wanting to dismount. After a while I whispered them "well this is awkward", we chatted a little bit and in the end we had a duel so they could get their daily done. Roaming is such a joke right now D:
  2. To be fair, F2P should not be playing WvW. They lack Gliding, Mounts, and the Elite Specs, that make up over 90% of the meta. All they do is drag down their servers. They should be limited to EotM only. There are plenty of core builds that work though :x the first one that comes to mind is core thief, but I've seen a lot of pretty good core warriors as well. Also gliding is not that important, sure you lose on a couple "shortcuts" (aka just dropping from a cliff instead of having to take the long way around) but its not the end of the world. The warclaw on the other hand... the "no mount" icon in your bar paints a huge target sign on your back, and good luck keeping up with the people who do have the mount when you have to move to an objective. As far as I know there is no class with enough mobility to do that, not even thief or mesmer.
  3. How is it used far less compared to stealth in fights? Thief is the only class that can use it frequently. Mesmer has 5 sources of stealth on a 30s+ cd (all utilities except torch 4), engi has 2 iirc (+ smoke field blasts/leaps) and ranger has hunter's shot and smokescale, and I'm pretty sure none of these classes run more than 2 of them. Then if you look at invulns/pseudo-invulns almost every class has access to them, and some abuse them really hard like warrior or bunker chrono. And that's ignoring the stupid passive invuln traits that require no thought whatsoever.
  4. dont agree my friend, stealth is a necessity, just the implementation of it in GW2 is terrible What we need is WoW type of stealth implementedAttacking will break stealth = GotTaking damage will cancel stealth = NeedCannot enter stealth while in combat = Need, but very unlikely, so place a cd after revealed to prevent constant quick re-stealthReveal stealth if too close = Not really needed, but should be possible since they already did it in LWS4E3: Long Live the Lich That's a nice way of deleting stealth (and thief) from the game. Unlike WoW, a lot of the skills in GW2 don't require a target to execute AND they cleave/aoe, so getting revealed when taking damage is a very bad idea. Stealth is also a valid defensive tool so blocking it from being used in combat would be a massive nerf to thief and other classes that use it. And btw a mechanic that prevents constant quick re-stealthing already exists and you even mention it in your post: revealed. Only deadeye can "cheat" this mechanic, but only for a limited amount of times. I also would like you to think about the consequences of the changes you're suggesting if they get implemented. Suddenly stealth can't be used in combat or to escape, leaving you with using it to engage unnoticed as the only option. Oh gee I wonder what kind of builds like to show up out of nowhere, drop their burst and then gtfo to never be seen again? They must be real fun to fight against right? Also last time I played WoW rogues had an entire talent tree focused on helping them with unstealthed combat, which doesn't exist here. You can call daredevil a "brawler" spec all you want but a daredevil is pretty much as squishy as a core thief so its useless.
  5. I could say the same about invulns :^) Oh he went invuln, now what? Is he going to attack me or is he going to run away? lolOh look, he attacked me with a skill that I couldn't interrupt because he is immune to all I do.Oh look, invuln again and again and again. Oh look he ran away, blah blah blah. Yet no one is complaining so hard about them compared to the stealth complaints. Invulns completely block your interactions with the other player, while stealth on the other hand justs asks you to change your faceroll gameplan until stealth ends (3s or less). Believe it or not, there is counterplay to stealth: some classes can apply revealed, others can cleave/aoe around them, others can wait it out by blocking or using their own stealth, etc. Against invulns however the only thing you can do is wait it out, and if its an invuln that allows them to attack then well tough luck you have to wait it out in full defense mode. And regarding running away, you don't need stealth to do that, just look at warrior spamming invulns while using their "charge" skills to run away lol. Or holos spamming holo leap, soulbeasts using the bird skills, etc. All while having at least 1 invuln available to escape.
  6. I like elixir gun in addition to tool kit :x. Almost all of its skills are good in one way or another: Toolbelt is a stunbreak. From what I've seen engi has very little stunbreaks so its a good addition to the build.Elixir 1 is a constant source of weakness and poison. Don't underestimate weakness as a defensive condi, turning half of your enemy's hits into glancing blows is really powerful against power builds (50% less damage and can't crit), and the reduced endurance regen is icing on the cake. I usually camp elixir gun when everything is on CD because of this.Elixir 2 is cripple for the enemy and swiftness for you. Only weak skill of the kit IMO.Elixir 3 is additional poison and vuln stacks. Also condi cleanse for your allies if they happen to be near it lol.Elixir 4 is a blast finisher and a backwards leap (you can cancel it by trying to swap kits midair). You have easy access to water, light, lightning and smoke fields so there is a lot of flexibility in how to use this skill.Elixir 5 is a small pulsing heal that cleanses 1 condi at the beginning and a light field. Can't compare to a dedicated healing skill but hey, every bit of sustain helps.I personally don't mind running multiple kits, in fact kits are what I like the most about engi so far lol. However, I think 2 kits is the sweet spot. 1 kit feels like too little and 3 kits feels like its very hard to use them to its full potential while also adding more stuff you have to keep track of :scream:. Maybe once I get better with the build I could try swapping sneak gyro for mortar kit, the different condi fields look very useful and since they last for a while it could work like a "fire and forget" type of kit.
  7. People talking about stealth stacking and permastealth being a problem and stuff... you have no idea. For roaming, you can't be stealthed while using the warclaw so if anyone is running permastealth they're basically handicapping themselves out of the best mobility available in the game mode, and regarding the oneshots, well good luck landing one against a mounted player since you have to a) catch them and b) deal with a 11k hp buffer (the mount). I must say this is one of the only good things the warclaw has done for WvW lol. Then you also have the sentries and towers applying "marked" that lasts for an eternity from kilometers away, making stealth stacking impossible in the first place and rendering some skills and playstyles useless near objectives (PU mesmer, stealth deadeye, mass invisibility and sneak gyro to name a few). IMO stealth haters should be happy with how the game mode is right now because as it is there is just too much hate for stealth-based playstyles to work. On the other hand, classes and builds that use short (<3s) bursts of stealth are perfectly fine. That daredevil or mesmer that suddenly went invisible needs to do that to survive, and you can see the exact moment when they went invisible so you can prepare and adapt (people like to throw that word around a lot huh? lol) to it. They don't have the same defenses as your regular tanky bruiser so stop crying about it. Good luck facetanking a warrior's rampage as a thief without going invi or using daggerstorm for example lol.
  8. I like the idea of mirage having "super ambushes" instead of shatters, as long as they're properly balanced so they're not useless without clones. Then you could turn self-deception into "each shatter creates 1 clone on activation" to help with clone uptime and desert distortion into "each shatter creates a mirage mirror in your location after a short delay" to make mirage mirrors work with all the shatters without being overpowered. As for mirage mirrors, considering mirage is kinda like the mesmer-thief fusion, I would like them to work like thief's shadowstep/sword 2, in other words, give us a F5 skill that lets us teleport back to the last mirror created and shatter it (or something similar). And since we're talking about F skills, give core mesmer a special F5 shatter just like core rev got a new F2 instead of the elite specs getting nerfed.
  9. I went with rabid armor mostly because of the condis on crit of firearms and with celestial trinkets because that's what I have from other condi characters lol. But yeah now that I think about it the bleed proc isn't that important and the burning proc has an ICD anyways so I agree that dire/trailblazer would be better. Regarding the utilities, I would say the elixir gun is very important for the build. It provides a little bit of everything: extra condis, condi cleanse, blast finisher, stun break and constant weakness application. I also prefer heal turret because of the built in condi-cleanse and the ability to lower the cd by picking it up instead of making it explode. Then with all this small condi cleanse you just add antitoxin runes on top of it and I feel you don't need cleanse gyro. (I'll also swap ice sigil to cleansing, I totally forgot about its existance lol oops). I like the idea of speed runes though, 66% swiftness seems interesting. Is it noticeable in combat, while chasing or escaping? :o In any case, its nice to hear the build is good and that there can be some variety within it.
  10. WvW, solo/small scale roaming to be more specific. I dunno, sure it is no thief but you still have access to permaswiftness from kits and a short leap from elixir gun. Out of combat you have the warclaw so mobility doesn't even matter there lol. When you say CC's are too easily cleared I suppose you're talking about condis, and I agree that condi cleanses are pretty strong atm (antitoxin runes anyone? :x), but I think P/P (+ kits) condi application is fast and varied enough to be able to overcome this. For reference, this is what I'm running: link I've thought about replacing firearms with inventions and going pistol/shield for more tankyness but I feel you would lose a huge amount of damage. If I were to do that I think its better to just drop condis completely and go for your typical power holo build with shield.
  11. I'm a fairly new engineer player and I've been running this for a couple days while roaming, is it any good? Sustain and condi application seem pretty strong, but with little to no cleave. Also it seems weak to CC so blocking/evading those skills are top priority. Any thoughts? I very rarely see a condi engi on the wild so I'm a little bit curious lol.
  12. I don't like the idea because a tether would work very poorly when you mix it with stealth. Daredevil being a "brawler" doesn't mean it stops being a thief, stealth is still a part of your kit and you can still use it effectively both for defense and offense in small amounts. I'd rather have either swipe or the stolen skills be redesigned completely for the melee brawler role, just like deadeye got deadeye's mark to fit the idea of a ranged assassin. Edit: Also, the problem with making swipe have a lower cooldown is that steal can get really bloated with traits, which could break the spec. Then again, boonbeast and holosmith are a thing so I guess anet would be ok with it lol.
  13. My biggest issue with rifle deadeye is that it just can't compete with soulbeast. Its almost like I hear the song "anything you can do I can do better" when I play it lol. Then you have melee deadeye and tbh I think that unless you're playing the cheese backstab build you're better just playing core thief. I don't really know how to fix DE, but I think at least some quality of life changes should help. Something like letting you move slowly while kneeling as it was said before, or lowering/removing the malice threshold for stolen skills to give you stealth (maybe replace stealth on dodge trait with this?). Reverting some initiative nerfs to rifle would be nice too I guess.
  14. That'd probably get wrecked if someone runs two of the same weapon tho. I'm not sure I want to fight a Daredevil running staff/staff. Also, I'd prefer a unique concept/class feature remain unique, instead of 'we're going to make this feature unique, and then...balance it out by changing it to make it more like the thing we wanted it to be different from'. That's more my personal pref tho, I see how that could work out well with some tweaks. Yeah, it depends on how you implement it. If you make it work like all the other classes where if you use the same weapon in both sets they share the cooldowns it would work fine I think. The way I would translate this mechanic to thief is that each 1h weapon accounts for 6 ini and 2h weapons account for the entire 12 ini instead. In other words, swapping weapons would refill your ini depending on how much you swapped. Swapping only your main/off-hand would give you half the ini compared to swapping to a complete different set, just like other classes still have their main/off-hand cds when they partially swap weapons. ... only bad thing about this idea is that double shortbow daredevil gets destroyed :( Maybe reducing/removing the weapon swap cooldown is a better idea after all lol (with a buff to quick pockets as well :x).
  15. Maybe instead of removing the CD on weapon swap, just give each weapon set a separate initiative bar? After all, initiative is our cooldowns so it makes sense to have a separate bar for each weapon. Then just rework quick pockets to reducing the weapon swap CD rather than restoring ini (kinda like the warrior trait). I dunno, just an idea.
  16. Tbh I see dagger storm more of like an "oh shi-" button rather than a combat skill. Basi with its short CD and powerful effect accomplishes more in a real fight I think. Now don't get me wrong, dagger storm is really good but its mostly because of the long pseudo-invuln. Problem is a lot of the time a smart player will just wait it out and save their cds while you spin around like a beyblade lol, and in my opinion thief already has ways to counter enemy big cds anyways via stealth and kiting so unless you're fighting outnumbered I feel its unnecesary. In practice, I switch between them all the time depending on what kind of fights I'm expecting. ... I play purely WvW though so maybe my experience is different from the sPvP crowd. OBS is pretty good for that. Lightweight and easy to use. Make sure you have enough hard drive space before recording because depending on the quality the video files can use a lot of space :scream: .
  17. ANet lost the plot when they started having non-targeted attacks that hit 5 players often at range for more damage than attacks that are close range single target and must be setup to be lethal. This in turn caused them to create more and more bunker meta to handle the AoE "slough" while never compensating the thief causing it fall further behind the meta. They then compounded the problem by nerfing various thief abilities and skills to issues that were long since resolved. ANet has systematically killed pretty much every weapon set on the class leaving only the best of the worst. I agree. Worst part is that, if you think about it, with the current state of the game buffing thief to be on par with other classes would be one of the most unhealthy things anet could do. Since most of our kit is single target oriented, buffing thief would probably lead to more stupid oneshot builds instead of something truly balanced. And that's ignoring the delicate balance between defenses and mobility/stealth. IMO the other classes need to be toned down in order to allow thief to compete. In fact, if you ask me I think thief is one of the most "fair" and balanced classes in the game (ignoring the cheese oneshot backstab DE build). It has no crazy AoE damage*, no invulns and almost no stab, but on the other hand its strengths are great mobility and easy access to stealth, and this is what makes the class special. I wonder if the people that play zerker and/or holosmith can say the same about their classes when both of those specs basically do the same: melt everything in an area around you while having a nice mix of defense and mobility. *signet of power vault spam DD is a special case lol
  18. Problem is, breaking through enemy defenses means nothing if there is nothing to back it up. In other words, if they really wanted swipe to be a way to disrupt blocks then it should have a daze built-in to interrupt them, yet you're forced to go trickery for it making the whole unblockable thing pretty much useless since trickery also offers boon rip to remove aegis. Also what are those suggestions man lol the only one close to being reasonable is the first one, in the sense that if they're reworking steal to be a combat oriented skill then so be it, take away our stolen stuff and give us a real combat skill that helps close gaps and disrupt the enemy.
  19. Yeah anet's balance team leaves a lot to be desired :/ Speaking of how trickery is pretty much mandatory, I wonder if its possible to drop it and make a build focused on sustain while ignoring steal/swipe. Something like Acro/Crit Strikes/DD. Each traitline provides healing through initiative, crits and evades respectively, but I'm not sure if it is enough to make a difference. ... then again you could also just run the tried and true Sw/D core thief with 2k heals on a 1200 range steal (+ a lot of other bonuses attached to it) and call it a day. Maybe the solution to this trickery problem is not to nerf trickery, but to buff the other traitlines so they can compete (I'm looking at you shadow arts).
  20. - Ok make up your minds people. Is there too much CC available so you need a super strong break bar or is there so little CC that adding a breakbar would make people cry because they have to slot in CC skills? In any case, remember dismounting a player rewards you with a CC on its own (knockdown) so unless you're using a really long stun like headbutt you end up with pretty much the same result.
  21. Maybe the trap won't be super effective, but the skill is more than likely going to be free. Or at least a small supply cost. This WILL resolve most issues unless implemented very poorly (which at this point I doubt) I think 11k hp is not the prolem, nor the dodges or the mobility (the mobility is a main point of the mount after all). If you want to reduce the mobility of your enemies, take objectives, which is the point of one side having a speed advantage over another side. It's a benefit to those willing to take those objectives that the whole team gets in that area. Also, ranger immob is a thing, by giving the mount a CC bar your allowing people to just camp outside objectives/spawns as a ranger to pew pew immob their way to victory. I like the immunity to CC as it stands (not that I have a thing against rangers, it just came to mind because longbow immob spam they do innately and the range they have). And even if we have a CC bar, everyone in this forum calling for nerfs are gonna cry because some classes have lots of CC and some have very little, or have to be in melee range to CC. It will never end unless we stand up and stop calling for nerfs. Like I am right now. Except immob deals damage over time to the breakbar rather than in a single hit (kinda like condis). So its not the end of the world if you get immob, assuming you even get hit by it in the first place with the 3 evades and enough mobility to get out of range safely. Also ranger is one of the few classes that can already dismount you in the blink of an eye if you're not paying attention so its not a very good example for your case. I also find it funny how there have been no nerfs at all to the warclaw's defense and mobility yet you're saying that it will never end. I think you're overreacting a little bit lol. Maybe you should look at the proposed nerfs like this: the mount will always be useful unless the mobility gets nerfed to swiftness speed, mount HP gets removed so you use your own HP while mounted and the mount becomes vulnerable to CC directly with no breakbar. Any other scenario and the mount is still objectively better than being on foot. And lets be honest, anet won't nerf the warclaw so harshly anyways so there is no need to worry about it. I get that you like the warclaw, but its just broken. Stop protecting it so much, it will be fine after the nerfs (if they happen).
  22. If you don't have any of the elite specs unlocked yet, I'd recommend running power mesmer for open world PvE while you unlock them. Probably a build like this. The sigil and runes are pretty budget (but still good) and if you have trouble getting the gear remember you can get named armor and weapons for cheaper than the cost of crafting them. Then once you unlock the elite specs you can start to experiment with them and look for more "meta" builds. In general, Chronomancer is an offensive support spec, focused on generating boons, while Mirage is a condition damage spec with a focus on elusiveness and mobility. Have fun! :)
  23. And how many of those CCs can you land reliably on a warclaw? If you have to use a teleport in order to land the dismounting CC, that's already 2 cds you burned to get a dismount. I think a fairly weak breakbar is fine. Maybe make it hard enough so it survives the weak .25s dazes (that work more like interrupts anyways) but gets broken by any hard CC that lasts 1.5s and longer.
  24. And the dismount skill/trap will solve this problem without needing to nerf hp, or anything else. Depends on the implementation, but I don't think it will really solve the problem. Even the devs themselves said that using consumables in combat is not the best experience, and I agree. Its already hard to disable static enemy siege during an attack, imagine using a trick to dismount a fast-moving person. I guess it would at least give people that haven't unlocked the mount yet (to use the dismount skill) a chance. And thats not even talking about the supply cost, which I think should be 0 unless the trick/trap creates a no-mount zone with a set duration instead of being a single target dismount (or maybe have both? trick = free single target dismount, trap = no-mount zone for 10 supply). I still think a better, less complicated solution would be to nerf the warclaw, be it by reducing its hp, its mobility/evades or by removing its CC immunity (the biggest issue in my opinion). Remember, K.I.S.S. lol.
  25. I answered that multiple times before: . Suddenly everyone who wants a fair chance to get a fight is a ganker lol. Come on now, how can you not see that the mount helps the real "gankers" more than regular players? I mean, to get a dismount you need to deal a quick burst of damage before the target runs away (which is easier with a group rather than solo), and when giving chase to someone the best way to prevent them from escaping is to keep them in combat while the rest of the group mounts up and catches up to them. If anything, the mounts makes ganking easier to the point the "ungankable" classes like thief, mesmer, warrior or ranger don't stand a chance with how much free mobility it gives. The way I see it, the mount forces you to seek help from a group in order to get a dismount. Hell, sometimes not even a zerg is enough to get a dismount, I've run through them with no problems while they were sieging our objectives because of how broken it is. But ok, keep telling yourselves the same lies, living in denial of what the mount actually accomplishes. Using "gankers" as an excuse to keep your new toy in its current broken, non-interactive state. Living up to the name I see xDDYour whole comment is kinda funny, because you are trying to defend the idea that it isnt gankers that are being nerfed, but other players, yet somehow argue yourself out of that, by stating that gankers have to work together to see any result sometimes and then argue that even amazingly huge numbers have problems with catching a warclaw. If I have to completely honest, funny af to read xD. So.......what you are saying is that Warclaw made it harder for gankers, because now it requires 5-10 gankers, to maybe sometimes catch 1 person who want to run away o.o? No, I'm saying that a single person can't dismount a warclaw reliably while gankers are still capable of ganking people with no problems, even easier now with the warclaw. Regarding the zerg part, you can't compare them to a gank group. They have a completely different focus. I mentioned zergs because with all the AoE they have, specially during a siege, going through them should be a death sentence yet with the warclaw you can do that pretty easily with no consequences. I guess I should've specified. In any case, if for some reason an angry zerg wants to get you instead of capturing an objective, they only need to focus fire you for the dismount (for example the hammer revs) and then you're dead. It doesn't matter that the blob as a whole lacks mobility, they just need to mount up and get you while you're still in combat. I've been there. One time I even got chased from NWT to garri west gate in alpine borderlands by a zerg, only because this one guy kept me in combat while the rest catched up to me with the mount (I was playing a chrono build that allowed me to kite and survive for a long time but clearly not enough to escape the stupid mount boosted zerg). So in conclusion, the mount makes it easier for gankers. Don't try to change what I said. wait so because some1 kept you in combat and rest caught up to you it made it easier for gankers?my god u on chrono vs me on thief u can not get away from me even if u get a headstart. ill port straight up youre kitten even if i cant target you ill use few npc's in WvW to use ports on to catch up faster, this mount doesnt change anything for gankers beside that people have extra +10k HP and 3 dodges which gives the person on it more chances to get away. but moment u get popped off ur still dead. whole point of dumb warclaw is.immunity to CC <-- helps vs blob fight and gankers3 dodges while shouldnt have any <-- helps vs blob fight and gankersway to fast for WvW <-- helps vs blob fights and gankersextra HP bar. <- helps vs blob fights and gankers maybe this helps u? when i do raid with guild i often use warclaw to take first few random aoe hits cus o hai im thief why shouldnt i use this extra HP while it has no downsides?i use it also to have immunity to CCthe dodges i use to dodge tru other blob so i can go directly for weak classes in the back while i dont have to use shadowstep/stealth to go through em safetlythe speed it helps alot when deffending garri for example ur back so fast u can just thin out ur enemy blob slowly cus u get back faster anyway. so did i add enough downsides for blobbing now to realise warclaw doesnt really add anything good? i see people deffending the mount here which is all okay for me im aware people enjoy it but they dont give me a legit reason why warclaw is a good thing for wvw. Yep. He kept me in combat for so long I couldn't take advantage of all of that sweet juicy advantages from the warclaw you mention, while his buddies could use them to catch up to me with no problem. And I agree, it should be pretty hard to escape a thief. In fact they're one of the few classes that can kinda keep up with the warclaw. You're pretty much agreeing with what I said the whole time lol. I'm not defending the warclaw. I'm on your side, the warclaw in its current state only hurts the game mode. Hard to tell from text, but I assume sarcasm. But some folks here seem to assume that 2 fights in 20 minutes is unheard of. But the mount ISN'T poorly implemented, not totally anyway, with a fix coming for dismounts. It's just perceived to be that way by a subsection of the player base. Also, it's not like fights are hard to come by anyway. I doubt Anet is going to release a vanilla version of GW2, and honestly I'm not sure why they would at this point. But if they did I guess WvW would retain everyone who actually likes the mounts and we'd never have to speak of the Warclaw again on these forums XD "the mount isn't poorly implemented" lol Immediately breaks the game mode on release, requiring multiple hotfixes, and needs so many changes and bugfixes the devs have created a sticky for them. I'm having a lot of fun with core thief and mesmer lately. I think a "vanilla" WvW week with only core specs available could be a fun idea. ok..... -My answer was througout the whole text, you agree with me that ganking is almost diminished (mesmer/thief w/e jumping random people between garri/hills/bay/sm) because of Warclaw -I asked, what would make these ganking groups not be able to gank you.-Your answer: by making all forms of ganking easier, since "ganking groups" can do it, why not everyone. (Seems like a fair representation of your answer) We can disagree on how good ganking is for the game, idc what your mindset is there, but to presume that there is less ganking with less HP on warclaw is simply wrong, and your slightly turning to that realisation, since you can not argue against that any further. You already agreed on less gankers, only these random ganking groups that are jumping you in your own field apparently alot more frequently than me...0... which I would like to see a video of (maybe I generally just look around more, but still), I really do believe you are dishonest on this and the mirror part in particular....Since it does not happen to me, and people can range you/cc + be at same distance at all times/keep you in combat for others to join..... For that last part I asked for any form for video, again I got lots of hours on twitch, nothing along those lines of people jumping me in my own field. Cant find it on youtube either, where people usually did post about thief rage, mesmer rage etc.I think you never understood what I said in the first place, and you still don't. For example here: I said again and again that the reason to give the warclaw less HP is so more builds can actually start a fight. I have no idea how you got from what I said that less HP on the warclaw would lead to less ganking. I said that for gankers less HP won't change anything. Ok maybe if I explain this in a different way you'll get what I mean: State of the game with current warclaw: If you get dismounted you lose all the advantages from the warclaw."Ganking" builds are capable of dismounting players.Regular builds can't dismount players reliably.State of the game with nerfed warclaw: You still lose the warclaw advantages when dismounted."Ganking" builds can still dismount players.Regular builds have an easier time dismounting players and starting combat. <- this is the important oneThat's it. I only want this point to get across. Nerfing the warclaw would have a positive effect on the game as a whole. Yeah, "gankers" will dismount you 1s faster or something, but that doesn't matter because they were going to dismount you before anyways. Personally I think its enough of this topic. It feels like we aren't understanding each other and we're getting nowhere.
×
×
  • Create New...