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DeLys.5380

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  1. Was a really FUN match up all around. SoR is probably the best server, community-wise, that I've played on since BG. Our link with JQ was one of the best I've been a part of, as well. Thanks for your kind words, DENT. PS. Thornten the Thief, you rock!!!
  2. Yeah, it does, but I'm pretty sure it was mainly implemented to reduce stress on the outdated server system, so doing away with it may involve a result that you wouldn't like as far as game latency goes.
  3. I actually had someone tell me that this is a "legit" way to win in WvW (during a discussion about lack of skill).
  4. I'm not playing it now. It's sad to me that, after so many years of playing Auramancer, I now can no longer play it at all due to the lack of efficacy of the class. Worse, I am a 99.5% WvW only player and, instead of doing anything actually constructive with a game mode that they have neglected for years, Anet does "balance" chopping to the point that they make a class that was already almost useless in WvW, completely without merit to the point it is now barely even considered a utility class by most seasoned players. I won't say more as I pretty much really just have no words.
  5. I would've sold them if they weren't all mostly soulbound already.
  6. Ok, this made me ROFL. I have so many precursors in the bank because I can't do another world completion without literally poking my eyes out, it's just insane. XD I should really get to these boards more. Laughter is good for the soul!
  7. I don't think it's that people can't stand losing and want to be on a winning team necessarily. I think it's that they want to have a fighting chance. What currently makes their re-linking system so stupid is that they do re-links based on their "server population" algorithms, then a week later, guilds move around and you have a few servers left with hardly any population, or population stacked in one or two time zones up against two servers who are stacked with huge amounts of population, or evenly distributed ones. You can see this by just watching the servers that move between High, Very High, and Full on a nearly weekly basis. At this point, I'm not sure why Anet even bothers wasting time re-linking the servers at all. It's just really stupid.
  8. AMEN! One day I got so sick of the thieves, mesmers, and trap rangers who attack then run I made a condi build especially for this. When it begins to annoy me too much or we are up against a server that runs a lot of these builds (you all know who they are), I pull it out. No matter how glassy they are, most of us cannot one shot them with power damage, but they can't run away from killing damage that they take with them. So far, I haven't met one that could escape dying to it after they run and use all their cleanses. It's even fun in squad fights when we think we are done killing everyone and then the commander turns around, looking 900 range away, and says "Wait! We still have all these downs over here. (And how do we have all these downs over here?)" (snicker)
  9. Sorry, but altruism runes should NEVER have operated like they did on engineers (and, yes I play an engi sometimes, but I never used these runes). That was just a huge bug or coding oversight or something. Glad they finally fixed it and wish I was more surprised that it took them this long to do so. I'm unfamiliar with the other build, but why should anything that is as "great" as you describe cost zero energy to a rev? The entire concept of rev skills is that they cost energy (and, yes, I play a rev sometimes). Cheese builds like these that take advantage of broken or overlooked game mechanics are why the WvW game has degenerated so far down the drain.
  10. 2.5 years later. Hate to tell you this, but Gaile & McKenna had to "ironically" abandon ship due to a Company Restructuring. I pray they've found a better path in life. Our WvW community here has somewhat recovered...but it's still missing the heart & soul feel that they gave us.I knew this. It's still 2.5 years later. They are (supposed to be) a business. Enough said?
  11. This is one of the suggestions I made and I think it's the best one, making sense within the overall scope of the game. As I've said before, tactics slotted into objectives are supposed to be defensive and/or to fortify/improve that structure/objective. Why should a banner tactic be any different? This is the same reason mobile canons were not implemented. The structure already has a "tactics and upgrade" range designated around it, which is clearly delineated on the map. Limit the banner to that area and make it disappear if the wielder goes beyond that line. It seems like a no-brainer to me. Just do it.
  12. I recently (prior to the 25% damage reduction) suggested the following to Anet: _1. Only allow each team to have one banner of each type active/in use on each BL/EBG at one time; Only allow banners to be used inside objectives since, after all, they ARE tactics (as you know, tactics in the game are supposed to be defensive measures and these dragon banners have become offensive measures);Change the way they work to where they require more effort on the part of the TEAM to make them that powerful (for example, needing to be blasted in order to have significant damaging effect), or just reduce the damage #5 does completely._Of course, the recent "damage reduction" is barely noticeable since the servers that rely on these tactics tend to use 3-4 banners in one fight. The #3 on dragon banner is also a big issue, as mentioned. I'm really against anything in WvW that allows ONE player to have a large effect on the outcome of an encounter with very little effort by, or risk to, themselves. Anet would not allow this in PVE, so I'm not sure why they are allowing it in WvW. I guess it's because there are not as many developers paying attention to what goes on in WvW on a regular/ongoing basis. I used to see them in WvW quite frequently but now hardly ever.
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