Showing Posts For Drastic.8920:

PSA: how to handle conditions in wvw

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Posted by: Drastic.8920

Drastic.8920

One of the biggest issues with Epi specifically is that the animation on the person being casted on has 2 explosions but the spread happens on the first as its being animated… Not even when it expires. Granted I tested this a couple months back to find the Epi “tell” from the receivers end, so things may have changed on the recent patch.

FC: Remnant Militant [SNKY]

Glicko Temporary Manual Adjustments 10/7

in WvW

Posted by: Drastic.8920

Drastic.8920

@McKenna Berdrow,

Will these adjustments be reverted for the new linking pairs? If not, you will have servers artificially inflated and re-create imbalances. Lastly, would Anet be opposed to resetting all server ratings after linking to 1500? This way the need for manipulation is taking out and all servers start at an even playing field. Granted, there will be lopsided matches at first, but it will progress how it needs to after the first 3 weeks or so.

FC: Remnant Militant [SNKY]

Remove Boonshare, It's gonna break WvW

in WvW

Posted by: Drastic.8920

Drastic.8920

5s is the time I take to run from my computer to my toilet. And believe they are almost side by side unlike some towers and camps and how long two groups take to ramp up their fights. Are u thinking for my potty sweetie

Are you so dependent that you need to stack so much quickness prefight in order not having to worry about stacking some more during the fight? What promotes more skill and organization, pre stacking all your boons or calling out your boons during a fight? Perhaps that’s something you should be thinking about the next time you are in the potty sweetie.

FC: Remnant Militant [SNKY]

Remove Boonshare, It's gonna break WvW

in WvW

Posted by: Drastic.8920

Drastic.8920

Put a cap on quickness, say 5s. Have resistance reduce incoming damage for conditions like protection does or…. Have protection reduce incoming condition damage as well and completely remove resistance from the game.

On the condition side, allow condition stacking to occur but once said condition type has been cleansed/removed then give it an ICD (ie: 1.5 s) for reapplication. One of the biggest issues with conditions is the ease in which they can be reapplied versus cleansed.

FC: Remnant Militant [SNKY]

Glicko making it impossible for CD to move T3

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Posted by: Drastic.8920

Drastic.8920

At this state of the game, I would rather like to see random linking (excluding 2 T1 servers linked) and half the matchup time. Most of these matches are stagnant and boring; last two months and matches are determined before the weekend is over.

Making random linked servers every 3.5 days (Wednesday/Saturday) leads:
1. Interesting matchups on a shorter period.
2. Harder to stack “winning” servers.
3. Meet more of the WvW community members from different servers.

Granted this will make things harder to manage (ie: TS) along with a larger possibility of server trolling (however time frame will only be 3.5 days). At least matchups should generally feel different and more interesting compared to the 2 month cycle and the misleading Glicko ratings.

FC: Remnant Militant [SNKY]

The Ridiculous Mashup of CD/BP/ET/Kaineng

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Posted by: Drastic.8920

Drastic.8920

So…..week is half over. I propose SF, GoM, and FC unites with DH and Ebay to serve justice and put down the wicked monstrosity that has become CD.
Any takers?
I usually don’t attack SF tags anyway because I fear I may accidentally hit a FC SNKY that is mingled in there…and I love those guys too much.

Ur friend-
Green Lantern

Thanks for the shout out – I finally was able to get some playing this week and so far the matchup has been fun. So far they have been my focus today (not from a ppt perspective) and they haven’t disappointed

FC: Remnant Militant [SNKY]

(edited by Drastic.8920)

What is your best small group makeup?

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Posted by: Drastic.8920

Drastic.8920

Honestly, the advice that has been given is imo the best route to take. Small group play is very different from zerging. A lot of times, your team will need to play different roles (kite when focus fired, support/cc, etc) and each member will need to do that at different times. So having people that know their classes makes that whole transition easier. If you wipe and each person knows their class, making adjustments as to why you wiped makes it easier rather than running a set build.

What you should focus on is your group play together more than builds, especially when starting off. Some things to think about:

*Communication (as mentioned):
– Calling out target
– Calling out when switching targets
– Calling out when you are getting focused
– Calling out squishies (both for focus fire and damage avoidance)
– Calling out CCs
– Calling team advantages (SR/Mass Invis) etc
*Focus fire in small scale is extremely important and should be on the top of the list along with locking down a player.
*Converging when one of you are going down
*Not over extending

Just some things to keep in mind. If your group wipes, learn from each other and move on. The toughest part is learning each others playstyle. From there, talking build and group comp becomes a lot easier.

FC: Remnant Militant [SNKY]

Viable Builds for tempest Ele roamers in wvw?

in Elementalist

Posted by: Drastic.8920

Drastic.8920

I completely disagree that ele cannot be a good roaming class. Granted, it may not be the best class to roam, however part of roaming is being able to read the map. Many of the mobility issues mentioned could be avoided if you can predict the enemy movements.

FC: Remnant Militant [SNKY]

Cross server party/squad

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Posted by: Drastic.8920

Drastic.8920

Issue:

Cannot see the blue dot in mini map in either squad or minimap for linked servers.

Example:

FC members can see FC servermates in party/squad but non of DH (as a blue dot for party/squad icon); vice versa. Please help fix this Anet.

FC: Remnant Militant [SNKY]

(edited by Drastic.8920)

Condi Nerf plz

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Posted by: Drastic.8920

Drastic.8920

One can try either:

1. Create a new attribute for chance to apply conditions.
2. Create a new attribute for condition damage reduction or armor/trinkets that does minus condition duration.
3. Have ICD for all conditions when it comes to re-application. e.g: If you have a burn stack, you can continue to stack on that while the enemy is still burning. Once enemy cleanses or burn duration ends, then the ICD kicks in.

Personally, I would prefer option 1 or 2.

FC: Remnant Militant [SNKY]

[suggestion] new combo field

in WvW

Posted by: Drastic.8920

Drastic.8920

While I know this is WVW sub forum, I thought it would be interesting to suggest new combo fields that would aid not only in WVW but in the overall health of the game.

Field Name: Earth
Finishers:
——————
Blast: 2 seconds of resistances max stack of 5 (10s).
Projectile: Cripple foes for 3s
Leap: Gain magnetic aura for 4s
Whirl: Cripple foes for 3s; ally gains one stack of stab for 3s

What combo fields would you like to see?

FC: Remnant Militant [SNKY]

(edited by Drastic.8920)

Supply Dolyaks Issue

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Posted by: Drastic.8920

Drastic.8920

While pre-HoT time is and should be baseline, one major difference between the two is that post-HoT gives all of the tier when finished, while pre-hot you could of been selective (to a degree) on which upgrades you wanted to start.

If dolyaks are going to be the main source for an objective upgrade (camps included), then they should scale according to the objectives route potential rather than be flat lined across the board :/. At the bare minimum scale them according to objective type.

FC: Remnant Militant [SNKY]

Supply Dolyaks Issue

in WvW

Posted by: Drastic.8920

Drastic.8920

Issue:

The new system requires a dolyak to upgrade a structure in increments of 2x the previous value per tier regardless of the amount of supply runs.


While this is not an issue for a structure like SMC since you can potentially have 6 dolyaks simultaneously; it is an issue for keeps and especially towers.

Please consider adjusting these values, especially on towers and keeps.

BL keeps have a max potential of 3 dolyaks (4 for Garrison) per run and EBG keeps have a max of 2 dolyaks per run.

BL towers have a max potential of 2 dolyaks per run and EBG towers have a max potential of 1.

I would propose something like below:

BL Tiers:
Keeps – 20 40 80
Towers – 12 24 48

EBG Tiers:
SMC – 25 50 100
Keeps – 16 32 64
Towers – 8 16 32

Please note that the values are arbitrary and were more intended to show the disparity issue between supply runs.

FC: Remnant Militant [SNKY]

(edited by Drastic.8920)

Separate sub squad color

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Posted by: Drastic.8920

Drastic.8920

Subgroups and squadmates have different dots already. Though the difference is subtle. see attachment — subgroup is on the left

I’ll pass on the feedback to the team.

Hi Jon,

Thank you for taking the time to reply, and I hope that the team will consider making this change as it will aid in organizing the current squad system.

FC: Remnant Militant [SNKY]

Separate sub squad color

in WvW

Posted by: Drastic.8920

Drastic.8920

Issue:

Current squad system displays blue dots on mini map for all under squad including sub squads.

Could we have a separate color scheme for sub squads? IE: if you are on X sub squad then color of members are white (arbitrary to illustrate point) while the remainder of the squads are blue.

FC: Remnant Militant [SNKY]

Pls increase ele base HP

in Elementalist

Posted by: Drastic.8920

Drastic.8920

Or lower the CD of our defensive utilities

FC: Remnant Militant [SNKY]

[SNKY] - Small havoc guild Darkhaven

in Looking for...

Posted by: Drastic.8920

Drastic.8920

Bump and Thanks Acium

FC: Remnant Militant [SNKY]

[Idea] Future Weapons of Elementalist: Sword

in Elementalist

Posted by: Drastic.8920

Drastic.8920

I like the concept but as proposed the weapon would be very op especially if they proceed with the stability changes. Having access to 6 hard ccs and 1 soft cc is too much; not including cc from the off hand.. Keep the fire with burning only, switch the water to either chill or vul, lower the immob in earth and switch the knockdown to a cripple or bleed stack, and for air take out one of the stuns and switch it for vul. Timing to stun on air should be lowered as well.

+1 on the concept

FC: Remnant Militant [SNKY]

Darkhaven - Ascension (Server Recruitment)

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Posted by: Drastic.8920

Drastic.8920

[SNKY] transferred about a month ago and the community has been great. Lots of fun fights and people

FC: Remnant Militant [SNKY]

[SNKY] - Small havoc guild Darkhaven

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Posted by: Drastic.8920

Drastic.8920

Bump, looking for a support guardian and power necro

FC: Remnant Militant [SNKY]

[SNKY] - Small havoc guild Darkhaven

in Looking for...

Posted by: Drastic.8920

Drastic.8920

SNKY is recruiting and looking for any roamer wanting to participate in small havoc operations. We only have 3 requirements:

1. Teamspeak 3
2. Respect each other
3. A level 80 with knowledge of your class

PM: X a n a d u, lady rhulian, rogue spectre or myself if you’re interested

FC: Remnant Militant [SNKY]

Is ascended armor needed for WvW?

in WvW

Posted by: Drastic.8920

Drastic.8920

Just steal the enemy bloodlust and you put the exotic vs ascended in your favor.

FC: Remnant Militant [SNKY]

Bugging Dolyaks is still a thing...

in WvW

Posted by: Drastic.8920

Drastic.8920

I’ve only seen it happen when you capture a camp that had a dolyak enroute and then it’s on it’s way back. Other than a missed wxp/xp/karma opportunity, it doesn’t really give any advantage to the previous camp owner.

FC: Remnant Militant [SNKY]

Commander cli improvements

in WvW

Posted by: Drastic.8920

Drastic.8920

Several threads have been made to have commander improvements (ie: colored tags, guild tags, etc).

I would like to suggest to ANet if we could have a few existing CLI command improvements.

  • Increase /supplyinfo range radius
  • Improve the output of /supplyinfo or /squadinfo to include:
    <name> – <class> – <level> (not rank) – <supplyamount>

Since the algorithm is already querying user information, adding a join or include the additional columns (if DB is flat – hopefully it isn’t) would not be as resource intensive. The above requests will allow commanders to be more efficient with their time, resources and man power.

FC: Remnant Militant [SNKY]

[SNKY] FC roaming guild

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Posted by: Drastic.8920

Drastic.8920

SNKY is a tight small roaming guild that’s looking to grow. If you like small scale combat while keeping PPT; check us out. Whisper me or Hugh Didit if interested.

FC: Remnant Militant [SNKY]

Devona's Rest Climbing and Expanding

in Looking for...

Posted by: Drastic.8920

Drastic.8920

@BHo.6234: while I appreciate the suggestion, SNKY will be staying in FC. Perhaps we’ll see DR one more time before you guys move to silver. Even though it will a blowout, it would be fun to fight some WZ members outside of sPvP

FC: Remnant Militant [SNKY]

Devona's Rest Climbing and Expanding

in Looking for...

Posted by: Drastic.8920

Drastic.8920

Good luck WZ – DR make sure you take care of these guys

FC: Remnant Militant [SNKY]

Sick of condi builds when roaming

in WvW

Posted by: Drastic.8920

Drastic.8920

>>You can get +70% without any sigils and using 2 giver weapons. As suggested previously, to balance out the +40% food +10% toxic crystal +20% giver (one on main/one on offhand), there should be a -40% food a -10% crytal and a -10% weapon (no double standard).

So what? You are sacrificing condition damage for that duration.

Furthermore I already pointed out how subtracting a lesser amount from a percentage point of view can be greater then what was added. You do not seem to grasp that.

The Auto attack on p/d thief set which so many complain about is 4 second bleed.

Add 70 percent. You get 6.8 seconds bleed or 6 ticks.

Take away 40 percent of 6.8 which is 2.7. You are now at your base bleed of 4 seconds. That soup canceled out the Veggie pizza the toxic crystal AND the two givers weapons on its own.

If you were to have 70 percent then you would drop it to a 2 second bleed. How do you call that balanced.?

Technically, your 40 percent example would put you at 4.08 which is slightly higher than your base but I see your point. I hadn’t realize that the algorithm was based on proc (which makes sense). In that case (I still would like to test it out), I agree, the existing -40% food duration + melandru should be sufficient.

FC: Remnant Militant [SNKY]

Sick of condi builds when roaming

in WvW

Posted by: Drastic.8920

Drastic.8920

>>You missed the point where the aggressor didn’t have to train any traits or use any runes to get that 70%, while the person defending had to use runes to get there.

I did not MISS the point at all.

The only way to get 70 percent duration without training is to use SIGILS along with those consumables.

Why do you count sigils as “without any training” but will not count RUNE use when RUNES will decrease by 20 percent without ANY training.

You are setting a double standard. Using Runes of Melandru takes no more training then using a givers weapon or a sigil of malice. Eating lemongrass poultry soup takes no training.

I would point out that in my power builds, I can get power and crit damage without training those traits at all just by the gear and consumables I use. Why is that not an issue?

That so many people in WvW CHOOSE not to use lemongrass soup or melandru runes suggests to me they do not find condition durations being inflicted by the people hitting duration type foods as that big an issue.

I am not counting SIGIL as part of it.

You can get +70% without any sigils and using 2 giver weapons. As suggested previously, to balance out the +40% food +10% toxic crystal +20% giver (one on main/one on offhand), there should be a -40% food a -10% crytal and a -10% weapon (no double standard).

FC: Remnant Militant [SNKY]

Sick of condi builds when roaming

in WvW

Posted by: Drastic.8920

Drastic.8920

>>One of the issues with the condi meta is that you can get +70% condi duration without using a single point in the trait line or rune. The highest counter would be melandru + lemongrass and that gives you -65% and you are forcing yourself to use melandru runes.

If a condition is 10 seconds and one gets 70 percent added duration it now 17 seconds.

If one decreases 17 seconds by 65 percent , that person with a 17 second duration is now left with a 6 second duration. Indeed a condition will not tick the full 6 times.

Thus when measuring raw seconds and damage done a 65 duration decrease beats a 70 percent duration increase.

Indeed if a duration was increased by 100 percent so that same 10 second condition became 20 seconds , Melandru and lemon grass soup would cut off more seconds of ticks then was gained by veggie pizza and the use of sigils or a toxic consumable.

The person using melandru or lemongrass poultry soup did not have to train in any traits to get those benefits.

You missed the point where the aggressor didn’t have to train any traits or use any runes to get that 70%, while the person defending had to use runes to get there. Add conditional runes and suddenly that 70% goes up 25% (most conditions at 6 runes give you 25% increase – so that’s 95%…. without any traits). With traits, you can get 125%, which in all honestly is not even needed when making a condi build. 70% is more than efficient, however it’s unbalanced when someone can get there without any armor/runes/traits involved.

You do poise an interesting point of discussion if the +/- is based on base or proc.

FC: Remnant Militant [SNKY]

(edited by Drastic.8920)

Sick of condi builds when roaming

in WvW

Posted by: Drastic.8920

Drastic.8920

One of the issues with the condi meta is that you can get +70% condi duration without using a single point in the trait line or rune. The highest counter would be melandru + lemongrass and that gives you -65% and you are forcing yourself to use melandru runes.

Let us not kid ourselves that putting conditions is such a tough task. With 9s sigil procs (doom/hydromancy/geomancy) and on crit sigils (torment/fire) and runes designed to provide conditions when you are hit, heal, interrupt or a combination of those actions; placing conditions and stacking them due to broken food/toxic crystal/giver duration buffs is trivial. Note, everything I just mentioned doesn’t even include any skills, utilities, elites or traits.

There needs to be an equilibrium between the buffs and the counter. Either lower the duration from food/toxic crystals/giver buffs (14 traits points on condi duration and+170 condi dmg…. on just buffs, really?) or provide a “cleansing oil/weapon” that can lower condition duration on an equal playing field as those nourishment/weapons today without forcing to go into melandru.

FC: Remnant Militant [SNKY]

(edited by Drastic.8920)

[SNKY] Sneaky Ninjas - FC - Small Guild

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Posted by: Drastic.8920

Drastic.8920

Still recruiting; PM if interested.

FC: Remnant Militant [SNKY]

Northern Shiverpeaks Position in Season?

in WvW

Posted by: Drastic.8920

Drastic.8920

Dinks, do you seriously think that FC and DH are tanking to stay in bronze? You do realize that the free transfer that NSP is getting will greatly affect the disparity of population between the three servers.

Plain and simple, NSP has a larger coverage than both FC and DH and hence why you are “rolling” over us.

FC: Remnant Militant [SNKY]

After 20 months of WvWing, What did you learn

in WvW

Posted by: Drastic.8920

Drastic.8920

every single ingenius defensive siege position
…and that i can expect to man those positions alone!

Sorry Rik, I didn’t know there was defending in this game

FC: Remnant Militant [SNKY]

[SNKY] Sneaky Ninjas - FC - Small Guild

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Posted by: Drastic.8920

Drastic.8920

Still recruiting

FC: Remnant Militant [SNKY]

[SNKY] Sneaky Ninjas - FC - Small Guild

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Posted by: Drastic.8920

Drastic.8920

We are 6 strong now; if interested please let me know

FC: Remnant Militant [SNKY]

[SNKY] Sneaky Ninjas - FC - Small Guild

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Posted by: Drastic.8920

Drastic.8920

We are a small guild in Ferguson Crossing that are looking to grow in numbers for WvW. We tend to be a close group of roamers that will try to flip T2/3 structures (keep/tower). If you are interested in small group play, while still being objective oriented – reach out to us. We tend to run between 3-5 people, however we are wanting to grow to be a strong group of 8-10. PM me if you’re interested in joining.

FC: Remnant Militant [SNKY]

Dec 20 - HoD/SF/FC

in Match-ups

Posted by: Drastic.8920

Drastic.8920

GG HoD/SF – lots of fun fights in the past couple of hours.

FC: Remnant Militant [SNKY]

Remove rewards for capturing towers/keeps

in WvW

Posted by: Drastic.8920

Drastic.8920

Rewards didn’t always exist in WvW. Even then karma trains were popular due to the sheer XP/Karma/slight silver. Removing loot rewards for tower/keep will not resolve your concern on karma trains.

FC: Remnant Militant [SNKY]

Losing Hope from Lack of Action

in WvW

Posted by: Drastic.8920

Drastic.8920

You can form parties with enemy server by clicking on them and then pressing P and click on invite. You can join and leave or ignore from there.

In regards to the other bugs, hacks, exploits – something should be done. I think most of the frustration comes from lack of input by Anet and ETA (if one exists). They could start small by increasing the options in the reporting mechanism. Also allow to report a player that’s dead instead of needing them to be alive.

FC: Remnant Militant [SNKY]

HoD/FC/KN : 11/29/2013 : Bronze Week 7

in Match-ups

Posted by: Drastic.8920

Drastic.8920

Noted. We targeted that AC too late, otherwise we were prepared to build that tower up for hours like we did yesterday until an HoD megazerg stomps our little sand castle like a bunch of meanies. We didn’t expect anyone to AC in front of the gate to take out the treb first, you played a lot smarter this time. Usually you try to distract us with shenanigans while sneakily building catas on the coliseum cliffs. Well played, sir. We’ll be watching for that kind of AC next time.

I love a good tower hold match; look forward it

FC: Remnant Militant [SNKY]

HoD/FC/KN : 11/29/2013 : Bronze Week 7

in Match-ups

Posted by: Drastic.8920

Drastic.8920

i found with ACs awhile back that when I got my new graphics card I was able to play at a higher resolution, and I’m not 100% sure if this is true but it definitely “feels” like I can get more LOS than I used to at a lower res. No 3rd party programs just a higher full-screen resolution chosen from the graphics option in-game.

I personally think ACs should be subject to ‘obstructed’ just like ranged skills because the mechanics really make no sense as they are.

The obstruction from a lower resolution is due to the limitation per pixels. However, when I say no resolution change, I mean I’m using today’s standard of 1280×720. Granted most gaming PCs can go higher and will have duel monitors as well (which increases your LOS quite a bit). Point is, those LOS from the gate can be obtained from 1280×720. You just have to angle your 1st person POV a bit to get it right.

FC: Remnant Militant [SNKY]

HoD/FC/KN : 11/29/2013 : Bronze Week 7

in Match-ups

Posted by: Drastic.8920

Drastic.8920

Superior AC w/ the zoom hackz to get our treb inside tower, wellplayed Ferg. Leet tactics at play, omigah.

Well FC has one Commander that would do anything to capture an objective. Last matchup he “glitched” through the NW tower gate and proceeded to destroy siege and attack the defenders inside so for him at least using zoom hack would not be a stretch.

Although I have respect for most Fergs that Commander never did answer to his actions so I have none for him.

While I personally do not know what commander you are referring to, I will put this subject about the AC to rest. I was the one that used the sup AC to take out your treb. No zoom hack, just a small LOS that is available just above the gate that lets you target the top of the supply depot. The same goes the other way around… if you have an AC on the supply depot, you can target just past the gate into the players that gather there. No screen resolution change, no windows mechanics, no zoom hacks, just plain old line of sight.

I would suggest for you to test this yourself. The same concept can be applied to any tower that has a hole above the gate. It’s all about how you angle your view to get the proper line of sight.

Tip: if you have an AC behind a structure, you can position yourself around the structure and still use that LOS that you obtain.

FC: Remnant Militant [SNKY]

HoD/FC/GoM : 11/22/2013 : Bronze Week 6

in Match-ups

Posted by: Drastic.8920

Drastic.8920

kitten, GG at FC Valley just now.

GG, I definitely needed a drink after that fight lol

FC: Remnant Militant [SNKY]

Fixing the zerg problem: Supply Capacity

in WvW

Posted by: Drastic.8920

Drastic.8920

IMO, increasing the supplies will increase the zerg size. Think of it this way:

Zerg size: 20 man zerg (relatively small group compared to the 50-60 that exist on the higher Tiers).
Max supplies: 400 (without WxP traits). Note: Assumption is that it would normally be base 15 with +5 from guild buff to put it at 20. I know that you said base should be 20, but with the buff you’re at 600 supplies (that’s ~35% of a fully upgraded keep supply).

Strategy:
1. The 20 man group grabs supplies from their BL camps/keeps at max value.
2. Port to enemy BL and head to nearest keep (skip tower/camps).
3. 4 Superior rams for outer, 4 Superior rams for inner.
4. If you were able to ninja cap, you have 500 supplies more which is sufficient for the group to be at max again.

As you can see, this added increase would promote grouping up more since you can build more siege to take down the objective quicker without any additional camp runs. Add just 5 people more and suddenly you have enough for 5 sup rams for inner and outer. With the added ram mastery, this will make defending much harder rather than easier. Lastly, how would you handle Supply Capacity mastery? Would this allow the user to hold 25 supplies? That would be ridiculously OP, especially if you combine Supply Mastery RNG. Just to note, if we all play long enough we will eventually reach 20 supplies as per Supply Capacity + Guild buff.

Personally, I think that the cannon mastery should be modified slightly. Instead of a boon strip, have it strip enemy supplies similarly to treb mastery. This will help postpone attacks if used properly and hopefully some kind of cavalry can get there on time to help properly defend.

=====

TLDR: Increase base supply capacity would promote zerging due to having the ability to build more siege quicker without the need of a camp run. Cannon mastery for skill 1 should remove enemy supplies instead of boons and swapped higher in the tree similarly to treb mastery.

FC: Remnant Militant [SNKY]

11/15 FERGreat Justice/DARK Horse/KAIN & Abel

in Match-ups

Posted by: Drastic.8920

Drastic.8920

Have to poke in and put in some motivation for Darkhaven. Should you come in first this round and next, then the last week with SF you two will be battling it out for second place. That will be a nice fight to see.

This is what I’m gunning for. [ANBU] will be there soon sneaky ninja kitten

Can’t tell if this was directed to my guild or not o.O. Either way, ok

FC: Remnant Militant [SNKY]

10/11 Ferg/Darkh(e)aven/Devona's Revenge?

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Posted by: Drastic.8920

Drastic.8920

yeah last afternoon/evening was pretty bad, i think everyone took a break before leagues o.O
>dh karma train runs our entire bl 3x after some decent fights when we had upgrades

outmanned the whole time
poor wps

Time to stretch those legs for the 5K run

FC: Remnant Militant [SNKY]

10/11 Ferg/Darkh(e)aven/Devona's Revenge?

in Match-ups

Posted by: Drastic.8920

Drastic.8920

That was quite the long run there FC. I bet you were about to say, "I love y—

Lol, love the gif +1

FC: Remnant Militant [SNKY]

10/4 Fergomatic/Big Bro SF/Zerghaven

in Match-ups

Posted by: Drastic.8920

Drastic.8920

Well to be honest we tried to blob in EBG last night with CoSA and everyone realized it was a kittenty tactic. 20 players isnt a blob and stacking is not blobbing. You may have your terms confused.

But the truth is: DH, SF and FC should just merge into one server, we are awaiting your transfer.

You’re making the assumption that I meant 20 players as a blob and that the max amount of players SF has attempting an objective is 20 players. We both know that SF uses and has used more than 20 players to attempt an objective (not saying always but that it occurs just like it occurs in FC and every other server).

If you think that FC only uses blobs to take objectives, then you are poorly mistaken. There’s much more communication and coordination involved. The fact that we are within 500 points should prove that to you.

That’s basically my point, you should be 50k ahead of us by now, at the very least. You have greater numbers way more often than us, much much much better comms, slightly less organization in your groups. And correct me if I’m wrong, but you also don’t have other guilds worried that one guild is trying to run the whole server. Here we have guilds like StaR looking to xfer off because of the lack of trust and comms.

At first we have superior numbers, now you’re switching to that we have better coverage. Honestly, we don’t have superior numbers outside prime and even then SF takes it. I do see that SF lacks numbers during NA mornings (which is when I tend to play), however the same is true for all three servers.

The biggest difference in the past couple of days that I see, is that we tend to make our BL a priority (which we were lacking at the beginning of the match-up). So our WPs allow us to call our server mates when things are getting out of control. On the average, our BL will have 5 people or so (depending on the activity that’s occurring). However when we see that out-manned buff we do let others know that is happening and for them to be ready should we need them. All of this is communication though, not that we have more numbers.

FC: Remnant Militant [SNKY]

10/4 Fergomatic/Big Bro SF/Zerghaven

in Match-ups

Posted by: Drastic.8920

Drastic.8920

Well to be honest we tried to blob in EBG last night with CoSA and everyone realized it was a kittenty tactic. 20 players isnt a blob and stacking is not blobbing. You may have your terms confused.

But the truth is: DH, SF and FC should just merge into one server, we are awaiting your transfer.

You’re making the assumption that I meant 20 players as a blob and that the max amount of players SF has attempting an objective is 20 players. We both know that SF uses and has used more than 20 players to attempt an objective (not saying always but that it occurs just like it occurs in FC and every other server).

If you think that FC only uses blobs to take objectives, then you are poorly mistaken. There’s much more communication and coordination involved. The fact that we are within 500 points should prove that to you.

FC: Remnant Militant [SNKY]