Showing Posts For Sneaky Turban.6823:
Hello Anet Pals,
There are no health bars in the guild hall and it makes GvG’s/fighting a nightmare. Pls fix this monstrosity or make it an option to show health bars ty.
~just a boy playing gw2.
This is a weird on the spot idea but what about winning gives a token and its only use is to xfer?
Say 5 tokens to go to a low pop server, 10 to a medium and 15 to a high and make it cap at 15 as well. Sure this is unfair for every non-winning server but hey at least they might get xfers.
Only downfall I can see is guilds might just go bandwagon to a new server but hey it will die in another couple of months anyway right?
Finishing Blow is already a difficult skill to time and even more so because of the Invuln on the downed mechanic. Stomps with Quickness often have the same problem. If stomps cut through the invuln, that would be a reasonable compromise to me in WvW.
Quickness stomping was removed quite a while ago.
Course if left it to me and the down state was required (stomping is fun I admit). I would triple the HP on the downed state then remove all the downstate skills, invuln and rally. The only way a player is coming up is from a teammate and powering them down would be difficult. I would at least like to try it for a week or two.
Solid guild groups do “manage” numbers and as I noted earlier sometimes wipe much larger zergs. However, fights would be far more intense and strategic if zergs had no ability to reconstitute dead players quickly. A skill group could easily grind down a zerg in short order and do it consistently. Zergs could no longer mindlessly crash into an objective and rez once the walls fell.
Oddly enough a no-rez system would make having downed skills and traits even more important. Keeping players from dying would be far more important.
As for the rezzing I’m really not convinced, 90% of pugs and even guild groups waypoint and run back if they die or their commander will yell at them for laying on the floor dead. Although, like I’ve said before, if they do start rezzing there are many ways to deal with this and I don’t see this as a problem if anything it hurts the zerg.
From what you’re saying it sounds like you are aware of the negative impacts of removing invuln on downstate, you just want to make modifications on it like being able to start stomping through invuln etc. So would it be fair to say that you are indeed in favour of keeping invuln on downstate as long as some modifications are made?
If so there is no real debate to be had here between us, as I have only strongly argued that invuln should be kept in wvw and haven’t really discussed any modifications to it, which I believe should be taken up in another thread.
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It is already hard enough to fight outnumbered. Why give the larger group a bigger advantage? Why should one player be able to continually down players in a fight only to see them brought right back up again? At the very least there should be a more reasonable limit on the number of times a player can be downed before they go straight dead. Four times in one minute is too difficult. 1 time in every 2 minutes at least to me is a reasonable compromise.
10 really good players go kitten deep into a zerg taking out 20 before they go down or retreat. In a minute or less, the zerg will completely reconstitute itself. Because of the res mechanics, there is little counter punching in this game. There is little strategic advantage to attacking a much larger force. Basically there is no way to whittle down a larger sieging army outside of showing up with comparable numbers.
If zergs couldn’t rez dead players, a small group like yours could actually defeat even the biggest of zergs by whittling them down. Skill would have a much greater advantage than it does today. Strong skirmish crews could actually wipe a full size zerg using skill and strategy. Sure that can happen today but it is far too infrequent and unnecessarily difficult.
As for the 2v1’s you’re not sticking to the original argument at all, which is the invuln on downed... That’s why we are here right? And even if you were spot on about the invuln in 2v1’s, why would they change such a big part of downstate just to cater for solo roamers? It doesn’t make too much sense.
As for the outnumbered fights I think it will be easier if I just link you a video.
https://www.youtube.com/watch?v=VNcC9YXH59A
tRex manages outnumbered fights just fine and so do many other guilds.
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Even long distance relationships works from time to time.
Cinnamon has been cucking me hard lately. Are you free to hook me up with one of those gyros your signature may or may not suggest?
@Cerby
By now you’re really just wasting my time. If you want to keep telling yourself you’ve won the debate go ahead I don’t care, just stop posting it in this thread.
You said I didn’t successfully debate anything you wrote, yet you didn’t give any examples where I failed to do this. Going back to the smaller group vs a larger groupas an example. I said that the smaller group needs the invuln more so than the larger group, and that everyone is not fully aware about what they are doing and constantly split off zergs therefore anwering your question about how to win when you are the smaller group.
As for the “posting multiple responses and say only ur first response can be replied to”. I just simply asked you to talk about my first post as it had more important issues in it than outnumbered fighting, yet you continue to ignore it.
I didn’t even see or know cinnamon was making a post. Not that you’ll believe me but it is quite funny to see how similar they are indeed, proving once again that we did debate you properly, and for whatever reason you’ve just gone completely off topic.
To me it almost seems like you have actually lost this debate.
Edit: Now that I posted this I see cinnamon beat me once again so the last part will be unbelievable for you which is a shame but oh well.
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@Cerby
Alright well firstly it seems you really didn’t read my initial post all that well like the rest of the people replying so I’ll sum it up for you. The 3 large issues I had was: 1. Fighting Servers losing ppk due to not being able to stomp, 2. Making cleaving easier would lower the skill floor as you wouldn’t have to play around rez bots and other problems when people down and 3. Rez bots and other traits/skills would become useless and a portion of the game basically gets destroyed. These issues are the ones I want to discuss. However, since you want to focus on outnumbered fights I’ll play along.
The underlying point I want to get across is that in most outnumbered fights removing invuln hurts the smaller group more so than the larger group. The exception is that groups that don’t run support or rez bots or bunkers if you have a lot don’t make use of the invuln anyway, so why do they need it? Most of the fights that smaller groups win when outnumbered is due to having a heavy dps/condi comp and cleaving or using epi when they get a downed killing all the people trying to rez. This just simply wouldn’t work without the invlun, as the person would go from alive to full dead almost instantly. So you would be forced to try and kill larger groups 1 by 1 or land your aoe burst on the moving zerg, or perhaps a choke which still wouldn’t kill as many people because you wouldn’t get the extra downs from people that rez.
What you have been saying really just makes me think you don’t do a lot of outnumbered fighting. As for the splitting up a zerg, I don’t know what kind of godly pugs you must face but 90% of them from every server I have seen (which is a lot), love to chase more than anything. Even guild groups can’t resist splitting and chasing down a smaller group, I can’t even count the times I’ve been in a smaller group and pulled the enemies to a far away choke and only had to fight say 50% of the zerg and then just mop up the rest later.
The whole 2v1 thing is not what I want to talk about so I’ll make this quick. You are saying that people can down without a penalty because they just get insta rezzed, but this isn’t the case at all unless you are fighting a rez bot. Which, like I said earlier, can be played around with reveals but if it’s a normal person learn to use some CC or stab stomp. And it’s not like you can’t do anything in downstate, you can still kill them and rally if you get them low enough.
To answer your question about the 1 rally per kill of course I was in favour of that change. Although, these two changes are not in the slightest way similar at all. One rally per death was simple because it served one purpose and didn’t have other major effects on the game like the invuln does, again refer to the 3 points I made earlier. This change may be smaller than the one rally per death change, but it has far more impact on the game.
Lastly, you said “Most of your points came from the idea that nerfing downed state ‘in any way’ would have a dramatic and horrible impact on the gamemode. Would you admit that there was/is exception to what you said?” I don’t know where the ‘in any way’ came from since I’ve only been talking about the invuln change but since you probably didn’t read my first post I’ll just say what I said there.
Although I agree the new pvp change to downstate is wonderful I just think it would bring more negatives than positives in wvw.
Edit: I wouldn’t have written this if I saw how cinnamon put you down before I started.
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It takes more skill to stay upright than get downed. The downed state allows less skilled players to essentially be carried by numbers or heavy bunkers. Also if a player enters a 2+v1, the one has virtually no advantage while 2+ have an extra health bar and bonus invuln.
Don’t even get me started on Rally (at least they made it better by limiting it).
Full resurrect limits strategy. All a zerg has to do is sustain (typically with numbers) to completely reconstitute their numbers. If dead players had to port, far more strategy could be employed particularly in out manned fights. Cutting off reinforcements would be a very important strategy.Taking an objective would give outnumbered defenders a tactical advantage that they lack today. I would not do this with current WP tag contesting system though.
I don’t know where you are going with this but I’ll reply to this silly post nonetheless. Firstly, “2+v1, the one has virtually no advantage” well no kitten, you are trying to take on 2 or more people by yourself, were you expecting to get double your original damage and a free rally in case you go down? And saying they have a second health bar and invuln doesn’t make any sense at all. You have one too!
As for the full res strats, people have to be out of combat to do that now which you should be fully aware of. If a zerg is too stupid to realize people are hard rezzing at the back and don’t push, well it’s just simply their own fault. If you are referring to an outnumbered fight well then you can still pull them and split the group as it will take a long time for the enemy to get ooc and hard rez, there are heaps of ways around this.
Lastly, if you’re complaining about less skilled players being carried by rezbots you must be delusional. Worse players are always going to be carried by better players its just how the game works. Not to mention if we get rid of rezzing then why not get rid of healing too because its just the same thing right? Let’s solve this by removing all heal skills in the game, removing healing power and then let’s all just play thieves and have a blast.
If we want the skill floor higher, no downstate and no rez would do that.
In what way could removing those components of the game possibly increase the skill floor? How is coordinating finishes with launches and blink stomps and revealing rez bots when they stealth downs easier than just killing the person? Hell, even stomping after killing someone requires more skill than just killing them and being done with it…
I only suggested increasing rez speed if you double/triple the downed health of players so that they wouldn’t get cleaved instantly from zergs and it wouldn’t take 7 years to rez someone because you have to climb through 50k health or something ridiculous. It would still give the same rez speed overall while making cleaving harder due to the invuln frame loss.
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Although I agree the new pvp change to downstate is wonderful I just think it would bring more negatives than positives in pvp. When both sides have 5+ people downstate would be utterly useless and people may rally or be rezzed around 1% of the time. As for whether you like the concept of downstate as a whole, it is a part of the game , and I think just like condi we have to learn to play with it in the game.
In my opinion, downstate simply raises the skill floor of wvw. Sure it may be annoying when druids/engis/thieves are built as rezbots and just constantly ruin your fighting progress, but it forces you to adapt and bring reveals or launch the downed into a port stomp instead of just mindlessly cleaving. This mostly benefits organised groups which is the way it should be.
As for the non opinionated problems, finishing will be non existent in wvw which will hurt the servers with borderlands bloodlust as they won’t get as many points for stomping as they previously did. Servers that have good K/D ratios will suffer and servers that ktrain bl’s and have mindless map blobs will rise.
Also, skills and traits that are focused on downstate will become useless as well, which is a surprisingly large amount of the game. Of course I’m not talking about extra downstate damage but more so Warrior banners and every other classes rez utility for that matter, 10% reviving allies traits etc. Not to mention the rezbots i mentioned earlier would have their builds wiped out completely and lastly the third skill of downstate, well good luck trying to use it.
However, there could possibly be some ways to fix downstate while removing invulnerability. For example, perhaps doubling or even tripling downstate health while simultaneously doubling/tripling revive speed could give downstate players long enough to be rezzed in a zergfight if their team is organised while still making it that slight bit easier to cleave than before. Except this would be and issue for a solo roamer trying to 1v2, and doesn’t have enough stab to stomp and many other cases that it may cause more harm than good still.
In PvP removing downstate invulnerability is simple but in WvW there is just so many more variables to consider.
The whole Roaming/Havok definition is pretty clear in my opinion. Havok groups are small groups usually around 5-10, that are focused on ppt, they usually sneak towers or keeps and their goal is to distract the enemy zerg from their main objective, or capitalize on the opponents sticking together as one large zerg.
Roamers on the other hand are solely looking for fights, they usually don’t give two kittens about ppt and only defend/take objectives if they can find fights because of it. Roaming groups usually vary from around 1-8 in my experience depending on the tier, anything over 8 is running into zerg busting territory, which is really just larger roaming groups doing the same thing (finding outnumbered fights).
As for the best roaming server I’d have to say Mag, they don’t have too many organised 5 man groups but they have a lot skilled roamers that run between 1-3 people.
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Point is if it was meant to be 1 stack of regen it would clearly just say 1 stack and that it pulses so it’s clearly meant to be 3 stacks of regen yet it doesnt work in game.
anet fix pls
1. If it meant the regen were to be applied 3x why wouldn’t they just list it as pulsing regen and say 5s with 3 pulses like everything else in the game? Also, the healing aspect shows the regen would heal 1560 over 4s, which with 0 healing power, is equal to 3x the normal regen.
3. I thought of this too which is weird because if they can’t be dazed why would the daze interrupt them? The case I had was I used the glyph while stomping a guard and he used his #2 shield and got interrupted and then used it again straight after (meaning no 3s cd on interrupted skill either)
1. Healing Rain – Supposed to give 3 stacks of regeneration but only gives one stack on the boon bar and still ticks the same as 1 stack of regen.
2. Superior Rune of the Druid – On death the +175 healing power bonus is lost, will come back if you re-equip the armour, vitality and +500 healing on glyph bonuses aren’t lost.
3. Glyph of Equality – Interrupts downstate players if they are using a skill. However, will not apply the full 2 second daze on a downed player.
haven’t read all of it, just wanted to make two statements on these:
Let’s say you have 3s stability – you would get additional 3 if it’s instant cast.
But with 2s cast-time you have only 1s left which will give you 2s stability after the cast – less than before the cast. Activate ability would therfore be useless for short-duration boons which are usually more important. Furthermore while the downtime of the signet I think you’ll get way more out of the +10% boon-duration for boons like might or regen/vigor than out of the +50% from the active.
Since it’s a niche-elite (not all ele-builds make use of many boons) I’d increase the duration to propably 15% and active could be for example a transfer(copy) of boons to allys (not full duration though).
You bring up a great point with the 2s cast time, I figured that because it could be OP, if I gave it a large cast time it could then be interrupted. However, I did forget about the boons melting away while you are casting. As for the active/passive effects I really tried to limit the boon durations/increases considering I know how much Anet hates giving us boons with the runes nerf. The main point was to give eles a viable elite that wasn’t the elemental
If this trait were to be implemented I would definitely have to give it over to you or someone else who knows more about it than I do :\
Whoah that’s very selfish of you.
First of all you are not to decide what trait line should be enforced just because you think it’s better. Second stealth and SA are no where broken as they are the only form of defense outside of people who don’t to evade and use Acrobatics. If you don’t like it because you don’t use it your claim is not valid.
Counters to stealth:
-block
-blind and blind fields
-dodging CnD
-all control(range,melee,condition..)
-Warrior
-zerg
-tanks
Third have you played the old condi thief 0/0/6/2/2? They used to rely on bleed spam and might stacking from dodge and stealth it was very passive nerfing the confusion is wrong as it forces the thief to be more aggressive.
Initiative is fine as it is making the class more reliant on advanced skill is wrong and simply represent your disappointment when seeing a noob one. Thief is the favorite glass canon don’t know who started that popularity…
People stop panicking against stealth.
I agree I am quite selfish and you do bring up a point that it is not my decision as to who runs SA and who doesn’t. However these counters to stealth you have listed (dat warrior) is not quite what I mean when I say stealth is abused in this game and has almost no counter… I should have clarified that I was talking about the fact that there is no counter to stop a thief from entering stealth, especially d/p which makes me cringe. I believe that using heart seeker through black powder needs to be taken down to only half the stealth given or destroyed completely, at least this way there will be no perma stealthing.
As for the condi thief yes I have played it and like I said before Bewildering ambush is ok on its own but as soon as you add that and perplexity you have a big problem but for some reason Anet still wants to keep perplexity around which makes me very sad.
Sorry mate, but you have such a lack of basic undrrstanding of rangers that you should not even try to talk about it anymore. That last comment of yours is so fundamentally wrong on so many aspects. First being that axe dagger + sword torch is a roaming build. It is utterly useless in a zerg as your only dps will be torch 5 and axe aa. Both of which is bad compared to gs or even lb.
As for pets i have said the same thing 100 times by now . Make them scale in toughness and vitality equally to the number of enemy players around. They use that system already on living story bosses, so they wont need to code as much as normally.
Ok then, let me point the obvious again, the ranger zerg builds that have been theorycrafted are usually a bad version of a warrior, ele and guardian all put together, whether you are trying to run the “roaming” condi build in zergs or the power varient.
As far as the build you are talking about I’m quite sure its the Gs/Axe+warhorn build so I’m going to break it down.
- Warhorn is literally a really bad version of the warriors warhorn, the blast is on a massive cooldown and the only benefit you really get with the ranger warhorn is the fury which you already get from FGJ.
- Gs is terribad damage especially when you have to run something tanky such as PvT/Clerics/Celestial etc.. and where has the aoe gone?
- “call forth a bear” is exactly what you do in this build and even with the bear and ranger shouts with trooper runes you still don’t have as much condi removal as a guardian!
1. Thief would need a huge overhaul if stealth was touched. That 1 second is a matter of life and death in many situations for a stealth spamming thief, it also would desynch the rotation in PvE and lower dps. During those weeks they actually put it to 4s, the only remaining viable stealth builds were P/D and D/P.
2. Sword auto-attack damage is strong as it is, and increasing it would only make it more powerful where it already is powerful, while it still would be meaningless where it is meaningless. Thieves would still get roflstomped by zergs or groups if they try to go auto-cleave inside it.
3. I see no reason to tone this one down, and it would give thieves less reason to not pick sleight of hand.
4. Thieves have to be treated seperately compared to other classes when it comes to chill. First off they aren’t able to swap weaponsets, kits or attunements in order to gain 5 fresh cooldowns, secondly initiative governs the use of every weaponskill.
From my experience, chill is already a hard counter to thieves not having access to Withdraw the moment they get chilled.
The reason behind most of the thief changes is to get more condi and Shadow arts thieves to run trickery, reason being stealth is abused in this game especially when it comes to d/p and also dagger offhand using cloak and dagger on ambients.
1. As for the 4s reveal it seems the best way to tone down the use of stealth, having that 1s extra out of stealth can be very dangerous and is proven in PvP.
2. Again sword attack damage increase is just to bait people into changing to trickery builds which have a much higher skill cap than SA.
3. This trait could be reasonable if it were not for perplexity, giving thieves 10 stacks of confusion is just stupid especially if they are running p/p headshot spam, although I did try to nerf perplexity a bit giving it -20% confusion duration.
4. You bring up a very good point, thieves aren’t able to swap weapons and have a new fresh set of cd’s, but I still believe initiative needs to be damaged by chill even if it were to be something such as 33% instead of the normal 66%.
Most rangers you meet always do the same thing. They grab a longbow, put on some zerker atmor and call forth a bear. Then they run around, get wrecked and cries on the forums, pretending to be doing things correctly and being super skilled.
Simple fact is, ive posted a simple zerg surfing build some 20 times in the wvw section and ranger section, and noone uses it because it doesnt have a bow.The ranger pets needs a buff, a lot of polishing and adjustments to cooldowns. The class was designed to use pets, therefor removing the pet is not an option and not going to fix anything. If you wanna zerg surf with a bow, there is warrior and thief.
I heard about that zerg build, axe/dagger sword/torch if I recall corectly, has a lot of sustain and can even run in the melee train, but with the lack of aoe as soon as you compare it to a warrior or guardian it’s useless again, the only aoe rangers have is really traps and/or mud in that build, which really needs to be changed. As for the water field, it’s great but as soon as you compare it to an ele you have the same problem once again.
This really kinda sucks for rangers, and you can’t really increase the aoe on either of the bows because it “breaks the design philosophy”. I really do agree that pets need a buff but the matter is just how could they buff pets well enough to let a ranger run around mindlessly in a zerg? The pet would have to be super tanky and do something spectactular in terms of aoe or support and then would this be OP in smaller scale fights? Ranger seriously needs to be looked at.
^Except that’s what PU did before if I recall correctly and NO mesmers took it.
Most of these changes just seem to be stuff that newer players cry about in Hotjoin, I just don’t see even ArenaNet nerfing that for no reason.
Prismatic Understanding (PU) Cloaking skills last longer, and you gain a random boon when you are cloaked (aegis, protection, regeneration for 3s).
As for the cry in hotjoin, I’m going to take it that you’re a PvP player considering you said no mesmers run PU, and for PvP I agree it is stupid to run a trait which gives you more stealth just as no thieves run Shadow Arts in PvP. However in WvW it’s a large problem, almost every mesmer roaming build consists of PU.
Lastly, I know Anet won’t use these patch notes I have made even if they were the best thing in the world, hell I’ve nerfed warriors to the ground in this and nerfed almost every other thing imaginable, not many people should like to see their class nerfed. The idea is that Anet might see one of these points in my post whether it be taking condition food out of WvW or reducing condition/boon durations on runes or the warrior signet being reduced just a little bit more or making it have an interesting active effect is what I’m aiming to achieve even though it probably won’t happen.
Firstly, as for Lich I have no problem with it personally but from the amount of rage I have heard on the forums it can be an easy win in any duel or small team fight if people don’t bring reflects or generally have enough vigor to keep dodging and I know you can strafe side to side and dodge it that way from range but not many people have the brain capacity to do so.
As for the ranger I’m no expert on it and I’m not going to sit here and tell you you’re wrong but from the people I’ve talked to they want the ability to be useful in zergs, which is where these ideas have popped up from and for the stow pet solution has come from people complaining about their pet dying in dungeons or in zergs and then being completely useless.
For the engineer it’s not really a buff but the idea behind it is they can sit in zergs and spam grenades now, if anything they are getting a nerf from the balthazar rune losing 20% burning duration.
Lastly the mesmer, this was a hard trait to come up with and I tried to stick to having a stealth themed trait, which I do realise mesmers rarely get revealed. Although I had the mindset of making mesmers get revealed more frequently such as when a phantasm deals damage the mesmer gets revealed. However this would be too frequent and just wouldn’t work so I am in need of help finding a new trait but I feel the PU trait needs to go or at least be taken down to either you get one of 3 boons OR 1s more stealth duration considering they can do damage while in stealth.
So I have been upset with the way anet has handeled the last few balance patches… So i decided to make my own and see what you guys think if you want to add or remove anything within my post. I also understand this is mostly a wide range of nerfs on most of the classes but in my eyes it’s the best way to go about it. This patch is also directed at PvE/WvW.
Firstly, runes that apply conditions not specified to classes or are generally overpowered, e.g perplexity, balthazar, strength, hoelbrak, tormenting will all lose the 6th rune buff that enables +20% of the boon or condition duration.
Secondly, Classes;
Warrior: Endure pain now only negates 75% of damage, Cleansing Ire now has a 9s ICD, Berserker stance now only reduces condition duration by 75%, Healing signet will be reduced by 5%
Elementalist: Healing effectiveness on all healing skills is reduced by 5%, Elementalist elemental elite is now changed to “insert fancy name here”, this elite is a signet which gives +10% boon duration passive and doubles all current boon durations when activated (does not double stacks of boons) for example if an elementalist has 3 seconds of regen and 5 seconds of protection it will be doubled to 6 seconds of regen and 10 seconds of protection. This elite has a 60s cd and a 2s cast time.
Thief: Revealed buff now lass 4 seconds instead of 3 (also applies to other classes but directed at thief), sword auto attack damage is increased by 5%, Bewildering Ambush now applies 3 stacks of confusion instead of 5, the condition chill now reduces initiative recharge rate by 66% (I think that’s what it usually is)
Mesmer: PU trait now changes revealed time from 4 seconds to 2 seconds, previous trait effects have been discarded
Ranger: Longbow max damage has been reduced by 5%, barrage damage has now been increased by 30%. Ability to stow pet, increase damage by 20% if pet is stowed.
Engineer: Synaptic Overload (Gain quickness when you knock back or launch a foe) trait has had its effects now changed to “Retaliation damage is reduced by 75%” (to enable the use of grenades within zerg fights)
Necromancer: Lich elite auto attacks damage has been reduced by 7%
Guardian: Signet of Mercy has its passive chagned +25% movement speed and active steals 2 boons from target 50s cd, Signet of Judgment’s active effect now gives 10s of retaliation to allies and 7s of weakness to nearby foes instead or 3s of retaliation and 5s of weakness
+40% Condition duration food and -40% condition duration food in wvw taken out completely and all variations of the food as well.
Most of these balances have been to accommodate roaming and zerg fighting within WvW to make classes more useful in some areas. Also other changes could be made to ranger, necromancer, mesmer and engineer however i have not looked into it as much. Feedback would be great guys!
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Didn’t see a post so I made one…
Nice Golem rush in GoM bl today NSP, you proved that players in omegas give much better loot
Anyway let’s have a good week it’s a change for GoM being in tier 8.
Fight club at windmill IoJ borderlands.
Get amongst it.
FINALLYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY a GoM + NSP matchup
I missed you guise sah much
Please stay for a few weeks NSP… We will supply milk and cookies!
P.S. ET, it’s not that we hate you. We just dislike you compared to NSP….