Showing Posts For Wal.4267:
The event does not seem to be triggering at least on Fort Aspenwood, when is the next server restart planned and is this event broken on other servers?
Even something simple, like whenever you log in for the first time from the launch screen you get to overflow so you can stay there and not fish for it.
Not elegant, like being able to join a fractal from several servers at once as you can with normal dungeons, but it would do as a short term fix.
I don’t post here much, but just wanted to take a second to say that I have really enjoyed this week’s match-ups. The number of participants have all been pretty even, the energy and effort has been inspiring and as everyone can see the score spread is actually pretty narrow, as one would expect from a balanced game.
It’s nice to see this tier finally has a good population spread across the board. I’m looking forward to the coming week’s games; as I’m sure that if the participants remain the same we’ll all be in for some competitive days ahead.
Finally, as a FA player, I’d like to also say thanks to all the FA players that have came out of their holes to fight again now that the teams are more balanced in terms of population.
The reason TC is better than FA or CD is not simply down to numbers. In our Oceanic we are able to consistently make sure that we do not lose more than one keep whilst being outmanned on both sides of the map. We make CD work really hard to take Bay as well (Most of the time) and CD can vouch for our SunnyHill defense. The same issue occurs during FA or CD’s off-peak hours and they are unable to hold any of the keeps (maybe except garrison sometimes in CDBL).
Why is this? Because we share knowledge consistently between our pugs and guilds.
- Lots of regular WvWvWers and established commanders give Siege placement lessons in BL and EB to the pugs.
- We map out portal-ing waypoints, smart portaling tactics onto JPGS and give to all known mesmers for our golems and for our flanks.
- We know how to keep our thieves scouting smartly and contesting waypoints smartly.
- We have in-depth defense guides on each tower and keep written up and shared between the common guilds.
- We consistently urge people to not run solo and always party up as soon as they join BL, so in case we need a team to keep north supply camps flipped (during defense), or we need a team to flank into vale and destroy their trebs, or we need a balista team to flank and take out their siege -> we dont have to ask people to party up and do it.
- We don’t do silly guild claiming of keeps and key towers and we make sure the guilds that claim it can activate multiple buffs around the clock.
- We understand micro-strategy MUCH better than you guys. In defense mode we don’t panic, we know how to use the repel timer to portal bomb you guys (timed well to respawn), we understand how to counter Golem rushes (Mortars and Balistas) and focus on that than our gate defense, we understand how to consistently adapt to superior number and superior siege during our oceanic time (look at Sunnyhill).
- Most commanders know each other and regular WvWvW veterans so information is consistently passed and our response jumping from BL to BL is extremely quick. We will abandon Inner SM Siege if it means keeping out borderland green.And I think the biggest difference between FA and TC is that we understand prioritization of targets on defense and offense better than you guys. I don’t know how many times I see your commanders consistently moving from Lake to Briar or Briar to Lake and it makes me lol knowing you just made our defense easier.
There are many many other reasons that can be listed but these should be enough.
Assuming all that is consistent and true, FA uses the same methods, and having played on Desolation in EU, and 2 other US servers I can say that almost all servers employ the same practices. On FA there are really only about 3 guilds of note in WVW, on a good night we can fill a Borderland and a half, I have seen TC with far greater representation than that. It’s nice to utilize those tactics, but it’s irrelevant at the same time as you will see when you hit t2 and realize you lack sufficient night coverage, as we have experienced so often against TC on FA.
Last week I recall a bay siege at around 12AM MST, where all of FA could only muster about 15 defenders and a wall of 50+ TC head-banged the keep to death. It’s telling how often your large groups don’t even bother with offensive siege, this is a sign of grossly superior numbers, and all things being equal with strategy, grossly superior numbers will always win in this game.
Just wondering why the devs decided to make the dungeon level based instead of basing the difficulty on the individual player level. It seems, since loot and other random aspects of the game are all player based, why wasn’t FOTM done the same way? If my point isn’t clear, what I am trying to express is that each individual could choose their level and you could have one group doing level 33, 20, 1, 5 and 17, in a single dungeon as an example. Each player would have mobs do more or less damage to them based on the level they choose, and any level specific special abilities would only apply to the people who chose the appropriate level.
This would make finding a group a lot easier, and also increase the volume of old dungeon runs as one could get past fractals earlier in one’s playing window instead of spending a great deal of time looking for a group.
My guardian blows up players just fine, melee in general is an offensive class choice, if you are in some sort of controlled retreat guardians are a lot less useful, if you are advancing a line guardians and warriors are the class made for that.
If you would have only let Napoleon cap Russia back in the day you could all be speaking French now and wouldn’t have such an issue with coverage. BTW do the French utilize any of their old colonial empire for night coverage like Vietnam?
Sounds like sharpening stones, http://www.gw2db.com/recipes/705-superior-sharpening-stone-s
I like the way combat rezing is now, but aoe boons not being limited to 5 players inside the circumference needs to change. The stacking mechanic is too powerful for defense, if it is going to be limited offensively it should be equally limited defensively. That alone would help out smaller groups as they can intelligently stack and not be rolled by groups that inadvertently stack boons due to numbers.