Showing Posts For blackgamma.1809:

WvW Dueling is an issue, here's a solution!

in WvW

Posted by: blackgamma.1809

blackgamma.1809

if you condemn dueling, then you should condemn roamers, based on the same principle that they take up space. but because everyone is cool with roamers. that means you should stop complaining about duelers

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

Combat blocking gliding is not the right answer it needs to be an hp % so low hp players cant glide or have them drop at a low %.

would be a wee bit to hard to implement

if you wanted to go down that route. i would make it so you cant regenerate endurance. so when you do start gliding, your total starting endurance is based off your current hp. giving it an actual downside to using it. making it more of a risk to use

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

also, if anet devs and everyone else wants to double down on terrible decision choices of giving people the power of busted moment mechanics

they should just enable the executioner’s axe toy for wvw and every other tonic that enables op movement skills

Gliding and Territories in WvW

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Posted by: blackgamma.1809

blackgamma.1809

pretty sure this cements the idea that the development teams are in some form of a deep hell that they may of deserved and wanted to make sure that everyone else suffered for it

hows this for a marketing idea. release Hot. dont add gliding to WvW because sensible and objectively a bad idea, even thought part of the marketing says to sell a functioning fresh WvW game mode. then add gliding it a 2 year laters, just to have issues come into fruition that were already discussed.

i dont think highly of the anet wvw team, and havent since the release of HoT. for good reason

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

They can’t glide faster than you can run.
If they’re gliding to an area you cannot follow to they’re no longer an immediate threat.
What exactly is the issue here? The fact you’re not getting a bag?

~ Kovu

did you not read the thread at all? it disincentivize fighting

Not anymore so than fighting a high mobility spec. No, it forces people to adapt their strategy. If you know you’re fighting someone next to a cliff whilst they have gliding don’t act as if they’re the ones who shot you in the foot when they use their wings as a defensive tactic. Perhaps try saving some of your CC for when they’re lower health and more likely to run.
We all play by the same rules.

(Well except thieves. They’re all cheating hackers.)

~ Kovu

so you actually are being ignorant and not reading the thread? because i literally already said why this argument is flawed. if adapting means not engaging the fight at all, then its a bad unhealthy mechanic. because not fighting will always the best method in this scenario.

if that perosn has an elite skill with no cooldown that says “leave combat” why bother? stop trying to justify bad mechanics. a person can always justify doing something bad but that doesn’t mean thats person is right

(edited by blackgamma.1809)

"Payment Authorization Failed" - Path Of Fire

in Bugs: Game, Forum, Website

Posted by: blackgamma.1809

blackgamma.1809

following this post. from Australia. and also having issues trying buy a copy for myself.

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

They can’t glide faster than you can run.
If they’re gliding to an area you cannot follow to they’re no longer an immediate threat.
What exactly is the issue here? The fact you’re not getting a bag?

~ Kovu

did you not read the thread at all? it disincentivize fighting

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

in not okay with people that can pick any fight that they want. and then escaping during conflict

When did we start talking about thieves? I thought this thread was about gliding.

lol, thieves at least have to burn a couple skills to do it. or at least used too since gliding is a thing

disable gliding in combat

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Posted by: blackgamma.1809

blackgamma.1809

I disagree it empowers defenders which is something the game mode deserves more of. Your just salty your bags escaped

no it doesn’t? your build alone should do that. if you fly away from a point of combat, you literally stop defending whatever you were there for. your argument makes no sense at all

Gate to camp south of bay or bridge south of hills. also in just about every keep and in smc it allows you to glide from inner to outer walls to push the enemy zerg face first into inner gate and wipe them. it makes dive swings far more effective when you dont have to dive out you can simply glide out safely then rush straight to gate slaughtering and tapping the siege on the way in then glide out push in glide out push in. its a very effective tactic which would be fully voided by people painting walls given no glide in combat.

It doest aid people fighting in their owned territory period it gives them the advantage. You are indeed just salty your bags got away thats it thats all there is to it. your literally complaining you didnt get to to stomp people

TLDR a strategic retreat via glider is a much better defensive option then get wiped and run back from spawn.

you shouldnt rely on gliding as opposed to what the anet devs designed the whole maps to do. Fighting on terrain, terrain isnt shapped for gliding. is there for fighting on, any player that says glide is a good stat. that player is inherently bad in wvw and should go back to pve. or maplestory.

your own character build/zerg should dictate how you fight. not gimmicky gliding mechanics

listen, im okay with gliding to escape incoming conflict. in not okay with people that can pick any fight that they want. and then escaping during conflict

and everyone else should actually address what im saying. and not trying to justify bad game play mechanics

By that definition you also shouldnt use any elite specs WvW was not designed with those in mind. the fact is these are things that have been added to the game and failing to utilize them is stupid beyond all belief. this game is in a constant rolling of balance and the fact is being able to glide in territory you control innately makes you more powerful in your home field. thats a good thing.

your not wrong with that point. but i do want to argue that of the power of gliding.
gliding is still powerful outside of combat. as a travel tool its amazing. and is one of the many things that were needed in desert bl for some time. you can nerf gliding and it would still be good. the problem with gliding is that it has barely any downsides. its only downside is if someone has a ranged weapon at that time. and if not it pretty much an ability thats as busted as an overbuff/broken elite skill.

(edited by blackgamma.1809)

disable gliding in combat

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Posted by: blackgamma.1809

blackgamma.1809

I disagree it empowers defenders which is something the game mode deserves more of. Your just salty your bags escaped

no it doesn’t? your build alone should do that. if you fly away from a point of combat, you literally stop defending whatever you were there for. your argument makes no sense at all

Gate to camp south of bay or bridge south of hills. also in just about every keep and in smc it allows you to glide from inner to outer walls to push the enemy zerg face first into inner gate and wipe them. it makes dive swings far more effective when you dont have to dive out you can simply glide out safely then rush straight to gate slaughtering and tapping the siege on the way in then glide out push in glide out push in. its a very effective tactic which would be fully voided by people painting walls given no glide in combat.

It doest aid people fighting in their owned territory period it gives them the advantage. You are indeed just salty your bags got away thats it thats all there is to it. your literally complaining you didnt get to to stomp people

TLDR a strategic retreat via glider is a much better defensive option then get wiped and run back from spawn.

you shouldnt rely on gliding as opposed to what the anet devs designed the whole maps to do. Fighting on terrain, terrain isnt shapped for gliding. is there for fighting on, any player that says glide is a good stat. that player is inherently bad in wvw and should go back to pve. or maplestory.

your own character build/zerg should dictate how you fight. not gimmicky gliding mechanics

listen, im okay with gliding to escape incoming conflict. in not okay with people that can pick any fight that they want. and then escaping during conflict

and everyone else should actually address what im saying. and not trying to justify bad game play mechanics

(edited by blackgamma.1809)

disable gliding in combat

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Posted by: blackgamma.1809

blackgamma.1809

It is no different from thieves stealthing and mesmers blinking, people are losing and trying to get away from the fight. Gliding works fine atm, it provides extra safe way out same way you could run and hide in tower that your server controls.

There is no point fighting to the bitter end and dying.

blink has a cooldown. gliding doesnt so you always have access to your exit strategy

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

I disagree it empowers defenders which is something the game mode deserves more of. Your just salty your bags escaped

no it doesn’t? your build alone should do that. if you fly away from a point of combat, you literally stop defending whatever you were there for. your argument makes no sense at all

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

Yes. Gliding in combats needs to be removed. It’s really hurting the mode….

alrdy many threads that debated this. go read whats on them. the verdict was that it should remain as is. I still maintain that other things need to be adapted tho.

yeah lets “adapt” by not fighting at high places

no, its a dumb argument

EDIT: thought i understand the merit of the idea and the value of the idea. it promotes dumb gameplay more than anything else

(edited by blackgamma.1809)

disable gliding in combat

in WvW

Posted by: blackgamma.1809

blackgamma.1809

you know why no one likes dealing with thieves? because they can literally leave combat when they want to. dont give this same function to every class and player

it divisiveness combat in an area that they control. gliding in wvw should only be used to travel from one place to another. not as a way to chicken out of fights when you feel its convenient

I can't WvW (Rediculous Lag)

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Posted by: blackgamma.1809

blackgamma.1809

from australia, would have the casual 270 ping. then whenever we clash with another zerg during prime time it would shoot up to 3000 plus ping

interact key/function doesn't work

in Bugs: Game, Forum, Website

Posted by: blackgamma.1809

blackgamma.1809

new hotfix that rolled out still hasn’t fixed this issue

UPDATE: the key that i normally use for interactions has also been slotted as the same key as mount/dismount. changing either mount/dismount or interaction will fix this

(edited by blackgamma.1809)

interact key/function doesn't work

in Bugs: Game, Forum, Website

Posted by: blackgamma.1809

blackgamma.1809

cant use vendors/anvils/bank/certain portals/siege/supplies

anything that requires to interact, cant do it at all

Outnumbered buff, now a messy mechanic

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Posted by: blackgamma.1809

blackgamma.1809

Outnumbered buff is a bad mechanic, because there is too many things tied to the buff. its not performing parts of its functions, its not providing enough information to the player. and even worse. its dictating too much of what the player does, which limits freedom of wvw

first off. latest changes say you need to be on the map for 5 mins to get the buff. this means if you die, you gives points to the opposition, even if your on an outnumbered map. which is working against one of it original functions

Secondly. if you dont have the outnumbered buff on the outnumbered map. how are you mean to make proper judgment on sticking to the map if you dont have all the information. you should know this kind of information

and third. it strongly dictates what the player does. its better to go roam on an outnumbered map to farm pips rather than join squad/party on a different map. you should have the same or more rewards joining a party or tag on a map that needs you.
it also dictates you to not switch characters. its better to stay on the one character for extra pips rather than switching characters on the fly to lose those extra pips

my suggestion is the following.

revert the changes to participate on the map for 5 mins
significantly reduce the number of pips given or preferably give no extra pips at all

or, link outnumbered buff to the account, not the character

(edited by blackgamma.1809)

WvW Bugs and other issues

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Posted by: blackgamma.1809

blackgamma.1809

not to be cynical, but half these bugs/glitches have existed for at least a year

i have a lot of doubts about being able to fix a lot of things at this point……

Mallyx Still needed in WvW?

in Revenant

Posted by: blackgamma.1809

blackgamma.1809

In my personal experience, ventari is not doing enough condi cleanse. But comms either want Jalis or Mallyx, depending on the squad composition. There are some situations that you would be asked to use glint also. Best way is to ask your comm.

i guess it makes more sense to switch to Jalis if theres already 2-3 revs running Mallyx

Mallyx Still needed in WvW?

in Revenant

Posted by: blackgamma.1809

blackgamma.1809

question. If you are already running Ventari stance, do you still need Mallyx’s Pain absorption for condi cleanse? or should Ventari be doing enough condi cleanse for rev’s to be using a different stance over Mallyx?

GoM WvW?

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Posted by: blackgamma.1809

blackgamma.1809

Im from GoM, i’ll try to answer as many questions as i can

GoM has a heap of tags. a couple of new ones being fairly decent job and a lot of veterans tags that are farily good, one of very few servers with many people that refused to move servers when push came to shove, because a lot of active guilds stay in arms reach with other guilds

theres a decent selection of guilds to join on GoM based on your own personal preference ranging from the sensitive to the trolly natured guilds with a bunch of good and serious WvW guilds inbetween.

we have decent numbers during certain hours but still at times have trouble covering the graveyard shifts. but as long as a tag exists people will follow “eventually”

heaps of good people on GoM with the room to either roam or zerg.

any other questions feel free to whisper me or other GoMs

I don't like the direction of this patch

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Posted by: blackgamma.1809

blackgamma.1809

I do believe blackgamma meant incentivize instead of insensitive. :P

yeah my bad lol. i’ll leave it there

I don't like the direction of this patch

in WvW

Posted by: blackgamma.1809

blackgamma.1809

I agree with the first two replies, let’s give it a week or two and see. For the first time in years I’ve seen big queues of hundreds of people in WvW, I dare say most players haven’t seen this kind of overwhelming interest in WvW since the penultimate tournament or just first night of the last tournament.

thats kinda my gripe. the core WvW gameplay is exactly the same. which is the reason why people stopped playing WvW in the first place. Forcing the intensive to rewards doesn’t change the flaws of the WvW game mode

I don't like the direction of this patch

in WvW

Posted by: blackgamma.1809

blackgamma.1809

I have strong negative opinions about this patch, based on how the patch was implemented and how this patche impacts on the WvW game mode

firstly, lets talk about the one of the two reason of this patch. to insensitive people to come to WvW for new items. they took ideas from PvP and placed them into WvW. the idea of it im actually kind of a fan of on paper. The Major problem is people are only going into WvW for those items. So when people finally get those items, it doesn’t guarantee their stay on WvW. which make this patch nothing more than a temporary fix in that apsect.

Secondly, its to insensitive server loyalty, with more items? this is also a bad idea. because its the guilds willingness to win that dictate server dominance, the rewards and new items does not mean much to them at all. because they get rewards for free anyways. which mean bandwagoning to another server is still gonna be an issue for months to come.

clumped with server parings and 50-100 queues on each map. its blocking off content from other people. which wouldn’t be an issue on pvp because huge queues in casual games of pvp is not an issue. which makes me think the devs stictly looked at wvw game mode from a Pvp perspective.

Maybe its too soon to jump to this conclusion, since the patch is still fresh and time maybe is what tells us if this is a good patch. but my assumption which is nothing more than an assumption. is that the exact same thing will happen with PvP, people will play it for the rewards, and bugger off. which ends up bringing us back to the same state that wvw was before this patch

The only way for this patch to be truly good. and is probably the original intention. is for Guilds on WvW to start recruiting hard.

also be cool anet, put crafting stations in a super hostile environment in obsidian sanctum

WvW feedback sub form possible?

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Posted by: blackgamma.1809

blackgamma.1809

so we can have a somewhat healthy forum? would make it easier for players and devs

Reminder about Forum Etiquette

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Posted by: blackgamma.1809

blackgamma.1809

im sorry op. i understand your stance very well to prevent nasty threads. but it doesn’t reflect the reason why the posts exists in the first place. your stance is very much outdated.

the only reason why these post existed in the first place. is to address issues in the glicko/match ups which happened with SoS was stuck in the most unfavorable and locked matchup which was the first forced glicko adjustment

even if the problem is small in comparison to other issues there were still a core issues within these wvw matchup thread that need to be address, that made people angry enough to create these kinds of thread in the first place

One day, when a game breaking issue does come up and its in relation to WvW matchup, and you wont allow that person to address that issue based on your original reasoning. your choosing one ethical stance over another. that can potentially screw WvW and the gw2 experience for a good portion of players

im not saying that you should change your opinion on these threads for existing. i just want to say that Anet devs have to acknowledged the risk you take for having this stance, have good faith in this stance, and take responsibility if whenever your own opinion ends up telling you that your wrong.

as a player, i just hope your not wrong at all. and i hope this stance on these kinds of threads doesn’t jeopardize the game mode for everyone

(edited by blackgamma.1809)

thrown way up in the air and died

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Posted by: blackgamma.1809

blackgamma.1809

tribute for those who died to this bug

(edited by blackgamma.1809)

Celestial stats, please add.

in PvP

Posted by: blackgamma.1809

blackgamma.1809

if op knew about the old meta with cele stats before making this post

you reckon op still would still make this post?

probably the most amusing post i’ve read on these forums in a while

Gonna be real with you

in PvP

Posted by: blackgamma.1809

blackgamma.1809

i agree with op in the sense that if GW2 wants to delve into the Esports scene, these are the issues that the dev’s have to adress

but at the same time to please this community you have to have cheesy bad mechanics that break the game.

anet cant have both

toughness stat questions

in Thief

Posted by: blackgamma.1809

blackgamma.1809

this theory build is really easy at getting 25 stacks of might. thus turning your non problematic condi’s into actual dmg.

might end up switching to improvisation, sleight of hand, and using 2 different trinks for more vitality that still offer a combination of both expertise and concentration.

soon as i cross the matts i’ll craft the ascended gear and give it a go

*side note, vigilant stats might be more op on trapper ranger/druids with their trapper traits

(edited by blackgamma.1809)

toughness stat questions

in Thief

Posted by: blackgamma.1809

blackgamma.1809

toughness stat questions

in Thief

Posted by: blackgamma.1809

blackgamma.1809

wanted to run trapper theif with dragonhunter runes.

very jank

toughness stat questions

in Thief

Posted by: blackgamma.1809

blackgamma.1809

theory crafting jank theif builds atm, and i was hoping for some questions on toughness viability

1. is there such thing as too much toughness on thieves?
2. do i need vitality to support this stat?

*for mainly WvW, but input from other game modes is fine too

(edited by blackgamma.1809)

Why are you keep playing WvW?

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Posted by: blackgamma.1809

blackgamma.1809

roaming. keeping the community happy. playing the game at the expense of other peoples enjoyment

Feedback thread: 2 month pairing rotation

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Posted by: blackgamma.1809

blackgamma.1809

feedback thread on the current 2 month pairing rotation?

you guys enjoying it?

The State of WvW

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Posted by: blackgamma.1809

blackgamma.1809

kinda reminds me of the Pokemon trading card game. you know on a competitive level why its a bad card game? because a winner is already determined on the first 2 turns, the next 5 turns after that is just a waste of the losing players time.

in certain WvW matchup a winner can be easily be determined within the first three days. theres very little intensive to play the rest of the week if you have no intent of winning.

perma tapping keeps? totally not an exploit

in WvW

Posted by: blackgamma.1809

blackgamma.1809

One thing that bothers me about ghost-thief perma-tapping is that they rarely use it for strategic purposes. Most of them perma-tap for the sole purpose of annoying others. Their server is hopelessly crushed to they might as well just log on and annoy people. Most of the time these thieves can be ignored since, A) The locked WP doesn’t matter at this point in the match and/or, B ) The Perma-Tapping-Thief is no threat to players since most of them run away at the sight of even a rank 1 newbie.

If that’s the case then there seems that there is no need for you to use your keep waypoint. The walk from the spawn waypoint to the keep takes all of about 37 seconds with swiftness/no leaps (just timed it). The only time it is annoying is when you need to respawn quickly and get back into the action at say SMC. In which case it is indeed a strategy, to stop enemy reinforcements from arriving.
Do people think repairing inner gates, to stop enemy respawns from getting into smc is an exploit? Both are legitimate strategies.

or, we can just remove the waypoint entirely, it doesn’t need to be there if theives can just tap it, completey locking out access to wp

oh wait. backwards logic is the dumbest way to justify things

(edited by blackgamma.1809)

WvW Event Suggestions

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Posted by: blackgamma.1809

blackgamma.1809

well. i dunno. apparently Anet cant really program a good event in WvW based on past experiences.

maybe more super simplistic events, that has no impact on the map. and just gives loot?

Ascended Vendor WvW

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Posted by: blackgamma.1809

blackgamma.1809

making grandmaster tokens is already its own time gate. i wouldn’t throw laurels in there since i rather spend it on other things. in fact i rather make ascended gear the hard way if laurels were needed

and making gear through grandmaster tokens instead of normal crafting only saves you something like 12-20 gold (correct me if im wrong) its not much

but hey, making a full set of ascended gear through grandmaster tokens is still cheaper than the normal crafting way

perma tapping keeps? totally not an exploit

in WvW

Posted by: blackgamma.1809

blackgamma.1809

How does any of this have anything to do with not being able to chase/kill the person who is tapping your keep? Even if you killed the person every single time they tapped, if the player is dedicated to tapping your keep, they can respawn and run back in time to tap the keep again – and die again.

This is a non-issue, contesting a keep to prevent waypoint usage is a valid tactic that has been around for years. The fact that it inconveniences you since you have to run slightly further to get to your destination – means that this tactic is working.

so a SINGLE person. disabling a wp slowing preventing up to 80 players to use the wp for a long period of time is okay?

the word valid means nothing. you can justify how legitimate the tactic is. doesn’t make it a balanced strategy

Is EoTM a dead gamemode?

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Posted by: blackgamma.1809

blackgamma.1809

I’ve been going to Eotm because my server is currently dead due to xfering

based on my experience. Eotm is better in my view because theres a lot less mechanics that interact each other and more room for any kind of gameplay

perma tapping keeps? totally not an exploit

in WvW

Posted by: blackgamma.1809

blackgamma.1809

but theres a difference between slowing down people from keep and completely locking out a wp and stopping people from using for a half an hour or even more, COMPLETE lock, no one was able to use it in between taps. because it was always tapped

no single player should have the power to disable a wp for long periods. thats my issue

perma tapping keeps? totally not an exploit

in WvW

Posted by: blackgamma.1809

blackgamma.1809

please remove the tactic of tapping keeps

no one wants a 15 man group to hunt down 1 single high evasion theif that keeps tapping the same keep for more half an hour

and if anet dosen’t, i’ll start doing the same thing out of salty spite

change how some tactivators are activated

in WvW

Posted by: blackgamma.1809

blackgamma.1809

change the following tactics, where it can only be pulled/activated when the Objective for “defend the tower/keep is under attack” is up

chilling fog, emergency waypoint, airship defense and invulnerable fortifications.

this change is to help prevent griefing, accidental activation or when spies hit the tactivatiors. though i will admit its not a fix. but at least when it is used accidentally. it wont go completely to waste

this doesn’t stop spies completely, it just makes it harder and more time consuming. for it turns it into a 2 person job to jeopardize switches. my fix is for this is to have a single wall or gate among towers and keeps to at least take 4-6k dmg in order to tap the tower or keep

Please Add More Siege

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Posted by: blackgamma.1809

blackgamma.1809

Anet tried to add new siege like cannons blueprints

but then community hated it, because they wanted the issues in the game to be fixed rather than add new features

Each siege is just a tool not a features so one siege is counter by another. Bilsta was the counter siege but due to its drop after firing it could not deal with def siege and because its dmg was not updated when they made siege harder to kill made it pointless over all. To fix this you need to buff bilsta and let it fire in a arc and cannon in effect did this for you. But this mindless “community hated it, because they wanted the issues in the game to be fixed rather than add new features” we lost a real siege counter to def high reaching siege that blista was not working.

There no real counter to AC or shield gens as a means of killing them out right you can only stop there dmg. That where we need to look to adding in more siege.

adding more content only creates more problems, which is fine with patches. but if you already have problems in wvw that just gets rolled into a bunch of new problems and exploits

then you have a real kitten show of a game mode. more so than it already is

no one asked for cannons, or repairs tools at the time. they asked to fix WvW, and now. anet is slowly doing so

Siege is part of wvw and adding in more siege to deal with the problems of siege def helps. Its the blind hate of siege that is holding wvw back and will keep problems with siege alive.

try saying that to the rest of the community that demanded a properly function game mode over siege that might of made the existing problems worse

Please Add More Siege

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Posted by: blackgamma.1809

blackgamma.1809

Anet tried to add new siege like cannons blueprints

but then community hated it, because they wanted the issues in the game to be fixed rather than add new features

Each siege is just a tool not a features so one siege is counter by another. Bilsta was the counter siege but due to its drop after firing it could not deal with def siege and because its dmg was not updated when they made siege harder to kill made it pointless over all. To fix this you need to buff bilsta and let it fire in a arc and cannon in effect did this for you. But this mindless “community hated it, because they wanted the issues in the game to be fixed rather than add new features” we lost a real siege counter to def high reaching siege that blista was not working.

There no real counter to AC or shield gens as a means of killing them out right you can only stop there dmg. That where we need to look to adding in more siege.

adding more content only creates more problems, which is fine with patches. but if you already have problems in wvw that just gets rolled into a bunch of new problems and exploits

then you have a real kitten show of a game mode. more so than it already is

no one asked for cannons, or repairs tools at the time. they asked to fix WvW, and now. anet is slowly doing so

(edited by blackgamma.1809)

Please Add More Siege

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Posted by: blackgamma.1809

blackgamma.1809

Anet tried to add new siege like cannons blueprints

but then community hated it, because they wanted the issues in the game to be fixed rather than add new features

a possible way to fix epidemic

in WvW

Posted by: blackgamma.1809

blackgamma.1809

Literally, anet changed how light combo fields work to deal with epidemic

please at least try that, before making a thread how you can’t be bothered to deal with epidemic

New WvW CC Sigils and Runes

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Posted by: blackgamma.1809

blackgamma.1809

1s cool down.

no……