Storm Bluff Isle [EVOH]
Showing Posts For denimdan.8642:
Storm Bluff Isle [EVOH]
I played around with trebs and that exact same gate some time ago.
One of the things I concluded was that treb projectiles actually travel slightly below from what is rendered in game. More than likely the rock was hitting the gate from under the parapet, rather than through the hole.
I could be wrong though, there is only so much I can tell from the picture you posted here.
we though that at first to, but if you shoot with even a fraction less power, the shot hits behind the hole and explodes on top
Storm Bluff Isle [EVOH]
The swords on hills and all the enemies at the gate! Not sure how you repelled that attack, but good job!
yes cause i’m gunna stop in the middle of being attacked to take the screen shot, the shot was take after
Storm Bluff Isle [EVOH]
Holy crap I didn’t know it was possible to make the game look that bad. Please upgrade computer asap for all of our sakes.
nah i was spamming my screen shot button, so i could catch the shot, that’s how it came out, i actually play on high quality
Storm Bluff Isle [EVOH]
tonight not 10 min ago, guild mate rety al jijo made an incredible shot that saved us from an attack at north hills. With a treb at the lord room of hills he shot and made it in the oil hole, hitting the door and killing a ram. he did this not once but 4 times, thwarting what would have been an unstoppable BP attack to get there hills back. screen shot for proof that the oil hole is big enough for the shot to fit and that it was done.
and pls post your epic treb shots
Storm Bluff Isle [EVOH]
I like to impose some restrictions if you will-
> Build Restriction: Open Field only, no building of this structure allowed inside allied or enemy keeps. It is a large movable structure, there is more complexity in it than any other siege weapon in the game, even the golems.
rather than open field, how about we make it so that a structure such as this an ONLY be built in supply camps, and require an upgrade to said supply camp for this to be built, i.e. engineer upgrade at say t2, this way attacking groups have a reason for taking and HOLDING supply camps as well as defenders to stop this action.
This would give the defenders adequate time to stop the piece of siedge and give some warning that it was coming, as well as giving upgrading supply camps a purpose.
Storm Bluff Isle [EVOH]
here you go https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Traits/page/16#post3962194
read/comment there,
thank you, not sure how i missed this when searching the topics
Storm Bluff Isle [EVOH]
wasn’t sure where to put this topic. If it needs to be moved then i will move it.
Why do i have to map frost gorge sound (lvl 70-80 zone) for an adept trait. seems like this would be a master trait unlock. It feels like any one wanting to create a new character is going to be as discouraged as i am to have to run around and complete a long list of very long challenges to unlock these traits.
I know you can buy them with skill points but that takes 360 skill points and 40g that i don’t want to spend and no new player will get in a very long time.
At least make it so that when one trait is unlocked in any line it unlocks it in all lines
(with the exception of the grand master traits)
Storm Bluff Isle [EVOH]
Elite “Signet of the Hunter”
Passive: Gain Camouflage after 3 seconds of not taking damage and not moving
Active: Endless endurance for 4 seconds and recharge all (weapon?) skills (balance?)
Cooldown can be 80 to max 100 seconds.I can’t see anyone using this to do anything but troll in WvW. You wouldn’t even necessarily need to rez a dead mesmer — although they could put parties of thieves to shame — you could just hide 5 rangers in a keep.
I think being masers of blending in your surroundings should be a part of a ranger’s skill set…hiding in a keep using camouflage…now that would be awesome :-)
Well, it is a cool ranger idea, but it would make WvW absolutely miserable. I for one am in favor of nerfing perma stealth thief/mesmer parties. Mesmers laying dead in keeps for 45 minutes is not a fun game mechanic.
or anet can make it so that if your in a keep/tower then the stealth wouldn’t proc. This would make since as rangers are creatures of the wild so they cant go stealth within the keep/towers, but every where else, say 10 sec, no skill use, no moving and your stealthed. This would give rangers an excellent scouting role while still leaving thiefs with there nich.
Storm Bluff Isle [EVOH]
if you really want to learn. then get into a map and find your zerg. then ask for your severs voice com info. I.E. team speak, vetrillo, mumble. 9/10 the ppl in your severs voice coms are much friendlier and willing to help than the people in map/team chat. Also try to get into a wvw guild, and they will help a lot as well. WvW can be a lot of fun, but you cant go at it alone, always ask questions ( real wvw ppl will love you for this) and just block the ppl that tell you to leave wvw and not to come back
happy hunting and the best of luck
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just installed it as well. works great, and doesn’t inter fear with my game play if i mouse over the icons +1 for you thuron, recommending this to my guildies now
Storm Bluff Isle [EVOH]
anet will be fixing a lot of the “falling off” areas by putting rails on a lot of them so you cant just get knock off. They said they want to make it so that choosing your location to fight means something.
Also they guys saying that this map is pointless and they should be putting there resources into other areas. They plan on using this map to largely test future elements for addins and modifications to the current wvw maps. So that they dont just throw in a major change to wvw with out testing it first. Now things will be tested in EotM first before being put in place in WvW
to the ppl saying this will just be 1 big karma train, yea you cant do that you will lose everything due to the sheer size of the map and you have 1 wp, and that’s in your keep. The set up of the towers makes it possible for few ppl to defend against large zergs but due to the way the map is set up small man groups can easily sneak past the enemy and hit them where there not. if you blob all your guys together you will never be able to respond in time to more than 1 of your objectives being hit, this map greatly favors groups of about 10-15(due to the insane re spawn rate of guards), not mega zergs of 80+ the map is just to big for 1 group to cover it all.
also each keep was designed with a role in mind
arid keep was made with the idea of a strong offence capability
arctic keep has the potential to hold off multiple zergs with ease
jungle is a mixture between the two, with both offensive and defensive capabilities
Storm Bluff Isle [EVOH]
There are ways of defending a 30+ force from attacking your keep, with around 5 people defending.
Supply draining treb shots.
You can’t assault a keep if you don’t have supply
If they rush you with golems and a zerg of 20+ though… that’s another story. You’re just boned if that happens
to bad 30+ man zergs can face roll a reinforced door down in under 5 min with no siege at all…
even if you do have AC set up they get destroyed by eles (dragon tooth) and camera hackers in 30 sec and then they face roll the door down
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thx yaks for somehow getting in to sbi spawn on sbi Bl and killing our omegas, you guys rly are that low…
Considering that we still have SBI spys from 3 weeks ago operating against us, consider it just a small amount of the payback you’re owed for your own server’s cheap tricks.
You guys are below pathetic. I was on during it, ppl spent money and time on those. And for you guys to admit here on public and saying its a payback from something we cannot control?( spies)
Match manipulation is a scrubby move, but this is just off the charts.
on SBI spys —- we can’t control them.
on 1 person from YB said pay back —-- OMG “you guys rly are that low…” .. “You guys are below pathetic”Go generalize other server base on 1 person and QQ when people generalize your server base on a few…..
BTW, SBI/YB/EB has 30 pages and lots of QQ, maybe SBI can do it again, make it 31 pages to become the new record!
if it was just 1 person hacking in i wouldn’t have said anything, but no its about 20 that did it all from different guilds on yaks, so yea we can generalize here
yep.. 20 of them are the representatives of YB and yep, each and everyone of them is the representative of their respective guild. smh
hmmmm, you run a guilds tag but your not representing that guild. something seems wrong about that statement….
Storm Bluff Isle [EVOH]
thx yaks for somehow getting in to sbi spawn on sbi Bl and killing our omegas, you guys rly are that low…
Considering that we still have SBI spys from 3 weeks ago operating against us, consider it just a small amount of the payback you’re owed for your own server’s cheap tricks.
You guys are below pathetic. I was on during it, ppl spent money and time on those. And for you guys to admit here on public and saying its a payback from something we cannot control?( spies)
Match manipulation is a scrubby move, but this is just off the charts.
on SBI spys —- we can’t control them.
on 1 person from YB said pay back —-- OMG “you guys rly are that low…” .. “You guys are below pathetic”Go generalize other server base on 1 person and QQ when people generalize your server base on a few…..
BTW, SBI/YB/EB has 30 pages and lots of QQ, maybe SBI can do it again, make it 31 pages to become the new record!
if it was just 1 person hacking in i wouldn’t have said anything, but no its about 20 that did it all from different guilds on yaks, so yea we can generalize here
Storm Bluff Isle [EVOH]
(edited by denimdan.8642)
thx yaks for somehow getting in to sbi spawn on sbi Bl and killing our omegas, you guys rly are that low…
Storm Bluff Isle [EVOH]
In fact, the Nature Magic X—Enlargement change is huge, with signet build, it will provide double stability, plus ROA, ranger might have the longest stability in the game, which is superior for WvW zerg fight. However, the old problem is still same, the group contribution by ranger in WvW zerg fight still remains too limited……
Also forget to mention, to get tripple stability, ranger has to put 30 into MS and 20 to NM, then only 20 left for other traits. :-(If you want double Signets of the Wild, you will have to drop empathetic bond. There’s no point in taking it cause that’ll mean any cd build will the wipe the floor with you.
i agree, one of the biggest handicaps for ranger (other than pet AI) is that for any decent condi removal you have to go 30 deep into a line for 1 trait that is useless the second your pet dies. So, all that double stability is good for is zerging (which shout with boon duration is better for imo) or sitting in a tower and pew pewing the ppl running by where your safe from most the condis
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I’m pretty sure Denimdan is going to have PTSD after tonight, he has a knack for wandering near VRs group and getting zerg-busted. I lost count at about half a dozen times. Poor fella.
lol if you mean by zerg busted you mean steam rolled XD, i did enjoy getting chased though, made me switch to a shout build with gs just so i had a chance of running lol and the rest of evoh thx you for chasing me down allowing the rest of them to escape :P
Storm Bluff Isle [EVOH]
you can be help fun in zergs as well…
run shout build, full clerics, 90% boon increase, GS + 1h and war horn…you can stand toe to toe inside your zerg on the front line with the enemy zerg and you will out live alot of your wars and guards….along with throwing perma fury, might, regen and swift not only covering your stablity but the wars and guards stability that’s desperately needed to win a zerg fight, this is the only way for ranger to zerg and truely be helpful to your zerg as well as tag everything with the gs
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EB was a blast last night, looking forward to the weekday warrior fights from mag.
on a side note, i see mag is still headhunting EVOH ;D
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love my trap ranger in wvw, until i fight inside an enemy keep or tower. Then i throw my trap on a destructible section of the wall and there goes my trap and a significant portion of my dps. Just wondering how other trap rangers work around this other than only putting then on non destructible walls and not fighting on walls.
i wouldn’t be so bothered but i can place them on allied walls just not enemy ones
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The only thing I would change is how fast it ticks. Before you can even get out of the cloud, your zerg has lost half its supply. Perhaps adjust the aoe cap or the tick rate. Other than that I think it’s a good skill.
it takes 1 supply per second when your in the cloud, so if you lose more than 2 supply than your doing something wrong…also, you can see the cow coming if a commander wants to avoid cows and has half a brain he can, also trebs take FOREVER to turn, so just run at an angle and most of you wont get hit. and if you get cowed the first attempt at a tower when you place rams, here’s a thought…don’t go back in 5 min and try to ram again, theirs magical things called catas that can be place to close for trebs to hit
Storm Bluff Isle [EVOH]
theres also a key binding option that separates the objects you can click on that are stacked together, i believe its default binded to ctrl and called next ally
Storm Bluff Isle [EVOH]
We’ll be reducing the maximum amount of immobilize stacks in the near future.
/goesbacktolurkingWvWforums
keyword: entangle <- useless with the cange?
most likely, though in most cases i dont get more than 5 pulses with it any way
Storm Bluff Isle [EVOH]
if no one can use any portals, then wouldn’t every one have an equal chance to get in? through the secondary entrance through the wvw panel. So, you wining cause you can use a 1 sec advantage over others to get into wvw? and here i thought we all wanted balance and equal opportunity
Storm Bluff Isle [EVOH]
read the December 10 patch notes, much of the thief perma stealth ability if getting nerfed through nerfing there initiative regain
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No crime being lazy, I look at things like this as an opportunity. I’ll charge an outlandishly high price to do the job. If they want it bad enough, they’ll pay. I get money, they get an easy jumping puzzle, everybody wins
Unfortunately I have no characters on piken. Ah well.
i know someone that asks for 10g a port, and alot of PvErs pay it…
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funny how just having ranger in my tag can almost cause this thread to spiral way off topic lol XD
Storm Bluff Isle [EVOH]
Threads like this always make me smile and remember the good ole days of kites in the JP
things like this is why i miss mag :P
Storm Bluff Isle [EVOH]
to all the ppl that say that coloring the dome would just be a big flag to not shoot at it…remember confusion? when you had it al nice little icon was on the bottom of your screen saying DON’T SHOOT YOU WILL HURT YOUR SELF…but ppl complained that this was OP and impossible to counter, and guess what, it got nerfed because ppl couldn’t control them self’s to stop shooting for 3 sec or take off auto attack
So, if ppl keep complaining it will get changed just like confusion, cause anet play’s to the simple minded zerglings and these zerglings will continue to shoot at the dome no matter the color change cause there simple mindedcool another ranger rage xD tbh this is the first complaint ive seen, feedback is already a huge skill with the gigantic dome sticking in your face, youre given the thought “hmm is this friendly or hostile” so you are given the oppurtunity to fire and test it dealing maybe 500-2k dmg to yourself, dont be ridiculous its nothing like confusion, as skill that can damage 5k per ACTION over a 15sec time slot, imo its still a little overpowered with perplexity currently in but im sidetracking, Feedback working as intended
lol my goal of the post wasnt to say something wasnt working as intended, but that anet will cater to many of the simple minded ppl that want to put as little effort as possible into playing this game, i know that confusion needed the nerf but so bad as it only worked on your action, but anet bombed its dmg, and now that the simpleminded ppl want this change to make playing less risky and easier anet will see the cry and and if there track record serves, do it
also that simpleminded zerglings are just dumb and want things easy as possiblewell my apologies, i just saw ranger and must of gone into blind rage xD, its usually rangers tbh complaing as they run projectile heavy dps and get miffed when they come across a counter, confusion was a good nerf, i ran a confusion build as well and it was a well deserved reduction.
as for anet picking up on this, i cant really see it happening, its such a ludicrous request and this is the first complaint for feedback ive seen and frankly most mesmers dont normally run feeback
yes what you say about rangers is normally true, and while i have to say rangers have been in better places, i don’t believe there as bad as ppl say and that they can do good things but, that’s another topic for another page
idk anet has done stranger thinsg in the past
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to all the ppl that say that coloring the dome would just be a big flag to not shoot at it…remember confusion? when you had it al nice little icon was on the bottom of your screen saying DON’T SHOOT YOU WILL HURT YOUR SELF…but ppl complained that this was OP and impossible to counter, and guess what, it got nerfed because ppl couldn’t control them self’s to stop shooting for 3 sec or take off auto attack
So, if ppl keep complaining it will get changed just like confusion, cause anet play’s to the simple minded zerglings and these zerglings will continue to shoot at the dome no matter the color change cause there simple mindedcool another ranger rage xD tbh this is the first complaint ive seen, feedback is already a huge skill with the gigantic dome sticking in your face, youre given the thought “hmm is this friendly or hostile” so you are given the oppurtunity to fire and test it dealing maybe 500-2k dmg to yourself, dont be ridiculous its nothing like confusion, as skill that can damage 5k per ACTION over a 15sec time slot, imo its still a little overpowered with perplexity currently in but im sidetracking, Feedback working as intended
lol my goal of the post wasnt to say something wasnt working as intended, but that anet will cater to many of the simple minded ppl that want to put as little effort as possible into playing this game, i know that confusion needed the nerf but so bad as it only worked on your action, but anet bombed its dmg, and now that the simpleminded ppl want this change to make playing less risky and easier anet will see the cry and and if there track record serves, do it
also that simpleminded zerglings are just dumb and want things easy as possible
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as much as im against zerging, just find one and join it, you can go naked and you would be fine
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laziness to an all new lvl
Storm Bluff Isle [EVOH]
to all the ppl that say that coloring the dome would just be a big flag to not shoot at it…remember confusion? when you had it al nice little icon was on the bottom of your screen saying DON’T SHOOT YOU WILL HURT YOUR SELF…but ppl complained that this was OP and impossible to counter, and guess what, it got nerfed because ppl couldn’t control them self’s to stop shooting for 3 sec or take off auto attack
So, if ppl keep complaining it will get changed just like confusion, cause anet play’s to the simple minded zerglings and these zerglings will continue to shoot at the dome no matter the color change cause there simple minded
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or, instead of needing WXP points and making it Op for large servers, remove the needed WXP points and just add this to the outnumbered buff so its useful for ppl that need it
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Here’s an idea I’d like to hear some feedback on: What if guilds were able to hire Champion Guild Mercenaries from their upgrades that they could deploy somewhere in WvW. I say mercenaries, but I mean one. Currently, Guilds can claim a location and give it whatever active buffs that guild has. However, what if they were able to post a Guild Champion somewhere in WvW, whether they were the active claiming guild or not. This would allow many smaller guilds to contribute to defending an area around the clock. Plus, it would look awesome to have a bunch of champions (or even just one or two) sporting different guild emblems.
This, of course, has some variables. Do the champions expire when they are defeated or when the timer ends? If they respawn on a timer, what is their default behavior? Would we be able to specify if we wanted a Guard, a Rogue, or an Archer? Would a larger guild be able to research into stronger mercenaries or just more of them at the same time?
Tell me what you think.
i have been looking for ways to make guilds in WvW more useful than portable buffs, and i kinda like his idea, but there would have to be a cap within towers and an area cap for this for you would end up with 50 champs in one tower, which wouldn’t be good lol
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ITS SUPPOSED TO TRICK YOU!!!
Thats the biggest bullkitten ive heard so far ….
mesmer lore =/= mesmer gamemechanics
Please explain to me why my character is able to distinguish every other enemy spell from friendly spells, including other mesmer spells like nullfield by the red outline(which clearly should “trick me” because mesmers, right ?! ).
And i don’t think it would be a mesmers intention to trick his own entire team, leading them to cease attacks in order not to hurt their own team. Furthermore if you want to give me that logical lore bullkitten how does a purple reflection bubble differentiate between friend or foe ? How are friendly characters immune to the effects and how does a spell know which person to hurt or not to buff?
The gamemechanics are based on functionality not on lore and realism.
Im not sure but i think Time Warp doesnt have an indication either, which would be helpful to know since it buffs people with quickness and generates an etheral combofield.
cough, enemy feedbacks have a red outline -_- “You are not ready” (sensei voice)
no but seriously get your facts right before you start mouthing off, work as a team so they know when youre placing down your FB and TW or its going to confuse them, and yes mesmers are there for deception, skillwise and lorewise
cough, when theres 40 ppl fighting at one spot, you CANT SEE THE GROUND, much less the color of the ring at the base of the dome -_-….and your deception for mesmers argument is invalid cause its not just TW and FB that has this issue, so is guardian wall of reflection and other skills
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lol this is what the yaks send at is at this time at night, 3 times this time we used golems to counter
GOLEM WARS 2
Storm Bluff Isle [EVOH]
Then you supply trap the camps. You supply trap everything. 60 man zergs loosing 50% of supply is a big deal. Those numbers are hard to get back up without towers full of supply.
Coverage is an obvious issue but changing siege isn’t the answer. Having two trebs behind doors would double the poison supply removal. Trebs also hit golems very, very hard. They would only survive 5-7 hits from a sup treb.
to bad supply traps only affect 20 players, weather they have supply or not.
also with the current build mastery you can insta drop all your supply into objects, as for that many of the masterys more favor attackers over defenders. as does most things in wvw, but thats another discussion all together
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(edited by denimdan.8642)
Ok so this is my first post on here, so I will not boast or belittle anyone (this time anyway), the week is coming to an end, and I had a great deal of fun (even after getting run over by the massive SBI zergs, over and over again, you guys are like roaches, just keep coming and coming). The beginning of this week I witnessed some very intense, battles some we won, some we lost. With that said I would like to give much respect to the lone Warrior from SBI, the guild Elite Vipers of Hell (EVOH), I encountered south gate of Bay on YBBL, on Tuesday (11/5/2013). Even after getting owned, by his group, he showed a tremendous amount of class with a /bow and /salute, over my downed body. I was thinking after all the hype and hoopla of the fight that went on, and the many disrespectful players out there (from our side as well as others). It was extremely refreshing to see such respectful play, even when winning (by a not so small margin). This is what the game is about, fun and respect to others, win or not. I have been gaming for a very longtime, like before computers (yes kids there was a time without cell phones or computer games), I started with D&D way back in like the year 1981 (looking at my original print Dm/PLY hand book as I say this… sniff..). It is actions like what I saw from this lone Warrior, that makes me keep gaming, even in this new era of no paper or DM’s (or imagination… lol). I do hope to meet you again on the field, maybe we could even 1 vs 1 (as long as you don’t spam that so needed to be nerfed interrupt build), I would be honored to duel with you (win or not). ANET should seriously think of making an Honorable Mention title for fair and respectful play. My first vote will be to this afore mentioned warrior.
Please look for me in game; I would be honored to fight you again anytime.~Near Death too You (main account)
~Fire the Hazard (second account)
House of Dion
Yak’s Bend
i wish i could tell you witch of our guys did it, but idk who was on warrior that night. its nice to find good roaming fights again, we look forward to meeting you and other yak groups roaming the mists.
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remember this to though, many ppl in WvW only there to karma train, and alot of commanders are the same, they dont like to place defensive seidge so you cant plan on relying on the fact that a commander will bring a zerg to build the acs, cause most of the time this isnt so
The way WvW would be changed there really couldn’t be nearly as much Karma Training as there is now and servers, who do not build defensively would not do as well unless they could stop the other servers from attacking the towers properly with numbers advantage.
Then again server who are karma training have numbers advantage already this is why they can karma train so they wouldn’t have to play very defensively that would have to not mindless run there zerg into the gate to actually take a tower places trebs and siege it
server tha karma train still will, because takeing the towers will still give more of a bonus than defending sadly, unless this changes, karma training wont die…no matter what changes like this we make.
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i completely agree with you guys, i love a good seidge…but at times i do think that the mega blob has a slight unfair advantage with there endless amount of supply and you only have 2 guys in the tower, with eles and rangers able to kill 90% of seidge placed on walls, even with vry well placed seidge is extremely tough at times
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first off, its 10 supply every 30 sec not 10 sec
second, regular acs do kitten dmg and any one that has even a little bit of regen can out heal them. atm it takes about 3 acs to out pace 1 ram on a paper gate if the rammers swap out so it keeps hitting. So with out sup acs it now will take more ppl and more acs to defend a tower aginst just 1 ram.
third, your destroying small groups and promoteing zerging, with 150 supply to build a ram it will now take min 15 guys to drop 1 ram. and you need 30 ppl to just build the 3 acs needed to stop said ram, so this in no way helps defence. So, just no there
fourth, one a 2 ac limit in towers, means you cant stop any attack on the tower without a zerg there to stop them
your original purpose of this post was to aid small groups defending towers and keep. in reality your entire post crushes any hopes of small groups defending any thing or taking something for that matter and promotes mindless zerging
First, I apologize for being misinformed about the supply camps
Second, Originally I typed out to buff regular AC to superior and took it out because I felt it would be too strong and I forgot to increase the amount of AC that could be placed in a tower now that it was just regular
Third, I have no intention of wanting smaller groups to be taking towers its built on smaller groups being able to defend what they own against bigger zergs I also wanted the amount of ACs to be put in a tower to be discussed I dont want to make taking an objective impossible just a lot harder then it currently is
Lastly, If your running in a group under 15 people flipping camps stopping yaks and spiking enemys is a lot more effective then trying to ninja a tower for 5 mins with 5 people you can also find and kill will amount to more points then the 10 you would get for the tower for that one tick
Attacking shouldnt be as easy as it is. On low pop servers WvW has no stability
I will edit the AC numbers and reconsider making them Superior Thx for the insightsecond point….with the current pvt armor meta and ram buffs any thing short of 2 sup acs cant stop 1 ram. i dont believe there should be an ac cap for towers of less than 5 if there is one at all.
third point…by increasing the amount of supply for both rams and acs you make it so a small group will have a vry difficult time siedgeing up a place, takes long enough as is to get 3 sup acs up in a tower at 40 supply each, when you have to run the supply from a camp.
i agree that takeing a tower or keep shouldn’t be as easy as it is, but your changes are still drastically hindering defensive capability as it will take 10 runs of supply to build 1 ac, and thats alot of time wasted that most defenders dont have time to waste
Well I believe that once you take back a tower you should siege it up as a commander taking the zerg on two supply runs to get two ACs up to hold a tower. Also remember that these are Regular Rams they will die before they can get the gate down if there is 2 constant ACs on them and of course there would have to be a lot of testing to be done with this, but I dont believe it would be fair to just bump up the cost of Rams 110 supply and not move ACs at all, like I said I want it to be a lot harder to take a tower but not impossible
A 50 man zerg in theory could get 3 rams up on a gate for 450 supply while in ACs for 500 you could have 5 ACs dealing damage to the rams and the zerg so even if the reinforced tower had zero supply if it was sieged up by a commander prior to the assault (good defensive practice for a commander) your chances of holding a tower are much much higher then they are currently. Then again on the flip side if you ignore siegeing the tower prior you may get into supply trouble trying to put up ACs and hopefully will learn to siege before you push your zerg out.
If this was implemented Reset night would be more focused on holding and siegeing everything in your corner before rushing other teams corners/keep
Also this will make a lot less Ram play and a lot more strategic cataing and trebing
Again thx for the posts it makes me think of factors initially that I may have missed I enjoy the criticism
remember this to though, many ppl in WvW only there to karma train, and alot of commanders are the same, they dont like to place defensive seidge so you cant plan on relying on the fact that a commander will bring a zerg to build the acs, cause most of the time this isnt so
Storm Bluff Isle [EVOH]
first off, its 10 supply every 30 sec not 10 sec
second, regular acs do kitten dmg and any one that has even a little bit of regen can out heal them. atm it takes about 3 acs to out pace 1 ram on a paper gate if the rammers swap out so it keeps hitting. So with out sup acs it now will take more ppl and more acs to defend a tower aginst just 1 ram.
third, your destroying small groups and promoteing zerging, with 150 supply to build a ram it will now take min 15 guys to drop 1 ram. and you need 30 ppl to just build the 3 acs needed to stop said ram, so this in no way helps defence. So, just no there
fourth, one a 2 ac limit in towers, means you cant stop any attack on the tower without a zerg there to stop them
your original purpose of this post was to aid small groups defending towers and keep. in reality your entire post crushes any hopes of small groups defending any thing or taking something for that matter and promotes mindless zerging
First, I apologize for being misinformed about the supply camps
Second, Originally I typed out to buff regular AC to superior and took it out because I felt it would be too strong and I forgot to increase the amount of AC that could be placed in a tower now that it was just regular
Third, I have no intention of wanting smaller groups to be taking towers its built on smaller groups being able to defend what they own against bigger zergs I also wanted the amount of ACs to be put in a tower to be discussed I dont want to make taking an objective impossible just a lot harder then it currently is
Lastly, If your running in a group under 15 people flipping camps stopping yaks and spiking enemys is a lot more effective then trying to ninja a tower for 5 mins with 5 people you can also find and kill will amount to more points then the 10 you would get for the tower for that one tick
Attacking shouldnt be as easy as it is. On low pop servers WvW has no stability
I will edit the AC numbers and reconsider making them Superior Thx for the insight
second point….with the current pvt armor meta and ram buffs any thing short of 2 sup acs cant stop 1 ram. i dont believe there should be an ac cap for towers of less than 5 if there is one at all.
third point…by increasing the amount of supply for both rams and acs you make it so a small group will have a vry difficult time siedgeing up a place, takes long enough as is to get 3 sup acs up in a tower at 40 supply each, when you have to run the supply from a camp.
i agree that takeing a tower or keep shouldn’t be as easy as it is, but your changes are still drastically hindering defensive capability as it will take 10 runs of supply to build 1 ac, and thats alot of time wasted that most defenders dont have time to waste
Storm Bluff Isle [EVOH]
first off, its 10 supply every 30 sec not 10 sec
second, regular acs do kitten dmg and any one that has even a little bit of regen can out heal them. atm it takes about 3 acs to out pace 1 ram on a paper gate if the rammers swap out so it keeps hitting. So with out sup acs it now will take more ppl and more acs to defend a tower aginst just 1 ram.
third, your destroying small groups and promoteing zerging, with 150 supply to build a ram it will now take min 15 guys to drop 1 ram. and you need 30 ppl to just build the 3 acs needed to stop said ram, so this in no way helps defence. So, just no there
fourth, one a 2 ac limit in towers, means you cant stop any attack on the tower without a zerg there to stop them
your original purpose of this post was to aid small groups defending towers and keep. in reality your entire post crushes any hopes of small groups defending any thing or taking something for that matter and promotes mindless zerging
Storm Bluff Isle [EVOH]
and if we do get this great thing, do you relise how many ppl would wine about the encumbered effect there constantly getting in a zerg fight? all because there bags are full and they have auto loot.
imho we dont need auto loot, just the ability to loot while downed, that would fix 90% of ppl complaining that they couldn’t get there loot
Storm Bluff Isle [EVOH]
i very much like this idea, and would love to see it posted on the suggestion forms if it hasn’t alrdy…it could ultimately give small groups the advantage they need against the mega blobs in chokes. As with this 3 or 4 guards could body block the choke for the eles, necros and rangers to rain hail on the opposing front lines and it would make the blob fights more realistic
not what it currently is with both blobs run through each other and the faster to re stack and push through again wins
but yes sadly as pejot said, if you think the server is laggy now, it would only be worse. So, until anet fixes there servers i doubt we will see great things like this become a reality in the game
Storm Bluff Isle [EVOH]
(edited by denimdan.8642)
And especially since I’m more of a solo roamer, I’m not getting any of these major objective caps.
run from keep to keep, kill 2-3 guards and wait till you your zerg does the rest while you do your roaming thing. no need to grind the large objectives
this guy is very right, you never have to karma train, just as you roam past a tower or keep, run up and kill the guards, if you do this to every tower and keep on map then you will get bronze when if your side caps it and credit twards the event, u just have to retag the guards if you leave map
Storm Bluff Isle [EVOH]
this is kinda funny cause 3 or 4 rangers can maintain the same about of immobilize for a long time now and no one said a word about that, but now that other can its omg this is op
Storm Bluff Isle [EVOH]
If your commander is telling you not to fix the wall and to let your opponent cap it without any resistance, then he’s probably karma training.
and if your commander is karma training. you should ignore him and dig a really deep whole in the place he said not to defend, push him in it so hes bait for the enemy and hes never herd from again. karma train mentality is runeing WvW
Storm Bluff Isle [EVOH]

