Showing Posts Upvoted By thealienamongus.1968:

Why EBG is unbalanced for blue side.

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Posted by: WhiteAndMilky.2514

WhiteAndMilky.2514

Before I realized this was a troll thread I was about to rage so hard

This thread is about resource nodes, not trolls. Please stay on topic.

I play all the things 80. Pew Pew Pew. Killin joor commanders.
4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native

Why EBG is unbalanced for blue side.

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Posted by: Waffler.1257

Waffler.1257

The blue side has the grub though.

And red has the spirit!

Green doesn’t get anything!

Unbalanced plz fix anet.

They are counter-balanced by the fact that red keep has bugged stairs going to the water gate and blue keep has a repair guy that’s hard to find.

Why EBG is unbalanced for blue side.

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Posted by: Harbinger.8637

Harbinger.8637

The blue side has the grub though.

And red has the spirit!

Green doesn’t get anything!

Unbalanced plz fix anet.

Guardian WvW Guide!
Heavens Rage

WvW Wish List!

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Posted by: testpig.5018

testpig.5018

I love WvW. And can’t wait to see what the future hold for it. And with that, here is my wish list of things i would love to see added to WvW!

Hopefully someone at Anet dev team would see some of these suggestions and implement them!

-Guild Rams, trebs/siege!: half price and extra damage with a sexy guild skin, like the improved guild cats!
-Guild Commander: like the 100g commander book, only it works for guild mates only!
-The return of Orbs of Power!(require keep lord death before orbs can be manipulated)
-Change the power value on orbs to have some negatives for controlling to many(the more Orbs of power your server controls, the more damage your keep doors/walls/npcs receive. 1 orb : 0%, 2 orbs: 10%, 3 orbs: 20%, previous benefits from the orbs will remain.
-Adjust the outmanned buff, please add: siege damage output increased by 20%, keeps/towers/npcs damage taken reduced by 20%
-Only Allow 1 Golem to be in an area at a time, have the golem projectile buff be constant(only 1 golem can be in the projectile buff at any given time). Golem role changed to siege protector.
-Have the Supply capacity increase from WvW abilities stack with +5 supply benefit from guild art of war upgrades.
-Create underwater siege engines.
-Try to bring a bit more balance to the tower placement in WvW(this is a hard one), but the first place server(GREEN) has the best placement for it’s towers in relation to it’s keep, making it the easiest to protect each of it’s towers with mortars from the keep. Perhaps change the GREEN to the 3rd place server[so they can defend easier]. Keep BLUE as the 2nd place server keep, and change RED to the 1st.
-Reduce the range on trebs by a very tiny bit, so that players can no longer Treb SM from the overlook in EB. or be able to treb Bay keep from Garrison.
-Reduce the cost of WvW structure upgrades… money’s tight!

Siegecraft: New crafting profession.

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Posted by: Ralathar.7236

Ralathar.7236

I would like to see them implement a new crafting profession focused on making siege. My inspiration for this is old school Dark Age of Camelot and them implementing it in their game.

I think it’s very important for everything to be made be a side-grade or minor improvement. I don’t want power creep giving us better than superior rams. But I do think the current siege system could be fleshed out to be more interesting then “basic ram” vs “superior ram”.

Ideal cost of this siege ranges from less than current normal siege to more than superior versions of current siege. All relative to how powerful it is.

Ideas for what you could craft: Each of them having multiple levels all the way up to final effectiveness (and tradeoff).

Common themes through all siege weapons:

Siege: Focused killing other siege and enemy towers/keeps. Siege ballistas would cause 50% more damage to all, but 25% less damage to people. Siege Rams would do slightly increased damage of normal rams and protect the ram driver from a small % of damage, Siege Cata’s and Trebuchets would do slightly more damage to all but reduced damage vs people.

Razor: Every shot causes stacks of bleeding, if a shot already caused bleeding it would double it. However direct damage is lowered. It would do overall more damage to people, but at the expense of doing it over a little more time. In addition all except arrow carts would cause a few stacks of vulnerability on every shot or double the normal vulnerability if it already caused it.

Plague: Every shot causes stacks of posion, if a shot already caused poison it would double it. However direct damage is lowered. It would do overall a fair amount more damage to people, but at the expense of doing it over a more time. In addition all except arrow carts would cause short duration weakness and crippled on every shot.

Flame: Every shot causes stacks of burning, if a shot already caused burning it would double it. However direct damage is lowered. It would do overall more damage to people, but at the expense of doing it over a little more time.

Frost: Every shot causes a short duration chilled. These would be deployed to assist in area CC of enemy groups. Reduced direct damage.

Shoddy Shoddy siege takes 50% reduced supply and is cheaper to make, however all stats but range take a 50% penalty. Useful for low supply situations, intimidation, or finishing off the last little bit of that gate or wall without wasting full supplies.

Deadeye Deadeye siege has 20% additional range, but direct damage is lowered. Not available

Durable: Durable siege has double the normal hit points. However the siege does reduced direct damage as a tradeoff.

Quickfire: Quickfire siege has reduced cooldowns on all shots, but does reduced damage as a tradeoff. In comparison to a normal ram the Quickfire ram would do slightly more damage over time, however other siege may make better use of alternate firing mods.

Rashanala – 80 Elementalist
Ehmry Bay – Legion of the Iron Hawk [Hawk]

(edited by Ralathar.7236)

Suggestions for improvements for WvW

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Posted by: Otokomae.9356

Otokomae.9356

Really, the craziest thing about this game is that we STILL don’t know how many points we’re playing for in WvW, where all of those points are coming from, or how the points are calculated. Simply releasing this VITAL information would be a huge boost to the game, in my opinion.

Bakuon/Bakuon Thief [MAS]/ ex-[ATac]

Upgrading &building siege NEEDS to reward WXP

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Posted by: MrChandMan.8253

MrChandMan.8253

Just like how crafting is buying regular exp, buying upgrades should reward wxp. The more expensive the upgrade, the more wxp is rewarded.

Building siege rewards regular exp, why should it not reward wxp too?

There’s no need to “break up the zerg” or nerf this and nerf that. Just make it so there is at least some incentive to pouring money and time into the non-glamorous, tedious, difficult task of building up defense in keeps and towers. I’ve never had a problem with zergs. I always liked running in huge zergs for a little while, then stopping and focusing on defense. I’ve always liked the defensive aspect of the game, but now zerging is the ONLY way to get wxp. To not zerg is now not only rewardless, but it is detrimental to your character.

Rewarding wxp for upgrades and building siege seems like the simplest, most logical, common sense way to balance things out. If you think about it, it makes no sense that it’s not this way already.

Tarnished Coast Militia/[CERN]

Suggestions for improvements for WvW

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Posted by: RashanDale.3609

RashanDale.3609

heck, I’d just like four different maps… would be great if it was four different maps, each having a unique characteristic or some sort of environmental/atmospheric difference. To take that a step further, have them relate to each other somehow so that controlling one has a real effect on the others so you have a reason to have people fighting in each of the four realms.

while hard, possibly impossible, to balance, this would be awesome. similar to one of OPs suggestions, i would love to have charr-/asura- oder norn-themed battlegrounds (but mainly charr. with cannons and big artillery of course. and drivable tanks.).

What also concerns me are walls (in addition to the oil/canon-issue):
I think they are supposed to give defenders an advantage, but while attackers can easily plaster the walls with ground-target AoE, defenders have to stand on the foremost part of the wall in order to cast anything because of how poorly LoS is calculated in this game which makes them very vulnerable. (on the other hand, everything that isnt ground-target is reaaally bad if youre besieging something. again, due to stupid LoS)
Using siege on walls doesnt work that well either. unless it is placed on the very last pixels of the wall, it melts in a couple of seconds.
So either give defenders an advantage in the form of a damage reduction (or something similar) or make it harder to cover walls in AoE

Minor stuff:
-If upgrades with karma arent an option, we should at least be able to upgrade stuff with badges.
-you can heal up downed players way to fast. the revive-speed should be slowed down.
-the penalty that gives you less downed-hp everytime youre downed wears off waaay too fast. should be changed aswell.
-balance the food buffs. effects like +-40 condition duration are just broken compared to other foods

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Suggestions for improvements for WvW

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Posted by: Lysander Freeman.4186

Lysander Freeman.4186

heck, I’d just like four different maps… would be great if it was four different maps, each having a unique characteristic or some sort of environmental/atmospheric difference. To take that a step further, have them relate to each other somehow so that controlling one has a real effect on the others so you have a reason to have people fighting in each of the four realms.

Suggestions for improvements for WvW

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Posted by: Serophous.9085

Serophous.9085

Just my few cents, and probably some flames.

*Increase base guard health, dmg, and armor. IMO only, a camp shouldn’t be taken just by one person, even a fully upgraded camp can easily be pounded by one. I would think at least 3+. Most of the times, camps arent fully upgraded anymore, just the increase supplies, and then let it be.

*I agree that people who build and upgrade (especially upgrade), should receive wxp. I would go with what was said, every 2 supply used, gain 1-2 wxp. For upgrading, the higher the cost, the more wxp you get.

*With the dolyaks themselves, anet has to be careful with rewarding them again. Remember, in the beginning bots were tagging along with them to just gain the xp to level, taking up space in the BG. Maybe if the dolyak is attacked and defended, then you would be rewarded wxp for a success or failure. If nothing happens, then no reward.

*The Skritt and centaur camps. While they are basically ignored, why not give them a purpose different than mercenaries? For example: Take the centaurs, dolyaks move faster. Take the Skritt, dolyaks have more supplies. Or make them affect keeps, or something.

*For the orbs, I am surprised this hasn’t been implemented already.
Orbs: give +20%(adjust to whatever) increase to wxp, xp, karma
Outmanned: Increase health by X%, no armor repairs, +5 supply carry. (adjust or change whatever).
Thus, orbs are just a bonus that really doesn’t effect play, and outmanned gives the people a chance. And yes, alter can’t be attacked till lord is dead.

*Maybe add some titles to how you are spec’d using the wvw bonuses. Example: If you have seige dmg, ballista dmg, and cannon dmg maxed out, you get the seigemaster title.

*For some future abilities for wvw to put points in:
Seigebuilder: for ever rank, reduce the cost a seigeplan requires by 2 (i believe there are 5 ranks? so just minus 10 supplies.)

Repairman: When repairing walls and gates, increase amount repaired by 1-5%.

*percentages for walls and gates.

thats all i have for now, I’ll add anything else if I think of it.

Rangers are OP

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Posted by: Dawdler.8521

Dawdler.8521

Did you say Rangers are OP? Then nerf Theives and buff Mesmers. That’ll fix the problem, Anet style.

Rangers are OP

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Posted by: renmei.3102

renmei.3102

You were one-shot by a NPC.

Suggestions for improvements for WvW

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Posted by: Bethryn.4087

Bethryn.4087

Oh, and I just remembered another one, but can’t edit it in due to post length.

  • Siegerazer resets if all his placed siege has been destroyed, or after a certain time limit expires. It’s counter-intuitive, but players leave Siegerazer alive after destroying all his siege, as doing so prevents the enemy server from starting another break-out event. While I accept this is a legitimate tactic at the moment, the event should be redesigned to prevent this behaviour.

NA- T2 servers, let's organize some fights.

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Posted by: SmokeyNYY.7841

SmokeyNYY.7841

isn’t this what spvp is for?

NA- T2 servers, let's organize some fights.

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Posted by: Convenant.7092

Convenant.7092

If you’re sick of this zergfest and you’d like to come have some real challenge or fights, whisper me ingame and we can arrange fights, skirmishes or simply go in the same zone to stray away from the zerg.

Thanks!

WvW Post 3/26 Patch Etiquette Has Diminished

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Posted by: Centrix.4065

Centrix.4065

Backing off when the commander says ‘charge’ will almost always result in you dying anyway, and will certainly result in the attack failing and a lot of cheesed off dead people on our side. Remember combo fields can be very powerful in wvw and standing in a bunch might actually help you live longer.

Yes!

Do NOT stay behind when the commander says charge. Whatever the situation is. If you are one of the few that stay behind, what do you think will happen? The enemy (who also charges) will end up on your location with full force and you will die. If you charge with your commander and allies you get boons, condition removal, heals and protection from the Max-5 aoe-limit. Charging together is the best option and you shouldn’t think twice about it when your commander tells you to go.

I’ve seen it happen countless times before, especially when pugs follow a guildraid. The entire guild charges, downs many enemies, but because some pugs stay behind, they get killed, rallying the opponents again, leaving the guildraid with an even harder challenge.

If you follow a guildraid, please try to follow 100% or don’t follow at all. It sounds harsh, but not doing so does more harm than good. It’s also one of the reasons why many guildraids now turn off their commander icon. If you think you’re unable to follow and can’t think of anything to do, ask the commander how you could be of assistance in another way. I’m sure they’ll be glad to give you something fun to do if they see you’re really trying to help.

Lv.80 Elementalist, Guardian, Necromancer, Thief
[VII] Seventh Legion | http://twitch.tv/censtudios

(edited by Centrix.4065)

Portals + Invisibility Ruin WvW.

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Posted by: Otokomae.9356

Otokomae.9356

Eh, portals and stealth aren’t really the problem. The problem is the seemingly random way in which the “5 man rule” is applied; I mean, nearly every AoE a single player can throw out hits a maximum or 5 people, and most buffs do the same, but portals can carry 20 people, and even worse, Mesmer Swiftness and Stealth appears to work on an unlimited number of people. It really should take more than 1 person to stealth an 80-man zerg, especially if the rules are set down so that 1 person is simply unable to attack them in any way (even arrow carts won’t hit the massive zergs we’ve been seeing in Tier 1 lately.)

Bakuon/Bakuon Thief [MAS]/ ex-[ATac]

Portals + Invisibility Ruin WvW.

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Posted by: John Widdin.9618

John Widdin.9618

and static field to stun and daze anyone coming through.

Portal bombs are so 2 months ago.

Zachary ~ Mesmer/ John Widdin ~ Warrior/ Zazmataz ~ Engineer
Maguuma – [TriM][DERP]

WvW Post 3/26 Patch Etiquette Has Diminished

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Posted by: Zander.4763

Zander.4763

Everyone notice that since the WvW patch, we’ve gotten a slew of new folks or people who haven’t played WvW because of the culling issue, coming back to give it another go? With that, I’ve heard countless times since, commanders and other veteran WvW players complaining that people are not coordinating like they did pre-patch and that they are more in it for themselves. I’m not here to kitten about it, I just want to let people know how we’re used to running and maybe get of them more intune with effect practices so we can stay coherent.

  • This Isn’t PvE*

First of all. I respect you as a player of another game type, PvP/PvE/Dungeon Runner but you need to understand, the regulars out there in WvW are trying to help their server in a gameplay type that requires consistent cooperation, communication and coordination. You can’t have the “I can do what I want” attitude coming into WvW and be successful. You need to help us out by being effective in these areas I just mentioned as It greatly impacts the outcome of the game.

  • Following The Commander*

Commanders, whether good or bad in your opinion, are more than likely trying to do what’s best for the map and our server. Please listen to what he/she has to say, assess the situation and make the best decision on behalf of the server. If your commander asks you to “Stack”, that means they are trying to gather players to coordinate an effect strategy, get a player and supply count (“/supplyinfo”) or preparing to give YOU buffs to be more powerful in WvW. Do your Commander a favor, stay on their pin unless otherwise directed or and listen to what they have to say.

  • Understanding Map Priorities*

Whether it’s Borderlands or Eternal Battlegrounds, your server’s piece of the territorial pie is priority, starting with your local keep. Whether it’s Bay or Hills, make sure you own the keep and tower closest to your spawn. Once secured, camps can be held much easier and Commanders can plan for advancing through the rest of the map. Pretty simple common sense to follow in WvW. The other strategies you can figure out by observation.

  • Reviving The Downed*

Reviving does not give you WXP (WvW Experience Points) but it does give you overall XP for your character advancement. Players seem to be skipping over their downed teammates and thinking of getting kills instead. This hurts the overall effectiveness of the pack and strategy of winning. We understand that opponents may need to be cleared out before its safe to revive but more often, people are just leaving teammates down because they are concerned more for their WXP. Please revive down players instead of going for that kill.

  • Using Map/Team Chat*

Using chat is one of those misunderstood strategies most people have a hard time with. I know there is no “official” priority in chat but I think those of us who play a lot, know that Team Chat “/t” is used to convey vital information about enemy movement, objective vulnerability percentages, priority needs and commander instructions. Map Chat “/m” is used more convey secondary information like upgrade completions, small squad movements and general chat. TBH, most don’t follow this etiquette but it helps us differentiate the priority of open chat.

  • Staying Supplied*

As you run the maps, you need to understand the importance of staying supplied. It should always be one of the first things you should do when entering a WvW map. Many reasons for staying supplied include building siege or repairing with in a party or running solo. Staying supplied gives the commander more flexibility when it comes to devising strategy and keep or objectives being attacked, more time to remain in our possession for TTP gains. Please stay supplied as much as possible.

  • 1 Tap Yaks*

Whether or not it’s on your dailies list, yaks provide an easy way to get XP and Karma. If you’re running in a small group or alone, killing yaks keeps the supply low of your opponent and starves them of upgrades, offensive and defensive strategic opportunity. The issue becomes when in everyone is trying to gain something personally to obtain that daily, XP/Karma and they don’t give the players around them the ability to gain the same experience. You only have to hit the yak once to get credit. Please don’t rapid fire the yaks when running with others as they won’t get credit when the yaks downed if they did not get a chance to “tap” it. Give your fellow players the chance to get that credit.

There is more I could add but these basic courtesies will elevate the quality of your gameplay experience in WvW and allow everyone to have a good time while getting their dues.

TLDR; Help your server out by following a few basic and polite unwritten rules of engagement. In the end, you will benefit more from it than trying to go out and gain those experiences on your own and being in it for yourself.

Most wont read this so link it to them.

WvW Rankings! Whats your current Rank?

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Posted by: Urrid.4593

Urrid.4593

Around lvl 5-7 on a number of alts (yeah I ain’t gonna stop playing them all just because Anet wants me to)
It’s a broken system anyway. Just got to rename karma farm to Wxp farm and we are good to go.

Anet missed an incredible opportunity to reward the guys who defend those camps, buff those yaks, build oil, and all those little things that make those wooden structured turn into actual fortifications.

A million times this…. THIS!

Building up a broken cannon/oil should = WxP. Repairing a gate is currently the only outright “defensive” thing that currently rewards WxP if a tower/keep/castle is defended or lost.

Someone awesome (Hydro <3) suggested that there be WxP based yak escort upgrades that people could build on yaks such as a potent flamethrower. Give people that want to escort yaks and sit in towers on sentry a reward or small advantage like the current system rewards zerging!

level 80 – Coral = Level 9
level 60 – Urrid = Level 6

This is playing a lot in T2.

Coral -Mesmer- Omnomnivore and TC’er.

(edited by Urrid.4593)

WvW Rankings! Whats your current Rank?

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Posted by: bradderzh.2378

bradderzh.2378

Around lvl 5-7 on a number of alts (yeah I ain’t gonna stop playing them all just because Anet wants me to)
It’s a broken system anyway. Just got to rename karma farm to Wxp farm and we are good to go.

Anet missed an incredible opportunity to reward the guys who defend those camps, buff those yaks, build oil, and all those little things that make those wooden structured turn into actual fortifications.

In reference to ascended items:
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.

"WvW is disappointing because..." thread.

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Posted by: stratosphere.9401

stratosphere.9401

1. No reason for zergs to split.

I mean there is bound to be zergs, or the “main army” of any force. The issue is that the maps are wayy too small with too few objectives and one zerg can just run the whole map in less than an hour. There is no tradeoffs to rukittenerg. There is no reason to stay and defend objectives simply because you can just run back and recap it in a few minutes.

2. Few solo/small group content

Sure there are supply camps to flip. But they can be easily flipped back by another zerg with greater efficiency, making the experience so unimpactful. Partly because there are too few of these objectives and objectives are located so close to each other.

Escorting/killing doyalks are only crucial if you have lay siege/defending a keep. Other wise it is largely unimpactful in the long run since zergs can just take over nearby camps and supply up.

3. No comebacks and strategy

This is a result of the above points. Wvwvw is just a numbers game without any need for organization. Sure there are many organized groups around but they can barely hold an objective, much less beat a larger group out there. No outmanned stat buff means that the only goal of wvwvw is to encourage guilds with different timezone to play in your server such that there is 24/7 superior numbers, only then you can manage to move up tier.

Sure if you very little manpower there is need to organize them. But once you have enough people the zerg train would prevail, and no amount of manpower allcation can stop them even from running through the whole map.

4. Offense>Defense
In war you capture a tower/fort so that you can have tactical advantage over an area. Even if the keep is lightly defended you can hold for a considerable amount of days. Here the keep fall within minutes if you get outnumbered twice, no matter the amount of siege placements in your keep (since the enemy can do the same). Guards do barely anything and doesnt even scale with the number of enemy in the area, so even superior numbers are needed to defend any objectives. Futhermore you can treb an enemy objective from your own tower/keep, making offense much easier.

5. Slow relative progression
Those who want to level through Wvwvw or simply do not want to PVE progress slower, and to some extent, do not progress at all. This is simply unfair since wvwvw also uses PVE gear. I think there are many topics on this and I shall not rehash this further.

6. Just another mini game

I mean if devs have supported/made improvements to the game it would potentially attract the rvr crowd. The clear priority of updates go to PVE and few actions are taken to address the community concern. It is clear the wvwvw is just for any one who wants to pvp without relying on their skills too much.

(edited by stratosphere.9401)

"WvW is disappointing because..." thread.

in WvW

Posted by: Otokomae.9356

Otokomae.9356

Killing a Dolyak doles out 1 point per person involved in the kill. That’s right, if you SOLO a Dolyak, you are actually LOSING POINTS & hurting your server in this game; you were SUPPOSED to kill Dolyaks as part of a 10-man team according to the rules set down by Anet!

This makes absolutely no sense at all, that you would get BONUS POINTS for bringing tons of people to kill a Dolyak instead of doing it the (arguably) harder way, by sneaking into enemy territory and soloing it. So for those of you hoping for an end to the zerg-friendly nature of WvW, don’t hold your breath. Even the simplest rules such as this are designed to PENALIZE you for running in any group smaller than 10.

Bakuon/Bakuon Thief [MAS]/ ex-[ATac]

(edited by Otokomae.9356)

"WvW is disappointing because..." thread.

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Posted by: Zorion.7504

Zorion.7504

…´cause Killing players dosnt count as helping your server in terms of “points” only static objectives gives points, and this is why zerging will always be the way to go in gw2.

kill vs death raitio point system around every static objective, with bonus points to the side who owns the objective would change WWW to the better IMO.

"WvW is disappointing because..." thread.

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Posted by: ionix.9054

ionix.9054

1) 0 character progression. Carrying extra supply is not character progression to me

2) Items unique to RvR that have COMPARABLE skins to PvE. I actually have to PvE to get skins that I think are awesome. And comparable ascended options available

3) Virtually NO community. Because servers have the potential to switch there is a lack of rivalry with enemies. There is no fun trash talking via forums, no people calling eachother out, and unless I missed it no server v server forums. These rivalries/alliances are what bond a home realm.. or in this game the server.

4) Lack of indivudalism. Zerging is rampant. Unfortunately it is obvious that game companies prefer zerging. Every pvp game I play caters to this. I don’t know who the good players are, or the players that play the most. It’s an endless stream of zergs and randoms. People getting absorbed into the zerg then break away. If you asked me who the good pvp guild is on my server (small efficient, potent 5 man) I would not be able to tell you and I play a couple hours in wvwvw a night. There are so few opportunities for a nice 5v5 fight or 1v1 that I will never know who stands out

4.5) No one roams. Everyone focuses on siege. The fact that so few people want a decent 5v5 fight and would prefer to zerg train steamroll another zerg is mindboggling to me. It really, really is. It’s a new generation of players I guess. Post 2010. The 2001-2005 era of pvp is what I like.

5) No way to make money in WvWvW

6) No way to move around the map quicker

7) The SAME map for every server. God does this get old.

8) Obvious lack of interest that ANET has in wvwvw. I feel that there is no hope.

9) Carebears. Oh my lord is this game filled with carebears. I remember a post where people were upset about being killed at a jumping puzzle in wvwvw. And offered the idea of a TRUCE IN THAT AREA. LMFAO. I am100% serious.

10) When wvwvw’ers say its about siege and my mentality is the red team blue team halo match that this game calls PvP. What ever happened to wanting to roam with your band of friends, wearing gear that is the best you can afford (maybe amazing, maybe not), fighting others who may be above or below you skill level etc. Wheres the sense of adventure? Again I guess this is a 2001-2005 mentality.

Other then this I like it.

(edited by ionix.9054)

Passing the torch

in WvW

Posted by: Luna.9640

Luna.9640

Hey there Wuvers,

It’s my pleasure to introduce to you Devon Carver, the new coordinator of the WvW team. Devon is an excellent designer and is passionate about WvW so I know that both the team and WvW are in good hands. As I step away to focus on other projects you’ll be seeing more of Devon here in the WvW forums so please give him a warm WvW welcome!

I’ll see you on the battlefield!
:habib

Noooo ! I was planing to send you and Mike T-shirts with this on them but you already abandoned the ship :(

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