Call of Fate [CoF]
Call of Fate [CoF]
Jiiub,
Agreed, Dub-v-Dub is everything for me and the crew I run with. It was our passion from beta and is our endgame (we have been lost since DoAC). I think everyone here is exploring the greater means to an end; which is the success of GW2 and Dub-v-Dub specifically. I just happen to think the downed state needs addressing and….the culling in the name of everything that is good and holy….the culling. (culling belongs in another thread
)
Carry on the discussion.
Call of Fate [CoF]
I will give you that it does bring some things up that could change some things for the better, but there are negatives i can see also
Agreed, there can alwaysbe unintended consequences when making changes.
I will also agree with one of your earlier posts regarding the rez working to the advantage of the group with lesser allies. I have had on occasion a battle with the lesser side rezzing allies to come back in a fight after losing an initial 10-15% of the group. This tends to be the exception rather than the rule
yea, i think its really up to how much of the zerg is organized guild compared to randoms. with more organized ressing becomes natural and something we are to do as soon as we see someone fall while a solo player might not care to res others but im used to IRON on Deso, so its ofcourse hard for me to imagine the life on servers which lacks big organized guilds and how their fights turn out
Well, I’d like to think those of us in T1 WvW NA have a medium of sense when it comes to coordination. But alas we will have to wait for the day when ANet lets NA beat on EU :p
Call of Fate [CoF]
I will give you that it does bring some things up that could change some things for the better, but there are negatives i can see also
Agreed, there can alwaysbe unintended consequences when making changes.
I will also agree with one of your earlier posts regarding the rez working to the advantage of the group with lesser allies. I have had on occasion a battle with the lesser side rezzing allies to come back in a fight after losing an initial 10-15% of the group. This tends to be the exception rather than the rule
Call of Fate [CoF]
I dont feel tanks have a place in real pvp yet spvp requires bunkers almost religiously. Then again spvp isnt real pvp.
Ha! You are just trying to pick a fight aren’t you :p
Call of Fate [CoF]
Ok i will post one final advice then, move to a better server that has some real coordinated groups as i DO NOT want the brainless zerg getting handicaps that works against us Hardcore WvW players.
maybe going to dead directly wont be bad, but maybe it will.
Come to Desolation and learn what a organized server can do in WvW unlike what your experiences seems to be so far of it. we have Organized WvW with commanders and TS from and around 11am GMT+1 to 2 am GMT+1 every day of the week
Look for Iron!
Putting aside the obvious fact that your server is the best, IRON is down right unstoppable and the rest of us are just plebs sitting at the foot of the table hoping for some scraps to fall down from the elite….
What are the potential handicaps you foresee with a ‘waypoint on spike’ ‘removal of downed state’ or ‘no rez while in combat’ for your Organized WvW when fighting the unwashed horde (aka the brainless zerg.)? This is a serious question.
Call of Fate [CoF]
You still aren’t making any sense whatsoever?
What are you saying? If one zerg is larger than the other, bring more players?
That’s an incredibly asinine argument to make.
90% of fights against larger Zergs feel futile in WvW because the ressurection mechanics make it an almost insurmountable problem. And that’s just bad design.
There’s a difference between fighting against bad odds and feeling like you might as well just walk away.
Why it should not feel futile? The larger group has more claim for victory than your small group.
If your team is unable to set up fights so that the odds favor you, you have been out-played strategy wise. Walking away is sometimes an excellent option.
Perfect then we are in agreement. Remove the ability to rez a spiked player on the battlefield and I’ll take these odds all day long.
Call of Fate [CoF]
You talk about skilled 5-man team against unskilled 25-man zerg. Then the other guy rolla the stupid ball further and talks about 10-man heros squad defending against mindless 25-man zerg. Hello?
The numbers are even when all servers hit the queues. If your server does not have enough players to fill the battlefield then there is your issue.
You should be talking about 5 skilled 5-man teams collaborating against 25-man zerg – and being unsuccessful due the downed state. But that is not the case, is it?
Or 25 players defending keep with smart siege selection, smuggling in supplies, well-timed flanking attacks against a 25-man zerg. Then complain it is impossible due downed state. But that is not the case either, is it?
Wow, if it was ever possible to miss the point people are making in a thread, you have managed to accomplish it in record time. And do me the favor of quoting one person in this thread who has stated a 5man team should be able to role a 25man zerg
talk about the stupid ball…..
“and it makes many 2v1s virtually impossible to win.” – Dee jay
“Just think of how many realistic options a 10 defenders have at defeating a 25 man Zerg attacking their keep” – Dee Jay
“skilled small team has the ability to wipe 2 to 3 times their number " – KnattyDreads
“epic defenses 10v30 at the walls” – FabsmOk, not 5vs25 but you get the picture. Everyone is putting forwards delusional scenarios to justify the downed state is to blame for their “skill” not being rewarded.
When you quote me use the entire sentence; “Many times in my own experience (and in witnessing others in combat) a skilled small team has the ability to wipe 2 to 3 times their number or at the least bring that number down to more manageable odds (through skill, build, organization terrain,etc.)”
Now, just so I understand your thought process:
- It is delusional to think a 5-man team can beat a group 2-3 times their number
- It is delusional to think that that 10 men inside and defending a tower couldn’t defend against 25.
- It is delusional think that occasionally in an ‘epic’ battle, a group of ten defending (lets just say a fortified tower with siege) couldn’t defeat 30 attackers.
So, none of this is plausible, it has never been done, if we think it can be done – we all have delusions of grandeur and are crying about ‘not being rewarded’. And just because we suggest that rezzing spiked players on the battlefield or the application of the ‘downed state’ in WvW be modified. We are; "putting forwards delusional scenarios to justify the downed state is to blame for their “skill” not being rewarded."
We are discussing possible changes to the state of a downed or spiked player so the advantage (of that state and the ability to get out of it) isn’t automatically applied to the group with greater numbers.
Yeah, just before you came in and posted in this thread I was complaining about not getting rewarded for my skill. /sarcasm
Call of Fate [CoF]
(edited by KnattyDreads.1856)
Aowys,
In general terms I like the downed state as well. It is very dynamic and adds strategy to combat. And with no intention of derailing the OP’s thread, the more I think about the downed state and talk about it here on the forums. I am leaning more towards the opinion that spiked players should have to waypoint. Or at an absolute minimum not allowing rez while in combat.
Call of Fate [CoF]
You talk about skilled 5-man team against unskilled 25-man zerg. Then the other guy rolla the stupid ball further and talks about 10-man heros squad defending against mindless 25-man zerg. Hello?
The numbers are even when all servers hit the queues. If your server does not have enough players to fill the battlefield then there is your issue.
You should be talking about 5 skilled 5-man teams collaborating against 25-man zerg – and being unsuccessful due the downed state. But that is not the case, is it?
Or 25 players defending keep with smart siege selection, smuggling in supplies, well-timed flanking attacks against a 25-man zerg. Then complain it is impossible due downed state. But that is not the case either, is it?
Wow, if it was ever possible to miss the point people are making in a thread, you have managed to accomplish it in record time. And do me the favor of quoting one person in this thread who has stated a 5man team should be able to role a 25man zerg
talk about the stupid ball…..
Call of Fate [CoF]
(edited by KnattyDreads.1856)
I am going to agree and re-state the obvious. With respect to dub-v-dub (I will not speak for our hardcore sPvP comrades,) the downed state and the ability to perma-rez spiked allies gives overwhelming advantage in just running with pure numbers.
Moving in a tight 5-man team with defined roles and coordination is being overtly penalized. Many times in my own experience (and in witnessing others in combat) a skilled small team has the ability to wipe 2 to 3 times their number or at the least bring that number down to more manageable odds (through skill, build, organization terrain,etc.) Herein lies the issue, the longer the fight continues the opponent with an advantage in numbers just rezzes the spiked/downed allies in the back field creating a constant trickle of opponents and an unending re-enforcement train. The result, the smaller team (which in some instances could have beaten the opponent with double or triple numbers) is overrun, pushed out or wiped. Dee Jay makes an excellent point,
“Just think of how many realistic options a 10 defenders have at defeating a 25 man Zerg attacking their keep. With players constantly resurrecting each other the best they can hope for is to buy time. There’s no feasible way to wipe a larger Zerg as long as people can constantly resurrect each other. You can’t apply Guerrilla tactics or wear them down…because constant rezzes undermine any such efforts.”
My personal application is open field battle and camp capture but observing dub-v-dub in the macro the problem is broad with many applications.
Considerations:
- Eliminate the downed state in DubvDub
- Leave the downed state and make spiked players waypoint
- Very harsh penalties to allies rezzed from double-down state (penalties on a timer).
My personal opinion:
1- Increase the time required to rez a downed player giving the opponent a realistic time for spike.
2-Spiked players can only be rezzed by players not in combat. If a player begins rezzing an ally and is brought into combat he can not continue to rez the ally until out of combat again.
Just my two cents.
Call of Fate [CoF]
(edited by KnattyDreads.1856)
Still rolling in JQ; Come say hi
Call of Fate [CoF]
Well I’m happy that, after reading the whole thread, not one person mentioned a sword/dagger build. I’m glad my secret is still safe and everyone will expect me to do the usual backstab “tricks.”
Are you on the T1 server? I was watching a thief with this build from a distance the other day. I watched him drop 3-4 players from JQ. He also took out a guardian from my guild (who is no slouch) without much trouble at all. I engaged once, (as a D/D Ele) only to see the thief vanish never to be seen again. I am looking forward to eventually fighting the Sword/Dagger & Bow Thief build. I’ll be online tonight looking for you :p
Edit: I now see you reside on Maguuma, I will have to find another S/D Thief to play with…..
Call of Fate [CoF]
(edited by KnattyDreads.1856)
in both dmg and support a staff provides better options when u consider the effect on a zerg. with the low cd and large # of aoes a staff dmgs most if not the entire zerg over time. the larger and more varied fields available to a staff provides much higher support then a small close target aoe heal. d/d and s/d definitely win out if ur only talking about small squad combat. but the majority of WvW is determined by A) zerg B ) seige/supply
while they are useful i would definitely not say it is the best wvw wpn set
With specific respect to WvW, I agree with this statement. Running a small 5man team (as I do) taking Yaks, supply camps, camping enemy support lines when they are assaulting our towers its d/d all the way. If i spent my time in a Zerg, defending/attacking towers or spent the majority of my time in EB it would be staff all the way, or a condimancer.
Effective class spec comes down to application and common use. Determine where you spend your time and how you apply your skill set. Then base your spec primarily around your most common interaction.
P.S. I won’t quote all of the post from TheGuy, but I couldn’t agree more with his entire post.
Call of Fate [CoF]
(edited by KnattyDreads.1856)
Coming from JQ, I am seeing less d/d eles. Plenty of Thieves and a whole lot more Shatter Mesmers running with staff. Shatter Mesmer seems to be the fotm in T1 wvw.
Call of Fate [CoF]
Bring a D/D ele.
Unless its a party of 5 Thieves…….then run away.
Oh yeah, and respec if you’re still rolling a glass cannon. (Unless you’re a Thief :p )
Call of Fate [CoF]
Race: Human
When ever my(or anyone I see) character puts on a head piece such as the Celebration Hat or Winged Headpiece the she would go bald. I’m not exactly sure when I started to notice this, but I think it was a little bit before Halloween.
I’ve attached a picture showing how it use to look, and how it looks now.
This did happen after the first halloween patch. This is the case with my Asura and the t3 cultural armor helm. It has not been fixed yet. I will confirm the issue you are hacving with the human character as well. Halloween patch= the balding patch.
Call of Fate [CoF]
Savant Helm (Asura Tier 3 Cultural Helm), Light Head Armor, Transmuted to Exotic
Asura, Female, Mesmer
Missing mark/hair after equipping the helm after the Halloween update, I am positive that the hair area should have color marking/hair before the update – attached a screenshot of my character (AAA1.jpg) and other screenshot I found on the web to see the comparison.
I would like to confirm this post. There was a hair color/marking prior to the original halloween patch. Since then it is just a bald head with the helmet floating on it.
Asura, Male, Mesmer.
Call of Fate [CoF]
I would think they know about it. It has been a complaint for a while. Additionally, it makes the recoveries achievement almost impossible. After a solid week of devoting my time to the Kegmaster Title I have 25 recoveries I believe. And we ultimately need 500? This is madness. Same goes for assists.
Call of Fate [CoF]
I submitted a bug report, unfortunately I haven’t received a response. Anyone else?
Call of Fate [CoF]
We started talking about it here:
https://forum-en.gw2archive.eu/forum/support/bugs/character-with-a-black-face/first#post56457
looks like it happened after the last patch.
Call of Fate [CoF]
It looks like that is the common link. I can confirm, I have the same hair style. The other Asura I have created on my account with different hair styles do not have the problem.
Call of Fate [CoF]
This was definitely a result of the last patch.
Call of Fate [CoF]
anything on this? is there somewhere else to report this?
Call of Fate [CoF]
I have the same problem it started yesterday when I logged in, my face is dark brown. I cannot undo no matter what I try. I am also Asura.
Call of Fate [CoF]
Home World: Jade Quarry
Guild Name: Call of Fate
Guild Website: www.calloffate.com
In-Game Contact: Knatty, Korav, Lyel, Sadrak, Gavi
Focus: All aspects of GW2
Quick Notes: We welcome anyone looking for a place to Call home. Our recruitment policy is friendly and without pretense. We invite anyone interested to message one of our members or visit Call Of Fate. For those of you who are part a smaller guild, clan, or group of friends Call of Fate has made provisions for the formation of a ‘House’. A ‘House’ falls under the umbrella of Call of Fate but keeps their individual identity, membership requirements, purpose, and background lore. Additionally, ‘Houses’ within Call of Fate retain a dedicated forum for their members. If you are interested please visit House FAQ for additional information.
Call of Fate [CoF]
Call of Fate – founded in 1999, we are a guild with a solid reputation in the MMO community. Our success and longevity stem from our core philosophies, chief among them – Respect. ‘Respect thy leaders, respect thy fellows, respect thy friends and respect thyself’; this is our creed. We have a passion for gaming and the focus to exceed expectations. We are mothers, fathers, husbands, and wives; soldiers, professionals, students, and friends. We are the definition of family. Each of us has strengths and weaknesses, individual personalities, and specific ideals but together we are a unified body capable of excelling in any mission.
With a passion for gaming comes a passion for a wide variety of games. Our guild crafted its structure originally in Asheron’s Call. Since then we have supported branches in AC2, DAoC, WoW, WAR, LotRO, SW:TOR, Rift and many others. We are eagerly anticipating the release of Guild Wars 2. Our officers have spent countless hours establishing the ground work to enter the world of Jade Quarry in full stride. We have teams specifically devoted to the following cornerstones of GW2: PvE, PvP, Quartermaster (which oversees guild upgrades and development) and Recruitment.
We welcome anyone looking for a place to Call home. Our recruitment policy is friendly and without pretense. We invite anyone interested to message one of our members or visit Call of Fate. For those of you who are part a smaller guild, clan, or group of friends Call of Fate has made provisions for the formation of a ‘House’. A ‘House’ falls under the umbrella of Call of Fate but keeps their individual identity, membership requirements, purpose, and background lore. Additionally, ‘Houses’ within Call of Fate retain a dedicated forum for their members. If you are interested please visit House FAQ for additional information.
We look forward to seeing you all on the battlefield. Cheers.
The Call of Fate
Call of Fate [CoF]