during NA offpeak hours, TC BL is a ghost town. This is when the Asian guilds from CD start zerging around taking our map and before you notice everything that was green turns red.
i’ve been waking up early and helping to defend, and it’s a pretty weird phenomenon. CD starts taking it to us, and i mean HARD. and we’re just making these desperate stands and then falling back to our next location until we’re nearly forced off our map. then….. suddenly….. nothing. within a 20 minute time frame, CD is down to like, 5 people on the map. which makes me wonder, maybe it isn’t asians. maybe it’s vampires who need to flee from the sunrise and get back to their caskets. fortunately, we’re the RP server, and most of our members are very familiar with fighting vampires. so we end up with at least a couple areas left to start back out with.
tomorrow, i’m telling everyone to start packing garlic…..
Combo needs to be broken up so it takes more seconds to do the same thing/damage
in my opinion, sorta. it’s the CnD→mug part that seems to be the most problematic about it all. the backstab itself is fine, despite catching a ton of the blame. remove the ability to cast mug in the middle of CnD, and lower the damage of mug by about 50%, and i think most people would be fine with it. possibly even remove the vulnerability stacks from CnD, but only if necessary.
then again, i think if they just made armor have a bit better damage mitigation in general, everyone would be happy. it would be a global buff to all characters, instead of a nerf to a specific ability to one class. which tends to lead to far less complaints if presented that way. plus, it would give everyone better survivability in PvE too. everyone wins.
i’ve been quietly reading this thread for a while, and to be honest, it’s rather amusing. sorrow, if you’re familiar with poker, you’ve tipped your hand. the problem isn’t the damage, as other classes have been shown to do an equal amount. it isn’t the set up, because it’s been shown to be a similar amount as other classes. no. what you have a problem with is stealth. the fact that you can’t see the person coming before they attack you. you’ve pointed this out in several of your posts already, so there’s no use in denying that fact. you simply don’t like stealth. it’s ok. just don’t try to hide your hatred behind a mask of other things. a lot of people don’t like stealth. no matter how it’s implemented. your math has been faulty, at best, and filled with numerous (as you put it) unknown variables. basic algebra tells us that no definitive number can be reached while there are unknown variables.
you’re coming off as a “forum warrior”. the kinda who talks a big game on the forums all the time, because they spend so little time in the actual game. quite frankly, it’s insulting to the intelligence to every poster you’ve started arguing with, and you really should give it a rest for a bit.
it wouldn’t be so bad if you didn’t have such an obvious, biased, agenda against a stealth based class. but you do. so i’m calling your bluff. since you just can’t handle a stealth based class, please, stop posting in the forum dedicated to the stealth based class.
because, you see, no matter how well you may argue your biased point, it won’t matter. none of the developers are reading your post thinking “oh gee, this guy’s really on the ball! we should make the game work how HE says it should work!” they’re going to be doing testing, and using numbers generated in a controlled environment to administer any changes to the game. not your flawed, biased, “math”. real hard data.
and what will be, will be. and i would be willing to wager that you will be back in here the next day saying to nerf something else about the stealth based class, because until they get rid of stealth altogether, you’re never going to feel secure. since i highly that they would actually just jettison stealth from the game, get used to living in fear.
it’s a good skill to use as a gap creator to get out of a jam. along with stealth, it helps you avoid a lot of fights that would ordinarily get you smashed.
another good use of it is to combine it with dagger storm when your group is fighting an enemy group toe to toe. shadowstep into the middle of their group (their focus will most likely be on your group’s front line, giving you a bit of extra time as they need to react), use dagger storm, then pop back to the middle of your own group when your HP starts getting low.
if you notice them again, let us know what the full guild name is, as well as a description of the character if it’s the right PiNK guild. there was some debate over whether TC should start employing spies since the higher tier servers are using them, and the general consensus was that if we need to sink that low to win, we’d rather not win. we’d at least keep our dignity that way. we’ll punch you in the mouth. we’ll stab you in the back. but we’re not going to pretend to be on your side while we do it.
personally, i think the east keep is the weak link of the three. you only need 5 people to get all the way to the lord’s room there. just. five. add in the countless places mesmers can hide once an outer wall/gate goes down, and it’s constant nagging headache. since there’s a lot of room, a mesmer can do quite a bit of avoidance to remain hidden.
i’d much rather defend the bay. as long as people don’t panic and waste all the supplies there repairing the wall that’s getting damaged by the treb from the garrison, and instead use it to build up some arrow carts and a few catapults to aim at where the hole will eventually be, and possibly a treb in the middle to defend them, you can farm attackers in the choke point for hours.
this is an annoyance: [img]http://i2.photobucket.com/albums/y9/lorgin_2003/Guild%20Wars%202/gw095.jpg[/img]
this is just plain wrong: [img]http://i2.photobucket.com/albums/y9/lorgin_2003/Guild%20Wars%202/gw096.jpg[/img]
in the second one, we had pushed the attackers off the gate, and i jumped off of the wall to clear them out. apparently, one i had hit earlier died while i was in midair. when i went back up to collect the loot bags, i found this one defying gravity. i tried jumping at it and spamming F a few times, but that didn’t work.
to the CD guild DiRe, one of your members was in the jumping puzzle on the HoD borderlands fly hacking. unless she had some sweet air jordan’s, there was no legitimate way to make that 30 foot vertical jump. it was a blonde human female mesmer. you may wish to look into it.
Well i’m sure that book has no strategy, that can win in the mentioned situations (20 vs 50+ equipment). So that won’t solve anything.
actually, that book has exactly what you need. i’ve applied what’s taught in there as often as i can in WvW and the effects have been profound. here’s a link: http://suntzusaid.com/ i highly recommend studying it as much as possible.
which…… leaves many many other areas open to be taken. you guys may with to practice this stage for a while until you have it perfected. yu’ll make a boatload of cash from flipping the camps and the individual towers, and the price of a catapult and repairs will be covered easily.
once you’ve gotten that mastered, your next step is to pick a tower to defend. for this, you’ll need more siege (a catapult behind the door, some arrow carts along the inner railing of the walls) and most of the placement is really trial and error. when it gets attacked and taken, and it will quite often at first, don’t get discouraged. watch where they attacked from, and how they attacked. then think about what can be done to counter that particular attack method. then add that to your overall defensive scheme to that particular tower. it will take time to perfect, and there will be many many failures along the way, but you will make a little bit more progress each time. and a little bit more profit each time. consider those profits to be just an investment toward your next attempt. eventually, you’ll figure out your ideal defense, and be able to create death fields of your own, and that’s when the real morale and monetary gains go through the roof. once you have that tower’s defense pretty well figured out, you can start on the camp that sends yaks to it. don’t worry about upgrading the tower at this point. you need to be able you can firmly secure both areas before you can worry about that. once you’ve done that, take a look at the areas that are closest to your tower, and look for second area to claim, preferably with a treb you set up inside the tower you already own. then, when your defenders are keeping the attackers at bay, you can have a single person on your treb counter punching, so to speak. the first few times might also be a bit rough. your treb might not be set in the right place to reach. it could be in an area that’s vulnerable to AoE. the key is to never give up. you will get knocked down a lot, but you have to observe how you were knocked down, and be ready to prevent it the next time. do everything you can to keep morale high, and always be encouraging. “good try everyone. we’ll be ready for that the next time they try it” goes a long way.
also, make sure you don’t just rush back to the same spot immediately after a failed defense. there’s no shame in waiting 15 minutes for the situation to reset itself before starting over. it’s called playing possum. then start the process all over again. remember to keep what works, and eliminate what doesn’t. and even if you don’t end up taking a large portion of the map, you’ll still have a lot of fun holding onto that one area that you do have. my favorite moments are made up from the matches where we’ve only been able to hold 1 tower on any of the maps, and fought for hours at a time to defend it with everything we had.
oh, and you don’t really need a VOIP server to be successful. it’s a nice tool, but you can adapt to where you can work around not having it. personally, i never bother with them, for multiple reasons, and i’m still able to get good results. both while leading and while following. there are tricks you can develop to work around needing any voice chat. though, i’ve talked for long enough, and that’s really a seperate issue for another time.
ok phoebe, check it out. i love WvW, and i can see that you’re trying to love it to but are just in a tough situation. so i’m going to do what i can to help you out here.
first thing’s first, you’re outnumbered. the direct approach isn’t going to work. your primary goal is to split up the enemy forces. if they have siege set up facing at the main entrance from your spawn area, make use of one of the side exits. preferably, both. you said you had about 20 people to work with. that’s plenty. split them up into four teams of 5. the key here is to start small, and be patient. don’t go straight for the castle. don’t go for a keep. don’t even go for a tower. aim for supply camps. hit, take, move. guerrilla tactics. move from one to another, and not in any sort of straight line or predictable pattern. make it seem to be random, so they can’t predict your movements and prepare an ambush. one on the north side of the map, one on the east side of the map, 2 on the west side. or something along those lines. make sure the flips happen around the same time. if one camp changes, no big deal a couple people can go change that back. if 4 camps flip at the same time, then even more in another few minutes, it’s suddenly a whole different story. they have to break up to get them back, and there’s the chance they could think you have a much larger presence there than you actually do. this will put them back on their heels a bit.
now, leave 3 teams in the field, and have one waypoint back to the spawn area. while those 3 teams keep up harrassment duty, have that 4th team scatter a bit, and do some scouting. they’re going to be looking for something very specific. a tower, preferably still with wooden walls, with one wall that can be damaged that’s in a relatively hard to see area, and has no defenders. because if they hold the whole map, they can’t possibly have defenders in each area, as well as being able to field teams to take back all of the camps you guys just flipped and continue to flip. once this ideal area has been found, bring all of the scouting group together there and set up a catapult right against that wall. before you start to use it, however, you need to set up a distraction. have the 3 other groups attack a tower on the other side of the map. yes, it will be a suicide mission. inform them of that before they start, it’s only fair. now, once the orange swords show up, all enemy attention will be drawn there, and you can start firing that catapult. it won’t create orange swords. it will create white swords that a bit tougher to see on the minimap, and often go entirely unnoticed. make sure that team doesn’t engage in any unnecessary combat, and doesn’t use any sort of ability with flashy visual effects. you’re on a ninja mission, you must be ninja like. now, the 3 teams that are handling the distraction don’t necessarily need to fight to win. they just need to fight to stall. anything they can do to make their fight last longer, the better chance of success you’ll have. now, if this all goes according to plan, your ninja team will be able to get in and capture the tower. have everyone restock there if there are any supplies in the place, and get out as quickly as possible because the other team is probably going to come rushing there the instant it’s flipped.
(more)
personally, i think there should be some sort of test involved. eventually, everyone is going to get the achievements. badges can be collected just from the 4 WvW jumping puzzles alone. 100 gold is…..well, i think we all know how flawed paying 100 gold is. there has to be a way that someone can prove that they know what they’re doing, and the best way to do that is to test their knowledge. sure, inevitably, there may be some sort of cheat sheet floating around on the internet. however, if they use the cheat sheet to pick in the correct answers, and the answers aren’t always in the correct order, then they’ll have at least read though the knowledge at least once, and won’t be entirely clueless when push comes to shove. and if the do end up being entirely clueless? they’ll be in the minority of a relatively rare group, and will be known for being inept. meaning that people will know to completely tune them out when they pop into a map, and focus on what the real commander(s) is saying.
personally, i’d love to see a dueling option in the game. i think the necessary limitations on it have already been covered by other posters in this thread, so there’s no need for me to be redundant. though, perhaps instead of making an auto-decline option, a toggle couple be put in. “dueling available” and “dueling not available” or something along those lines. which could be switched back and forth after a short cooldown. while i’d probably keep mine set to on most of the time, sometimes i have things i need to take care of, and would like to be allowed to focus on that while i’m doing it.
exactly what the title says. increasing the overall effect that the armor score has on damage mitigation seems like it would help solve a lot of the issues that are currently floating around. i’m not talking a whole lot either, just enough to trim the damage numbers from all sources down to about 75% of what it currently is.
- glass cannon thieves would still be able to do a substantial amount of burst damage, but the victim would still have a chance to turn the fight around once the initial burst is over.
-glass cannon builds overall would be a little less glass and a little less cannon, moving them more towards a balanced build.
- balanced builds wouldn’t suffer from this change, as opposed to an individual ability nerf.
- dungeon/PvE survivability would be a bit higher. as generic monsters wouldn’t drop half the party from 1 or 2 attacks. and bosses wouldn’t instantly wipe a party who are waiting for their endurance to regenerate. meaning, less overall requested nerfs to PvE content across the board.
- dodging would become even more prevalent, because people could take a hit or two between their dodges, allowing their endurance to regenerate a bit. which would make an extra dodge available after a while. meaning people will use it more often.
-people would actually be happy about it, since everyone would be getting an improvement instead of individual classes/builds/abilities getting a nerf. so the forums would have far fewer threads dedicated to complaining and more threads focused on the actual game itself.
- far less work to implement for the dev team than trying to find the problematic needles in the haystack that makes up all of the possible build/gear combinations.
i’m not suggesting that a bunker build should be made to be allowed to go make a sandwich while mobs pound on him and expect his character to be alive by the time he gets back. just a little more damage mitigation across the board to reign in outrageous builds without damaging the balanced ones.
since most of our sieges end up being two way affairs, ideally, the 3rd place server would be starving the place the 1st place server is attacking from while the 2nd place server handles the attack. last week, we were in a treb duel against SoR on our borderland. we held the northeast tower(our favorite spot), and SoR had the garrison. ET suddenly appeared on the map, and took the camp closest to us. which meant that we had to send a team down there to take it back to continue supply runs. if they would have taken the camp on the opposite side, the garrison would have ended up running out of supplies first, and we would have been able to take it back. hopefully CD and HoD can work out some sort of system to coordinate attacks against us. it’ll really put us back on our heels, and makes sure this doesn’t end up as a “server with more coverage beats on 2 servers with less coverage one at a time” match up. the toughest situation we’ve had to defend against so far was when we had FA attacking our west keep while DB was attacking our east keep. we had to split our defenders up, and pretty much were forced to pick which one were were going to lose. in retrospect, we probably chose the wrong one, but that’s the kind of thing that happens when there’s that much pressure on multiple fronts.
anyway, i ended up taking a shift on our late night crew yesterday, and CD took it to us pretty hard during those hours. as night shifted into day, CD’s presence seemed to drop off quite a bit. so you guys have the hardest part taken care of already, and any NA guilds looking for a place to join would find themselves in a pretty good situation. and even going back to our last match where you absolutely crushed us, your server seems pretty respectful, win or lose. i don’t remember any gloating, /laughing, /dancing on corpses, that we’ve seen from some of the other servers we’ve faced.
an interesting moment happened last night at WH. when our group first took the place, we set up a bunch of catapults near the wall. we wanted to add an extra one, but someone misclicked and used a ram instead, and sure enough, that ram ended up being built. when you guys were pressuring to retake the place, you killed all the catapults, but left the ram standing. i made a note of that in /team and someone responded that it was to remind us of our shame. about 10 minutes later, you guys ended up taking that ram out and i noted “shame ram removed”. i’m not sure wuite yet how we’re going to use it, but somehow “shame rams” will end up becoming a part of our culture. (though that sort of thing sounds like it belongs on a completely different section of the internet….)
i play a well rounded thief. some condition damage, some burst damage, some toughness. i play WvW pretty much exclusively. my armor score is slightly above 2500. i’ve come across many glass cannon thieves, and not a single one has hit me for the damage numbers people talk about. not a single one. which makes me think either people are thinking that their own glass cannon builds should have survivability, or they’re talking out of their backside and prefer to “whine to win”.
newsflash: glass cannon thieves are built for ambushes. that’s it. that’s ALL they can do. how to counter it? don’t wander around alone. don’t leave yourself open for the possibility of an ambush, and you won’t get ambushed. ta da! and, here’s the kicker, since there’s no persistent stealth, you can see them trying to hide behind a rock somewhere and actually target them to kill them. suddenly, the tables have turned. watch how fast they either die, or try to escape. and even if they escape, so what? you’re not dead. be happy that you’re not dead.
and mosharn, if you’re going to try to use numbers to support your stance, you should really make sure you have those numbers correct. so far, you have been consistently wrong about every number you’ve posted. that only serves to weaken your argument. infiltrator’s arrow, SB skill #5, costs 6 initiative. traited for extra initiative, thieves end up with 15 total initiative to work with. which means they can only use that twice, no matter how they’re built. at a 900 range, it doesn’t really amount to much distance while you’re moving. also, you’re backpedaling when confronted by facts, and changing your argument on the spot. if you’re going to take a stance, you should probably make sure you have the correct information, and make a rock solid argument. instead of moving the goal posts every time you’re proven to be incorrect.
was he in the overflow?
that’s a bummer that CD lost a lot of guilds. i remember our last match against y’all and was hoping to test our mettle in a rematch. we learned a lot of stuff in out matches against BG/FA and last week against SoR/ET, and i was hoping this match would be a good measuring stick.
if nothing else, CD and HoD could do what we’ve been doing in those tough matches. take a northern tower on the home borderlands, and practice defending it. figure out which siege placements are the most effective, and their limitations. (hint: the northeast tower is, by far, the easiest one to defend. just ask SoR heh heh). make sure you watch how it’s being attacked each time, and if it falls, you’ll know what you need to be ready for the next time. by the end of the week, you’ll be farming our zergs there. (once again, just ask SoR).
what if it had a 3 second casting time, but if the waypoint became contested during that time, you would still end up porting there? making the situation of the waypoint at the activation of the casting the relevant factor instead of the conclusion of the casting. so you could still waypoint back to an area if it’s just about to get contested, but you couldn’t use it to auto-flee from eminent combat situations.
overall, i’m pretty impressed by SoR. you guys are running like a well oiled machine. when we played against BG, it seemed like they basically just threw absurd amounts of bodies and siege at everything until they finally whittled away the defenses. many, many, many of them respawning and running back during that process. SoR has a very organized method to the way they handle things. we’ve learned quite a bit, and many of us are starting to pick up our game because of it.
about the spawn camping, while it’s annoying to see a bunch of people and possibly siege outside your main exit, there are multiple exits from every spawn area. i’ve spent a good bit of time in the past few days trying to stop people from trickling out to try to solo the zerg. as i said in /team just before i logged out tonight “simple answer: if you see 50 of them somewhere, go anywhere else”. once everyone is reigned in and on the same page, we’ve shown that we can be pretty effective as well. it has me pretty excited about our upcoming rematch with CD. we know how to be effective, we just need to continue to reinforce the positive habits we’ve been working on, and continue trying to curb the negative ones.
despite what the scoreboard may say, i’ve been having a lot of fun. the battles have been pretty intense, all the way down to the very end of them. we may end up going down, but we’ll make sure we go down swinging.
oh, and to the charr who was defending DE earlier tonight that we were pestering: /wave
for those of you who don’t see a problem with the orb bonuses, do me a favor and check this out: http://mos.millenium.org/matchups#NA
take a look at the scores. then take a look at who has the orbs. you’ll note that where the orbs are distributed evenly, the scores are pretty close. (tier 1, tier 7) in the bulk of the matches, however, you’ll notice that the side with all 3 orbs has a superior point lead (tier 2, 3, 4, 5, 6). ok, that may have just been this week. so, let’s look back at previous weeks. guess what? it’s the same exact trend. the side with 3 orbs wins 95% of the time, and by a landslide. this is not a fluke. it is a continued, proven, pattern.
opinions on the matter don’t factor in at this point.
as has been stated countless times, the orbs are the reason for unbalanced matches. not bugs. not transfers (in general). not even exploits/hacking. solely the orbs. switching the orb bonus with the outmanned bonus would alleviate this issue, but not fix it entirely. the incentive to actually go after the orbs would be lowers quite a bit by that. instead, perhaps a 1%, 2%, 3% bonus to a server’s incoming score would keep them important, but not make them the determining factor in nearly every match.
tip 1: zergs are iffy, at best. strategically, and financially. they’re mainly only good for mowing over a lesser number of people. if confronted by an equal number, it will be a coin flip. if confronted by an equal number with better coordination, or a greater number, your zerg will die every single time.
tip 2: defense defense defense. sure, you may get almost 4 silver from the quest for taking a tower, and get less than 2 the defending quest. but you can only take a tower once. that defense quest pops every 3 minutes. learning where to place siege, and using a decent amount of it is highly lucrative. someone once said in /t “defense is easy. fire siege, pick up bags. fire siege. pick up bags.” and if there’s enough siege placed, it really is just that easy. you can hold a tower for 3 hours and make a great deal of cash while only actually dying once or twice.
tip 3: yak slapping and camp capping. these are pretty important missions that are also low risk, high reward. not only can you starve a place out of supplies that your team is trebbing (so that when the wall goes down, it stays down) you make a decent amount of cash on top of it. each yak is about 50 copper just in itself. just taking the camp is 2 silver. add in any drops, and it quickly adds up. there are also other added benefits as well. your team can make sure the area(s) you’re currently defending have supplies to build more siege or handle repairs, and you can also pull a small number of the enemy forces away to go take back what you’ve capped.
tip 4. the quaggans. it’s fairly easy, and can be done solo. breaking the nodes nets you almost 2 silver, and also keeps the enemy team from receiving the benefits of the quaggans (added reinforcements, the random healing/lightning). bribing the quaggans with the pearls that are easily found nearby quickly and easily completes the other half of the quest, which nets you further rewards and gives your team the quaggan benefits.
tip 5. donations for tower/keep upgrades. don’t buy them outright. a few silver here and there from a few people helps lighten the financial burden. and makes it much easier to get the upgrades rolling. just ask in /t for people to send in donations to get x area upgraded, and most of the time you’ll get what you need. if you get a surplus, make sure that any left over is used for further upgrades or returned, or people would probably get a bit ill about it.
tip 5, part 2. know what to upgrade, and what not to upgrade. towers and keeps should have a wall upgrade started the instant it’s taken, if it’s one of your key areas. camps, on the other hand, don’t really need to be upgraded much if even at all. reason being, it’s pretty easy to take a camp. if a zerg runs through there, there aren’t many options open for defending it, but there are many many options for simple taking it back after they clear out.the exception (on the borderlands) is the north camp should have the extra delivery upgrade done. that’s the only camp that supplies the northern towers, and the upgrade itself is pretty cheap. you could spend a ton of cash/badges/manpower trying to defend it, or you could simply slide out of the way for 5 minutes and take it right back (and getting the rewards from taking the place again too). there are exceptions to this, however. such as when it’s the only camp you have to supply you’re only area, and you can focus all of your group into securing the line. in general, however, taking it back afterwards is the better option.
So … SoR is overcompensating for something.
HaHa, is this referring to another 10+ golem zerg on garrison then wood?
I will admit me and my guild KIWI were responsible for starting this then PUGS came and it got a little out of hand, may have been 17+ as keep had 1700 resources that went to 0.
To bad you wiped them all out at Dawn’s and we were trying to take it from you for a very long time.
Thank you for that fight it was thrilling despite our failed mesmer bombs wiping us multiple times and you 10+ arrow carts
i was behind the door when you guys broke through. my only option at that point was “throw out as much AoE as possible before you get killed.” from there it was basically “door’s down, they’re coming through. more…… more……. still coming…….. more……wait……halfway…….man, they blew a lot of gold to take this place back……more….. sweet crap, it’s a golem parade…….. more…… more……ok, now they’re all inside.”
unfortunately, halfway through the defense at DE, i needed to head to bed. our match against BG taught quite a few of us how to take, defend and hold the two northern towers for hours at a time against all odds. we’ve gotten a few rookie commanders who weren’t around during that time, and the result is what was going on previous to us taking any real estate in the north. i had to settle everyone down, and stop them from trickling in to WH to get farmed. once we were all on the same page, though, we were flowing pretty well.
to be honest, i wasn’t even expecting our initial attack on TCG to go as well as it did. we had a clandestine operation going on during all of that. it ended up being a case of one or the other was going to succeed. either way, we’d end up happy with the result. it also served as a very good learning experience for everyone involved. as we saw how we need to operate to succeed against a seemingly overwhelming force, and hopefully that continues.
Corpse dancing, jumping and other humilation tactics -- When are they acceptable?
in WvW
Posted by: Phantom.8130
there are only 2 times i ever really emote after a fight. if it’s a good tough fight, i /bow. if someone’s corpse spying, i take off my armor and pants and /sit on their face until they respawn or get booted via the afk timer. if they want to corpse spy, that’s what they should expect to get.
there was one time, however, that used /dance to try to goad a zerg into a trap. it didn’t work, as they didn’t take the bait.
if someone’s been trebbing a wall to broken + repairs, they deserve a gold. they’ve put in more time and effort than the zerg who runs in to get the easy win.
i don’t play a mesmer, but i’ve been on the using and receiving end of portals a few times. my opinion of the matter is that the limit should be reduced to 5 people, and the should have some of their other abilities boosted to compensate.
invisible zergs? that’s a rendering issue, not a mesmer one. solution: fix rendering.
exploiting the terrain? that’s an exploiting issue, not a mesmer one. solution: punish the exploiter.
mesmer hiding in the keep you just took and no one found for them? that’s a carelessness issue, not a mesmer one. solution: search carefully
if limited to 5 people at a time, they could still get an entire zerg in through them. however, it would take a significant amount of time, since the ability has a cooldown and they would need to be ported in batches, and that’s time the zerg isn’t available elsewhere. the placement itself would become an issue as well. you couldn’t just lay that thing down anywhere. the first group through would need to be hidden somewhere. or else the defenders and NPC’s are going to be all over them. also, if 5 members of your zerg get all click happy, they end up inside the place without the mesmer to run back and filter everyone else in. plan failed, time to head back to the drawing board.
@TJV: i was helping to coordinate the defense on the TC borderlands today, and y’all both kept us on our heels for most of the day. if it wasn’t FA that was hitting us, it was DB, and often times both though in different areas. we broke away from the zerg strategy as much as possible there. the last match against BG taught us a lot, and got a lot of people focused on playing defense. we learned ways to break zergs and counter siege because we had to. we also learned how to make the number of people we had fight like we were many more. it was the only way we could hold anything against BG, if even for only a few hours. for most of the day, it seemed like the numbers were pretty even there and the larger battles were back and forth ones. personally, i had a blast today. it was some very exciting stuff.
@rhonyn:
the point scaling does sound like it would be a good fix. though, i would go with a ratio of how many people happen to be on a given map, and make the points based off of the areas the server with less people has scale up accordingly. if 10 people can take a place and hold it against 50, those 10 people did a whole lot better during that time. though, there would need to be some sort of way to make sure people didn’t all just leave that map right before the round ended to try to exploit the system.
also, as for people not joining WvW based on what the score is, believe me, you don’t want those people in there anyway. they have no heart, and will crumble at the first sign of a challenge. difficulty teaches us far more than simplicity ever could. it also makes you grow stronger. you might not be able to hold a decent chunk of the map, but you can still observe and learn. watch what’s being thrown at you, and how it’s done. then you can practice it, and add it to your own arsenal. you can also work on developing counters for those methods. then, when the fair weather troops come back, you can help lift them to even greater heights. when you lead by example, you’ll find that people will indeed follow. it make take time but if your example is a good one, it will happen.
the trebs despawn, and i think golems might too. the other siege equipment seems to stick around though.
also, you don’t actually have to fire them. you just have to “use” them. run up, man it, unman it, shelf life extended.
BG, i rarely post on these forums, but i’d like to say something to your server as a whole. some of your guilds are extremely good at what they do. the HB guild is a good example of this. they’re very well coordinated, and devastatingly lethal. on TC, we have a special name for your blonde mesmer chick, but that name would definitely trip the censors here. guild such as these were quite enjoyable to meet up with, because we learned quite a bit watching their techniques.
however, you are all in for a very rude awakening when you run into servers that can match your population count. your quality guilds have carried the majority of your server. when we got into combat with you with half as many numbers as you were throwing up, we racked up kills left and right, and usually came out on top. we also made you waste an absurd amount of gold/badges on siege equipment. for a while, i actually took off all of my armor, and was winning one on one fights against some of your players. these players will be in your next match, though i would wager they won’t be in the one after that, having transferred off of your server. though, when you win again, expect them all to come flocking back. eventually, your better guilds will get fed up and make a permanent transfer, and you will plummet down the ladder at that point.
FA, i’m looking forward to meeting you in the next match. it looks like it could be a rather exciting one throughout.
this is actually a rather interesting topic, as this tends to be exactly what i’m doing the vast majority of the time. the recipe for success actually involves more than 5 pieces of siege equipment too. as was stated before, the 2 catapult model is extremely effective. one behind the door, and another one hitting in front of the door, preferably from the side. two different directions of the knockback keep the recovery from becoming a reflex action, and slows them down a split second more each time. from there, you want your other 3 on arrow carts. oil is…… useless, really, since its usually gone before anyone gets close to it. cannons are nice for softening them up as they approach, but once they’re on the door, it’s better to avoid them as much as possible.
now, if they start setting up a catapult at max distance, that’s when it’s time to bust out your secret weapon. the trebuchet. 5 catapults being set up to hit your wall? that’s treb fodder. and, if it’s set up in just the right places, you can either hit your door, or send your boulder over the front wall to destroy their back line.
now, i also recommend putting an extra arrow cart in if your second catapult can’t get the proper angle on the door from the side. you might still be able to tear up their back ranks, but will need the cart to down the people and rams at the door.
though, the first thing you should do is call out for the rest of your team, with appropriate details of what’s going on. they won’t really have to rush there until the gate gets to about 50% though.
and, just in case you aren’t able to break their zerg, bail out of the place when the gate is at 5%. i’ve seen too many people try to solo a zerg, and not even end up being a speedbump on their way up to the keep lord….