I think a zero was forgotten on two skills for harpoon guns; skills 1 and 2.
Even if the primary purpose is to apply bleed, the base damage is woefully inadequate. Compare to skills 4 and 5, which have decent enough damage.
Damage listed in the tool-tips is from my lvl 68 ranger, with a lvl 68 rare grade harpoon gun.
Didn’t you know? Saying Thieves are OP and Nerf Thieves is at the core of everything.
Problem: Current WvW populations are badly skewed across servers.
Cause: Thieves are OP
Solution: Nerf Thieves
Problem: 100 Blades and Kill Shot insta-killing people.
Cause: Thieves are OP
Solution: Nerf Thieves
Problem: Die 1vZerg.
Cause: Thieves are OP
Solution: Nerf Thieves
This logic holds true in all cases. If there is a problem in game, any at all, the root cause is Thieves. For they are OP and should be Nerfed.
HoD will probably not do well in Tier 2, or any tier for that matter, at its current levels of participation.
Logged into our (HoD’s) borderland last night. It was me and maybe 3-5 other players. Same for EB. I would hazard the guess that the same was true for the other two borderlands as well.
Judging by our 15 points, I’m going to assume it is more of the same tonight.
Server transfers are hurting our server community (Jade Quarry - LONG)
in WvW
Posted by: Shadow Phage.9084
Sorry random zerg guy who made this thread. Too much to bother reading here but congratulations on successfully having hundreds more players than everyone else. Feel proud of your #1 rank. I’m sure your guild(out of the 300 there) is great and highly respected by someone. Perhaps if you keep up you will be highly recognized and respected, but probably not since you’re usually just part of a massive sea of random red things. I’ve developed my metalworking skills though so if you’d like I can make you a shiny tin badge.
Your reading skills, and attention span, are rather poor. Might I suggest Adderall for the latter and remedial reading classes for the former? I imagine the latter is also the reason for the former.
That said, whomever said the problem was night-capping: please quit now. Night-capping is virtually a non-issue relative to the issue of mass immigration to currently winning servers. I say ‘currently winning’ because they will not be the currently winning servers when their native populations get fed up with the increased queues and move off.
Free transfers in their current form and restrictions are indeed a problem, but blaming the entirety of the problem on ANet is simply being naive or disingenuous. The player base and its lack of self control are as much to blame as ANet.
At this stage, since it is evident the player base goes whichever way the wind is blowing more than Mitt Romney, ANet probably should step in. A myriad of ways to fix the problem have been suggested in more threads than I’d like to count. It would be difficult to believe ANet is unaware of the issue. All that remains is to see which method, or methods, they are going to pick to correct the imbalances.
I will agree, to a certain extent, that it makes no sense.
But what are the options? Remove the combo field effect and essentially turn it into a pseudo-clone of Mass Invisibility? That would give necro’s a lock on Dark Fields (only current field effect that’s restricted to a single class is Lightning Field.)
Or…
Perhaps you are using SR in a way that reduces its efficiency?
To put it simply, its not a great “oh kitten” skill. Not in PvP anyways against competent opponents; PvE is a completely different story.
It IS an amazing team fight skill. SR provides a potential team-wide target drop via stealth, heal (+ regen if spec’d), dark field (provides ranged life steal), blast finisher AoE blind, etc. Different skills have situations they shine in, and those they do not. SR is no different.
I have a more serious problem with Ballista than this. I am playing from oceanic region and I have a 2 second lag behind all of you. When I fire a ballista on a moving enemy, I will NEVER hit him because what I see of him is 2 second ago. Basically, I am firing at a spot where he was 2 second ago and have move away since.
I have never succeed in landing a ballista hit on an enemy UNLESS he stand still in the same spot. This is an issue which comes with lag. I don’t know whether GW2 see this as a game design issue or just a player lag issues not worthy to address.
I seriously have no problem with this. If I see an unmanned ballista, I just walk past. It is not relevant to me.
Your chances of hitting a moving target with a ballista, regardless of latency, are about nil (depends on direction and rate of movement a little). It is a relatively slow moving projectile fired at long ranges. And since you cannot manually aim it, you also cannot lead your target like you can with say, a cannon.
Don’t forget a ranger’s Healing Spring creates a water spring regardless of how far below the surface the local water table is. This is clearly an oversight that must be corrected.
Or how ’bout them necros with Well of Blood? Where does the blood come from? Obviously not the local terrain as there is an idiom about the difficulty of getting blood from a stone. Needs fixing.
Or Mist Form. I think certain local weather conditions should adversely affect people using this skill. They are turning into MIST after all. Conversely, certain weather conditions should make it even better! Needs fixing to match name.
Sarcasm aside, SR is fine as is. If you’re using it as an ‘oh kitten’ skill in plain sight, chances are you were going to die anyways. Besides, the little ghost house that pops up is a dead giveaway anyways with or without the combo field ring.
I can’t speak for anyone else on HoD, but personally I’ve been avoiding WvW lately due to my aversion to dying from invisible hordes. If/when they fix the rendering issue, I’ll participate more. Until then, I’ll only participate sparingly.
Thieves are the most OP class there is right now. My ele was one shot last night for 14k. Brought back memories of a Inf popping out of stealth in DAOC.
Double post time!
14k HP is base. I don’t mean to be rude, but complaining about getting 1-2 shot in a glass cannon build (you’d almost have to be for that hp) is kind of…meh. If de-stealthed targets rendered properly (see my previous post), you’d be able to 1-2 shot any glass cannon thief you saw. Provided you survived their burst or were not their target.
@Shadow Phage
I agree with mesmers being more dangerous. But the difference of course being a mesmer must be “well played” to be dangerous. Whereas any idiot can figure out a thief.
They are very OP, hence the enormous popularity. They are the reason I no longer do sPvP. How the thief made it past beta as broken as they are is well beyond me.
A lot of the over-poweredness comes from the rendering issues around stealth. If they properly flashed back into existence once stealth ended, quite a few problems would be alleviated. I say this because most classes (if not all) have builds that are capable of downing another player in under 5 seconds; the difference being you actually see that freight train coming from most other classes/builds.
Which leads into a related subject of extreme burst: Quickness.
Seriously needs to be toned down. The damage compression it provides is simply too great for the drawbacks in most every case, in my opinion.
They are the most OP class in WvW at the moment, so that’s why…
I’d consider a well played mesmer to be far more dangerous than most thieves.
That said, I don’t think I’ve seen a large increase in the number of thieves.
I know I play my thief(first toon) more than my ranger(second toon) simply because all the random “Out of Range” and “Obstructed” errors frustrate the hell out of me. If it wasn’t for that, I’d probably play them equally, but that simply isn’t the case.
(edited by Shadow Phage.9084)
THIEF is total OP class for little noobs who are only able to push 4 buttons in correct order.. omg arena net sucks in this class so much…
every noob thief has invis for XY second, so many evades and OP DMG. You cry you have low HP? you nooobs…. you are 3/4 of combat in invis and evades every attack. This class need nerfsSPvP ( hot join ) min. 6 thiefs from 16 players LOL…. easy to play for noobs and OP… + 4 players are mesmers and rest classes are for rest 6 players
when I see thief I only see noob with no skill. but this class is only way how this noob can kill somebody. I will laught when they nerf this kitten class HAHA
I hear 100 Blades takes skill too. I can direct you to the warrior subforums so you can cry about another 4-skill wonder build. https://forum-en.gw2archive.eu/forum/professions/warrior
Mesmers can kitten well nearly annihilate someone in 4-5 seconds as well. Here’s their forums: https://forum-en.gw2archive.eu/forum/professions/mesmer
I’m sure the other professions have glass cannon OP builds as well. I’m too lazy to look them up and to link their respective forums.
Funny thing is, I doubt you even know why the builds are OP. (Hint: most have something in common regardless of class.)
What GW1 did with dual-class makes comparing that game to GW2 very difficult. A lot of players are saying that GW2 is limited because you can’t do something that you could in GW1 as a dual-class. W/R that used pets were not rangers. Neither were touch rangers. They were in essence, necros with reduced casting costs.
I think this is one reason we feel limited when compared to GW1.
Another is the sheer number of skills.
In GW1 you could go all the way from pure marksman to beastmaster. Here we are forced to be a hybrid.
I, for one, would like to have the same flexibility as before
GW1 had too many skills. So many did similar enough effects that usually one ended up being strictly better than another. Then there was the balance issues because you never know when one of those old forgotten skills suddenly becomes ridiculous combo’d with another new/forgotten skill.
Remember the short lived Mark of Protection + Dark Aura build that was around for all of 4 hours? Talking 4+ digit DPS in a game were most people had 600 hp max. Granted, that was due to a bug with Dark Aura doing damage to the user rather than life loss, but still…
Anyways, while I would like to see greater diversity, I also don’t want that diversity to come at the cost of balance.
Also, GW2 needs Edge of Extinction in all of its original glory. I consider EoE (and EdgeBomb) one of GW1’s most amusing skills (builds) of all time.
Most glass cannons die to other glass cannons. Glass cannon burst builds that run into defensive specs tend to fail hard. People like seeing huge numbers, thus most run burst builds and say “screw you, survivability!”
Ultimately though, this is mostly a problem caused by Quickness. I feel they should’ve kept the +33% IAS cap from GW1. Being able to halve your activation times is a bit much.
The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: Shadow Phage.9084
Would it be possible to say….load the model and then replace the textures with a uniform gray( to the outside observer)? Aion used(uses) a system like this to deal with large scale fights in addition to model “culling”.
“What’s your highest backstab hit?”
“Thief base hp too low”?
“So exactly how much damage can a burst thief do against…”
“28.3k damage on steal”The bat is taking aim…
In order:
1: Done against probably a lvl 10 (or less) target.
2: Lowest in game atm; shared with 2 other classes.
3: Varies depending on target’s spec from ‘a lot’ to ‘not much’.
4: Misleading title is misleading. Most of that damage was easily preventable.
I think it would be the noble armor. It’s a rare (yellow) level 80 medium armor set.
Noble’s is actually level 35 and up.
It is probably the closest thing medium has right now to a ‘formal’ looking set.
This is what it looks like on my ranger:
Venomous Aura does not apply venoms to all nearby allies. Appears to be target capped at 4.
While this makes sense from a sPvP perspective, it is rather misleading from a WvW/PvE perspective.
Fortify Keep/Tower reinforces the inner destructible walls of a Keep/Tower.
Sometimes those sheer numbers hurt us here on HoD. Its a bit difficult for guilds to field decent numbers during peak/near-peak hours. From what I’ve seen, its usually one to two guild groups (3+ if there’s a lot of luck involved) and they end up forming the nucleus of the various ‘zerg’ groups.
From what I understand, ET’s current WvW population relocated to that server precisely because of queues (or lack there of.) They wished to have a higher percentage of the players to be from their alliance relative to non-alliance players.
HoD doesn’t have that advantage. We have just a very large queue in which TA composes a minority. And let me tell you, some of the other randoms (I’d be considered a random) offer such sagely advice/tactics as:
—Don’t retake supply depots. They are worthless.
—The keep/tower has plenty of supply. Use it instead of taking 1 minute to run to a depot and back.
—Starts an upgrade while actively under attack, thus sapping supplies.
—Prioritizes lone pets with a cannon (yes…I have watched this)
—Drops siege weaponry on the outside edge of a wall where it is immediately destroyed (note to attackers: let them dump their supply into it first)
—Uses 100 supply from an actively engaged tower to build a trebuchet that cannot hit any of the attackers
—Leads defenders to charge an entrenched enemy position with 1/2 their numbers and no siege support. Most of them die. Tower is now undermanned. GG.
Now, every server has these people, I understand that. BUT, HoD’s freakin’ massive population means we generally have MORE of them than most servers.
Even worse, they actually get people to listen to/follow them.
Anyhoo, good matches all. GL and HF (except for a certain ranger from Diversity[DVY] on ET; you can go away permanently.)
shouldn’t steal just break your action? i don’t see any benefits to steal not breaking the attack, it’s not like thieves have long charge attacks that would benefit from a teleport/shadowstep.
In addition to not breaking your current action, you can steal while: Feared, Dazed, and Stunned.
Also, Steal with Hidden Thief will proc an auto-attack from a bow. I know this painfully well from attempting to move around Orr quickly.
If I remember correctly, the activation radius on a trap is basically melee range. The effect radius is larger though (basically how they worked in GW1.)
Now as someone who mains a melee thief (as opposed to dual pistol), you wanna keep distance or use evasion. Slows, immobilize, gap creators, etc. For Longbows you have mostly Point-Blank Shot and short bows have Crippling Shot and Quick Shot. S/D is almost entirely evasion. GS has, I think, the first auto-attack skill.
Also, a well-timed evasive skill or something like Signet of Stone traited to share the activated effect can be very effective. Remember, Thieves use Initiative instead of cooldowns, so even if the attack misses, Initiative is still used.
Now your opponents:
D/D > Cloak and Dagger into Backstab is the bread-and-butter of this set for direct damage. If spec’d for it, its self-sustaining. The thief will probably not run out of Initiative for a long time. Heart-Seeker is usually used as a gap closer and/or finisher.
If condition spec, it changes to venoms on utility skills and Death Blossom for condition stacking and damage.
D/P > Honestly never seen a thief use this outside of unlocking weapon sets. Its an odd set, imo.
P/D > Kind of odd like D/P. Also uncommon as far as I’ve seen.
S/D > Gonna be honest, I don’t like this weapon set. I think its bad. I’ve seen it used once (against me in sPvP), and was utterly unimpressed by it. Maybe it was the set, maybe it was the player, idk.
S/P > Current FotM set. Relies almost entirely on Pistol Whip spam to do anything. Haste(utility skill) is almost as vital to the build as Pistol Whip. Basically, they get in close, use Haste and spam stun+damage via Pistol Whip. Note: Sword attacks on a thief typically also root them for the animation. If you use a stun break and then dodge out of Pistol Whip, most of the damage will miss. Bear in mind this will probably also make Haste time out as well (only lasts 4 seconds). Also, while Haste is active they cannot use movement dodges (skill-based dodges like Roll for Initiative, yes.)
P/P > Its a 900 unit ranged set. It has been toned down quite a bit since the betas, but is still decent. Unload spam is still kind of scary though. It has a Daze skill and a Blind skill, notably. The Blind skill is kind of made worse in that its a field effect so they can continue to blind while the effect is active.
Short Bow > Also a 900 unit set, excluding Cluster Bomb which 1200. Its mostly a multi-target set. Cluster Bomb is the heavy hitter of the set, but its slow as hell in the air. Infiltrator’s Arrow is a shorter-range shadowstep, with the additional effect of blinding close-by targets(mostly used for escape or as a gap closer.)
Also, if you see a Thief start spinning and tossing daggers everywhere, DO NOT shoot arrows at them. Dagger Storm reflects projectiles. I’ve seen rangers do 7k+ damage to themselves by dumping Rapid Fire into a Dagger Storm.
A total blast! I am sorry for all the people claiming that TA is throwing this match. Totally unfounded imo.
Why would they say TA is throwing the match? HoD ending up behind in points was bound to happen once we got 2 competitive, smart playing, similar activity servers in with us.
Or perhaps puts on tin foil hat, TA has decided to throw the matches to tank our server ranking, thus making the fair weather supporters leave, thus lessening queues, resulting in larger concentrations of TA actually getting in at one time! :O
A brilliant and insidious plan, hatched from my mind at 4 AM. It must be true.Indeed, this is the logic people are using. I’m choosing not to believe it =P
Been a great match =)
Alternative theory: TA actually makes up only a small percentage of those queuing for WvW due to HoD being so crowded. This results in only small numbers of TA getting in at any given point. At the same time TA is known as THE WvW alliance on HoD, thus all blame falls on them regardless of the circumstances.
Random thought: I think I prefer BBCode over Textile.
A total blast! I am sorry for all the people claiming that TA is throwing this match. Totally unfounded imo.
Why would they say TA is throwing the match? HoD ending up behind in points was bound to happen once we got 2 competitive, smart playing, similar activity servers in with us.
Or perhaps *puts on tin foil hat*, TA has decided to throw the matches to tank our server ranking, thus making the fair weather supporters leave, thus lessening queues, resulting in larger concentrations of TA actually getting in at one time! :O
A brilliant and insidious plan, hatched from my mind at 4 AM. It must be true.
First one isn’t new. People have been using Portal Entre to bypass gates/thin walls since launch.
Second one is most likely exploiting a glitch with upgraded walls. The models are not completely solid in certain places.
Remove ability to travel to way points whilst alive in World vs World.
in WvW
Posted by: Shadow Phage.9084
There is another method people have not mentioned to fast respawn: death via falling. No armor damage and a free trip back to an uncontested waypoint.
Expecting speedy, unfriendly, reinforcements when attacking a tower/camp close to an enemy spawn is a given. You should be taking this into account before starting the assault.
And in your scenario, the northern team likely gave up their drive to reinforce their current holdings in the south. If that northern tower belongs to your server, that would be a good time to get a few people working on its defenses. If it is not your tower, why did you not wait for them to engage it to begin with? That would have prevented quick teleport travel unless they felt like dieing.
The skill description on the wiki indicates its supposed to proc revealed on all targets in it when it ends.
Im not sure how official that is though.
Yes, if you end the stealth early by walking out of its area of effect or by attacking.
SR creates a field effect that grants 3 seconds of stealth every second. It goes:
+3> -1> +3> -1> +3> -1> +3> -1> +3> -remaining duration. The remaining duration ends early if affected targets attack or move out of the effect range. This does not include the final 3-4 seconds of stealth duration. The Revealed proc in this case is most likely so you can’t drop the SR field and spam stealth attacks with virtual impunity.
Afaik, no Thief stealth skill in game procs Revealed when it ends via effect time-out. I have tried this with: Shadow Refuge, Hide in Shadows, Cloak and Dagger, and Steal. I have not tested it with the trap yet, though I imagine it will be more of the same.
PS
Sorry Virchow for cluttering your thread with Thief stealth mechanic talk.
Yeah, its probably still an exploit.
In case you didn’t know, every other form of stealth gives a “Revealed” debuff on lapse, precisely to prevent chaining them together.
Edit: wiki says Shadow Refuge procs revealed at all targets under it when it ends. So circumventing that is probably an exploit.
I can actually figure out how to circumvent it too from your description, so I am going to take my lowbe thief out and test it in the heart of the mists. If it works I will be filing a detailed bug report.
Thanks for your help :-)
further edit:
Retaliation effecting sieges was officially stated to be a bug. Despite this, Henge continued to abuse it until it actually got fixed on the 18th. Prior to that, if that group was there it was effectively impossible to defend a keep from them. I had one hilarious moment when I tried to cast an AE directly and received 12k damage back.I’m glad they fixed it for siege, and I expect its only a matter of time before they change its behaviour at least in WvW.
Yes, if you walk/attack out of Shadow Refuge it procs Revealed, as do all stealth skills that you essentially end manually (by attacking out of stealth usually), but not when they end due to timing out (test with Hide in Shadows and stealth spec’d Steal.) Also, as long as you’re in stealth and don’t leave it, you can chain stealth skills and it simply refreshes stealth duration. Revealed is mostly meant to stop you from doing things like Cloak and Dagger >Backstab >Cloak and Dagger >Backstab, which would essentially kill someone instantly with Haste active.
For instance, my thief (lvl 80), uses the stealth on steal trait (shadow arts >hidden thief); in addition to the +1 sec stealth passive. I can steal, putting me into stealth (3 seconds), then before it ends use Hide in Shadows (4 seconds) to refresh my stealth duration, and if I then have Shadow Refuge equipped, I can drop that and add basically another 15 seconds onto my stealth. That works out to essentially 22-23 seconds of continuous personal stealth with good timing.
I would not really call it a bug or exploit, its just refreshing durations on stealth. Now, if they’d attacked/moved out of it and then instantly re-stealthed I’d see the issue. Also, if you walk out of the area of effect while a normal stealth duration is remaining (3-4 seconds), you remain stealthed and can move around as such.
@ draculthemad (since quote isn’t showing up as an option atm)
1) More than just those two are bugged. Someone suggested using one of those said bugs during the ‘dead hours’ last night. The response was “yeah, let’s not do that and avoid getting banned.” As far as I know, it wasn’t used and instead they killed the gate with like 3-4 rams and a catapult. Abuse of the bug is an actual exploit, I’ll agree.
2) Chaining the skill Shadow Refuge can accomplish this. Assuming you don’t run out of its area of effect and don’t break stealth, its a 15 second AoE stealth on a 60 second cooldown (48 second cooldown if trait spec’d). 15 × 4 = 60. Not an exploit.
3) That’s not an exploit, that’s coordination. I don’t know if they changed it, but Feedback and other reflect skills used to make Arrow Carts explode themselves too.
4) As for Portal Entre abuse, every server I’ve seen in WvW has used that and had it used against them. Henge, Stormbluff, Jade Quarry, Blackgate, Sorrow’s Furnace, Maguuma, etc. ALL of them have used this. Yes it borders on abuse, but so does everyone piling AoE on doors because they know it can hit targets on the other side.
Not to mention the portal tactic is risky. If the defenders have enough internal defense/reaction speed, the portal group will wipe instantly. In fact, if people are paying attention, its suicide to do it as the defenders will pile every AoE they have on the exit portal and instantly frag anyone ‘porting over. I’ve seen entire assault groups instantly wiped because a guild group saw the mesmer setting up the portals and dropped a crap ton of AoE on the exit.
5) HoD isn’t this all encompasing, endless, full-on zerg people make it out to be. It has it’s peak times and it’s slow times. The difference is other servers don’t have a good spread of players in differing time zones. They get this one MASSIVE queue rush during prime time, then very little for the rest of the day/night. Meanwhile, HoD has guilds/players with staggered prime times.
It’s like this. Say HoD has 40k people queing for WvW. 15k of them are the overnight/morning crowd, 25k are the afternoon/evening (primetime) crowd.
Now let’s say SBI or JQ has 40k people queing for WvW. 5k of them are the overnight/morning crowd, 35k are the afternoon/evening (primetime) crowd.
Jumping on a cannon or arrow cart is by far the best way to rack up kills. If you have a group of people to play with, a team coordinating cannon fire is absolutely devestating and the badges will positively flow.
I prefer the cannons to the arrow carts for defense. While the cannons are more exposed, they also are not nearly as slow to damage targets as an arrow cart (except at extreme ranges where cannonball travel time really kicks in.)
Properly target masses and lead moving targets(groups of targets) and you’ll rack up the damage and kills in a hurry. Which all goes hand-in-hand with defending your tower/keep.
What kills games faster than anything is a bunch of impatient people running around saying the game is dying simply because they don’t want to wait for the matchmaking system to play out as intended.
If you don’t want to wait for the matchmaking system to settle into a stable configuration of server groupings, then suggest a viable alternative that allows arenanet to accurately determine reasonable groupings. Provide support above and beyond, “I think this will work”. This support should entail a fair bit of math (as that’s what went into deciding on the existing matchmaking system).
And since you’re worried that protracted annealing will drive people away from the game, your solution should be a one-shot fix.
If they pay me I will tell them exactly how to fix their problem and take responsibility for it. Until then I will point it out just in case they arent sure.
The idea that matchmaking will solve anything, is a story they concocted for obedient rubes like yourself. Even if it did make a more enjoyable experience for everyone it would do anything to fix any underlying problems.
If you posses any amount of congnitive ability, it should not be hard for you to deduce problems with a game without the game designers telling you what they are. You can agree with me or disagree with me and support yourself all you want, but dont tell me we are incapable of knowing what the real problems are. Thats a BS argument that might work for you, but people who actually enjoy thinking may not be satisfied by it.
As far as games dying, it isnt really important if people are right or wrong for deciding not to play any more. What should be important is identifying the reasons and doing what you can to rectify them. That is, if you want a healthy population playing your game.
lol dude, its WvW with 3 servers hundreds of players 1 million variables and you claim you can solve it when they pay you ?
WvW it is imposible to have it balanced, they can rematch you and you can have a perfect balance today, but tomorow you can lose evrything.
Get out of your fantasy world.
I see a little Eve inside WvW – espionage – backstabs – Good guilds – good alliance – off peak hours – good players – bad players.
^how can you balance this wise elder ?
Realistically, you can’t balance it without it becoming utterly stale. Barring that, use:
I find it quite odd that you guys were accused of forming an alliance yet every single time you guys from HoD or SBI post it is nothing but lovely praise, joy, and happiness. You guys are not doing a very good job of defending this accusation and I am not even on JQ.
Why should we on HoD, and those of SBI, bother with defending against something that is not even happening? I think I speak for most of HoD when I say we respect what SBI has achieved. They’ve shown a lot of progress. The same can’t be said of JQ.
JQ has proven they are not the smartest when it comes to multi-player politics, and they pay for it. Some of their tactics are rather unsound or simply ineffective as well (looking at you, 6hr failed JQ siege of HoD controlled Dreaming Bay yesterday).
I’m sure some on JQ thinks we made some pact with SBI to double-teamed them on SBI’s home borderland today, and they’d be wrong. Simple fact was, HoD was hurting in the numbers department for awhile so pushing into SBI’s territory made little sense. Farther away, harder to reinforce, harder to hold.
JQ’s default tower of Redbriar is a much more attractive option for a number of reasons. Its closer to our spawn, there’s a defensible fallback position nearby in the form of Greenbriar, it opens the possibility of siege on SBI controlled Bay, etc.
And if anyone from JQ thinks SBI wasn’t attacking us, go ask them how much siege equipment they lost at Stargrove.