(edited by Skye.4983)
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Well, since creating this topic I have completed that mission 3 times on 3 different characters. Two of those times were done with the help of a fully geared 80 warrior. However I have also completed it solo with a 59 engineer. The trick to doing it is to focus fire the two 61 veteran acolytes as soon as you’re done taking back the siege placements. You have to do it while the courtyard is filled with friendly npcs who can occupy most of the minions. Find the acolytes and kill them as fast as you can, as soon as they go down, every minion they summoned will disappear with them, with both of them gone, you will have very few risen left to deal with. You’ll still have to deal with two 61 veterans and a 62 veteran, but they can be easily kited.
This is the only way you can get past this part of the story.
Currently, when you spend karma to buy armor from one of the temples in Orr it is soulbound on acquire. However the trinkets you buy from the same temples are account bound on acquire and soulbound on use.
I would like to suggest that temple armor be made account bound on acquire, just like trinkets.
This isn’t a whine about fighting the same opponents over and over again, rather I wanted to share something that I found interesting after looking at the server scores over at the millenium.org website.
Specifically, while I don’t know the ins and outs of the Glicko scoring system, what is obvious to me is that each tier is a zero sum game, if you add up the scores of the three servers that participated in a week long match at the beginning and then at the end of the match you will find that they should be the same or very close to it (for the purposes of this post the minor differences that sometimes crop up are not significant).
Another “property” of the tiered setup is that all the points flow upward. Because each match is a zero sum game, any time a server goes up a tier, the point difference between it and the server that replaces it permanently leaves that tier. The points can only be replaced by a server from a lower tier bringing more points in. What this leads to is overabundance of points in tier 1 since no points ever leave that tier and a lack of points in the bottom tier.
Just for fun I added up the NA tier 1 points for all the weeks that millenium.org had information for. I only added whole numbers so the totals vary slightly.
2/23 = 6480
2/16 = 6479
2/9 = 6480
2/2 = 6480 SoR entered T1
1/26 = 6388
1/19 = 6387
1/12 = 6387 BG entered T1
1/5 = 6371
12/29 = 6372
12/22 = 6372
12/15 = 6372
12/8 = 6372
12/1 = 6371
11/24 = 6371
11/17 = 6368 SoS entered T1
11/10 = 6355
11/3 = 6355
10/27 = 6360 BG entered T1
10/20 = 6345 IoJ entered T1
10/13 = 6275 SBI entered T1
10/6 = 6251 ET entered T1
9/29 = 6234
I didn’t bother doing the same for T8, because who cares about that hole, right? j/k Over time this will lead to stagnation in the top and bottom tiers. For top tier every time a new server brings more points into that tier it makes it that much more difficult for another server to break into T1. Simply because with so many points to go around the amount of effort needed to maintain a high score in T1 is significantly less than T2. On the other hand it makes it that much more difficult to escape the bottom tier, we are already seeing it now. With SF being unable to escape that pit despite dominating for weeks. They simply can’t get enough rating points from ET and FC since they have so little to begin with, like squeezing blood from a rock.
Now, one way to fix this problem is by resetting the scores, but I think that solution is worse than the problem it would be trying to fix. Rather, I think what would fix this is transferring points from T1 to T8. For example, decide on some arbitrary number, like 100 points and if the gaps between T1-T2 and T7-T8 equal or exceed this number at the same time for say two weeks or more, then you could simply reduce the ratings of T1 servers by that amount and raise the ratings of T8 servers by an equal amount. This would preserve the relative rankings of the servers, but would provide an extra boost of points at the bottom of the ladder to allow for upward movement of those servers that were prevented from doing so due to the lack of points in their tier.
Just tried to do this personal quest on my 61 Guardian. Currently the Risen mobs you’re fighting in the courtyard of the fortress are all level 61 while the quest downlevels you to 59 and all the friendly npcs are 59 as well. It was tolerable while taking back the siege weapon placements because there are small mobs of risen protecting those locations and with the npc escort killing them is doable. The problem starts when you’re supposed to take back the courtyard, because there are three level 61 veteran risen and two of them are summoners who summon more level 61 minions and all of them swarm you as soon as you attack even one. They easily murder every friendly npc present and then you’re left trying to kite the two dozen risen that are 2 levels above you, which is completely pointless because the two veteran summoners keep summoning more minions faster than you can kill them, and they are all so fast they can easily chase you down.
Ah true, I stand corrected, still, 30 minutes is probably too long to wait for them to go away on their own.
Right now dead players can remain dead indefinitely wherever they were killed and serve as perfect spies for their side, feeding information about the opposition from inside a keep or a tower. I’d like for us to have an ability to dispose of these corpses, such as by burning them, thus forcing the dead player to respawn in their respective spawn on that map.
EDIT: I guess I should add that the time it should take to destroy a body should roughly equal the time it takes to rezz it. This way it should be impractical for the enemy to destroy them unless they have already won.
For me ur just a coward, i would say learn to play if u think that all that is meant to be like that, and yeah it is war and for me u do me a favour cause anyone like u that loggs out to not pay repair are mostly noobs cant afford some silver for repairs? or better yet, u think ur bag of loot will matter anything to me? do u imagine how many bags of loot any real wvwer loses cause they die in a zerg and theres lots of loot to pick up? Pls quit WvW ur a shame and anyone else that think they are so pros by doing that.
Worse than doing it is saying were good by doing it… only reason i post here.
See Exhibit A for the idiocy I am talking about. Please sir, put your kitten back in your pants. Us cowards are just terrified of it.
No, I don’t. Don’t put words into my mouth. There is a very clear difference between intended functionality and hacking. I am merely pointing out the fallacy of these “hard-core” pvpers crying about being denied kills when they are perfectly fine with every other instance of unfair play, misuse of game mechanics and general poor sportsmanship because you know “this is war.” But deny them some loot and cue the whining.
Logging out in order to deny an enemy loot, badges and possibility of rallying nearby downed enemies is not trolling or rage quitting. It is a valid tactic, in fact any side that doesn’t have a queue should consider this a benefit for being outnumbered, one they should use as often as possible. Those of you crying about it and moaning how this is an exploit are missing the point. What have people been told when they complained about opposing servers having players from different time zones take over the entire map while everyone else slept? “Suck it up, this is war.” What about when people complained about a blatant misuse of AOE limitation to five targets by zergs turtling across the map? Or using mesmer portals to take advantage of the culling issue to attack the enemy? Or when entire teams from opposing servers camp jumping puzzles just so they can gank everyone else in it? Thats right, this is pvp and destroying the enemy by any means is all fair game, as well as denying the opposing side the badges and siege equipment. After all, “this is war.”
So how is logging out is any different? It is not an exploit, it is coded into the game on purpose. Because it is unsporting? As if rolling over your enemy with a zerg several times their size is very sporting. If I drop and there is no queue and there is only a slim chance of me being rezzed and if there is no tactical advantage for me to remain where I am, such when defending a keep. Then I will log off, relog and be back in the game in 5-10 seconds. Same results as if I was staked, but sans repair cost to me and any reward for my enemies.
Ha, I completely agree with OP, I played my ranger long enough to earn 200 spare skill points with her, and recently I leveled a thief to 80. If you never played anything but a ranger in WvW you have no idea what complete garbage rangers are in anything but PvE.