(edited by Supersun.4603)
No, it’s one tick per sec.
Despite how many numbers you are actually seeing flying out of the person, their HP only drops in one large chunk once per second. At least from what I’ve seen.
Also, the issue isn’t that bleed is capped at 25 stacks. It’s that 1 or 2 players alone can hit the cap far too easily.
I mean no one screams about confusion being capped at 25 stacks because no one ever reaches the full 25 stacks often enough to complain about it.
Guardian, probably the next slowest class to Mesmer, can still easily get perma swiftness, out of the box, a few different ways between their staff skill and Retreat!.
Honestly, Retreat! almost seems like Guardian’s version of a movement utility skill, and unlike most other movement passives having a second Virtue of Courage of a shorter cooldown isn’t a complete waste.
Guardian’s just don’t have Ride the Lightning or Heartseeker to keep up with elementalists and thieves, but are still plenty fast with fairly easy to get perma-swiftness.
Mesmer isn’t arguably the slowest class. It IS the slowest class by miles. Without wasting your entire rune set that requires you to keep your heal on CD, even guardian is a ‘speck on the horizon’ compared to Mesmer.
Now, I understand that Mesmer is supposed to be weak at chasing, but compared to even the king of point holding, Guardian?
I’m not asking for a warrior’s level of mobility with a 1,000 different leap finishers. I’m just asking to not have to use an entire rune set and keep my heal on CD to keep up with the back stragglers of the zerg. I’m just asking for at least one more way to get reliable swiftness so I can at least approach perma swiftness like nearly every other class.
1 (reliable) swiftness spell, 0 gap closers, and blink just doesn’t cut it. I was somewhat excited when the devs said that they are looking to improve Mesmers ability to get Swiftness, but adding +2 secs to our swiftness and introducing a random way to get swiftness out of combat that statistically gives less then 8 seconded every minute. Isn’t going to help Mesmer keep up with the other classes that are already moving at least twice or three times as fast as mesmer especially when in the same patch they increase most of those classes movement passives from 10% to 25%.
Really, if you look at the ‘net’ effect of that patch it essentially boiled down to, ‘Hmm, we don’t believe that the majority of classes outspeed Mesmer enough so let’s increase the difference between other classes movement speed and Mesmers even more.’
Is even one more form of swiftness in our utilities or elite spot too much to ask for?
I wonder if Charr grow in an orcharrd
Hammer’s pretty fantastic
Mesmer could use some help in the movement department.
They only have one proper swiftness skill and no gap closers.
While mesmer does seem to be a very slow class, you should try the second effect of sword main hand 3, blink, and focus 4.
Great gap closers.
Let me correct that. No gap closers that can be used out of combat. Not that sword 3 even works IN combat a fair amount of the time.
Mesmer could use some help in the movement department.
Being required to use a specific rune set to not even accomplish what every other class can already do naturally is an issue.
They only have one proper swiftness skill and no gap closers.
Honestly, I think part of the issue of why Mesmer and Guardians seem so slow is that their main swiftness can’t stack on top of other forms of swiftness. I mean I know why it’s currently set up like it is, but couldn’t Anet have come up with a better solution?
Bump for an “unspecified” reasons in another thread because ‘no one’ was able to find it.
(edited by Supersun.4603)
Trebs aren’t the problem.
Bad map design letting some places treb other places that obviously weren’t intended is the problem (Like Garrison able to treb Bay)
Well, honestly some level of the concept of Mesmer frankly needs to be reworked. There’s currently a fatal flaw in how some of Mesmer’s mechanics work that I don’t think the development team even fully realizes.
Mesmer, at least how I imagined it and I would assume most other people, is a class about, deception, trickery, and guile.
Besides Mesmer’s clone mechanic there’s not very much about mesmer that screams deception, trickery, and guile. I mean if the entire clone mechanic was removed and all the aesthetical purple along with it it would be very hard to see what about the class is so Mesmery.
Now this isn’t that fair of an argument to make considering that the clone mechanic is Mesmer’s central mechanic, but at the same time the bigger problem lies in the clone mechanic itself.
In a competitive game when mechanics are being designed to be used against one another the most successful mechanics are those designed with both players in mind. Both players should be able to interact with the mechanic in some form or fashion. The user of the mechanic should be able to influence the success of the mechanic and the target of the mechanic should be able to influence the failure of the mechanic. Sadly, more often then not, mechanics don’t always meet this criteria.
Even if a mechanic doesn’t meet the above criteria a mechanic should at minimum should let the user of the mechanic have the chance to influence it’s success. Even if the target cannot in any way or form affect the failure of that mechanic a game can still be played between them as they both have their own mechanics that they can influence the success of and a winner can still be determined by skill.
The problem is that any deception, trickery, and guile attached to the clone mechanic doesn’t meet either of the above criteria and instead falls into an odd 3rd category, a mechanic where the user of the mechanic can barely influence the its success while the target of it can almost entirely determine whether it will succeed or fail.
A Mesmer can do little to make his clones more deceiving, more tricky, or more …guileful? The only thing he can really do is try to stand still and act like a clone, but even then any competent opponent who has virtually any experience with Mesmer whatsoever will be able to distinguish the real Mesmer from his clones.
Whether the Mesmer clones work in confusing the Mesmer’s opponent relies solely on the opponent’s knowledge of the class. Nothing the Mesmer can do will influence how well the clones can confuse anyone (except going underwater and summoning trident clones :P). This turns Mesmer into a class, on the lower end of the skill spectrum (which unfortunately is the loudest voice), to be a noob killer as clueless people will just swing away at your clones all day, and on the higher skill spectrum, you might as well be summoning giant pineapples because your clones should never fool anyone competent.
Basically at high levels of play no deception, trickery, or guile exists on the Mesmer class.
Without deception, trickery, and guile what is the Mesmer? Just a summoner whose summons have really low HP and explode?
Heyas, Ehmry. Relatively recent transfer. Lookin’ to meet new peeps, run with guilds running groups in WvW pretty frequently. 80 Ele and 80 Mesmer.
Tossing me a mail in world will get my attention quickly.
Vent, Mumble, etc. — I got it.
Thanks — I appreciate it!
Now why they didn’t give different classes different forms of rolls? It certainly something that could have been done. I would argue that the current form of rolling though applies better with their ‘Easy to Learn, Difficult to Master’ mentality. It’s very easy to learn how to roll, but it’s many different uses makes it difficult to master. I would suggest that adding different types of rolls to different classes would actually make the game harder to learn without necessarily making it more difficult to master in a meaningful way.
Keep in mind that adding variety does not necessarily equate to adding skill and often the opposite is true. The Japanese game of Go, imo, is one of the most skill based games on the planet, but there is virtually no “variety” in that game. The only things that you could say are different that make an impact on the game are that one player starts before another (admittedly a big deal), and that some spaces where you place the stones might have more significance on the board then other spaces.
On the other hand you have games that overload you with variety. I mean in some fighting games it feels like that you have to enter in a different combination for characters just to move forward. More often or not though that variety actually bring imbalance into the game. After all, the most balanced and skilled match up in a fighting game is two players using the same character. As long as the variety is in some way comparable then they options by definition can’t be perfectly balanced.
Adding different types of rolls to characters only makes the game harder to learn (I, myself, don’t believe that a games skill should be defined by how well you “memorize” the game.), and would most likely be detrimental to the balance of the game. You would then get into situations where X classes roll is better then Y classes roll. Yes, that exists for virtually everything offense, but that’s a decision in of itself too since if everything was identical most players would just get bored. I think they made the decision they did for a reason, because some of the most successful games have used the same pattern. Have the offense of each character have the variety to keep things interesting, but underline it all with uniform mechanical defensive options to make sure the game remains playable.
Let’s be realistic too. If the devs are doing such a horrible job balancing each classes offense currently where there are to some degree just classes that are frankly better then others, would we really want them touching our defensive ability as well? I’m glad I don;t have to complain about X classes roll not working and being unplayable because of it.
Combine all this with the assets perspective where it’s just easier and simpler to just create a dodge animation to each race instead of having to worry about creating rolls for each class/race combination I think you can start to see why they made the decision they did. I certainly could go on about the intricacies of balance, skill, variety and the works, but this post has already gone on WAY too long so I’ll cut it short here.
td;lr: Variety != Skill
alternatively: ‘Pros and Cons’, not, ‘I can make it better’
It’s easy to look at something and critique how it could be better in your own mind. I mean, sure, nearly everything could technically be improved upon, but the more important thing to look at is why something was made the way it is and maybe they didn’t design something in another form.
First break down dodge into the components of what makes it. Essentially a small period of invincibility that moves your character a set amount of distance in a chosen direction tied to a meter that limits your usage.
The invincibility portion seems nothing special in of itself, but you have to realize that it also was added for a reason. I mean when you compare it to other games with a dodge mechanic generally they just give your character an extra speed boost without adding any extra invincibility and that’s enough. the reason they added the invincibility, obviously, is because of the nature of MMOs. Latency at times can be an issue. In other offline games with a dodge mechanic the game state between you and your opponent is essentially the same. What you see is what he sees, and when your opponent performs an attack you see that attack at the same time. When you perform an evade, he sees the evade at the same time. In an MMO with latency these things don’t always match up, hence the invincibility period. For those times when on one screen it looked like you dodged an attack while on the other screen it looked like it hit, there’s now no debate since the player was invincible anyway.
One of the other components is the forced character movement in one direction. This was added for a reason as well. They certainly could have skipped adding it and instead just given the player 2 uses of 1 second invincibility while still granting full control of the character (and before someone chimes in that the sole reason the movement was added is to make it “apparent” that someone was using their invincibility, remember that they could just have easily added a special graphical effect to a character that just triggered it like Elementalist’s Mist Form). I think it was added just to be an added layer of how to use your meter. While the forced movement in one direction doesn’t actually speed you up while running forward unopposed it certainly does give you a burst of speed when moving in a direction that isn’t forward, or while crippled/chilled. I’m sure I’m not the only one that has ran forward, used and attack, then quickly rolled backwards to safety even though I didn’t necessarily need the invincibility. It adds a second dimension of decision making to your dodge mechanic. You can use the bar for invincibility, movement, or both, but you are limited in how often you can use it. The game would very likely become stale if the bar was just limited to invincibility since it would just become a game of recognizing when your opponent pressed 2 then pressing V to counter it, but in a game as movement centered as this one an extra boost of movement can at times be even more valuable then dodging even the most powerful of attacks. Now you have some complex decisions to make as you weigh the benefit of invincibility and burst movement against the limited usages of your roll.
Just keep in mind, clones do not receive any condition duration bonuses you get.
Wait wait wait… Yak’s is a nightcapping server? I’ve been blissfully unaware of this. Where’s the evidence that we nightcapped EBay/Mag with abandon in tier 4? Please provide it or be gone with the trash talking, really. Very few are the times I have awoken to a fully colored Yak map; in fact, every time we colored EBG green it was during the prime time of all three servers. I should know, I’ve been commanding it.
wait wait wait all this time you were winning you thought is was during NA pressence..? The reason maguuma beat both yaks and DB was because yaks nightforce wasn’t able to do what they normally do and cap everything.
Bunzy my little girl, why are you even here? From the looks of the score in tier 5 you only got a 4K lead over BP? which is giving you a -56 total point loss??? hahahaha
You seem to think Maguuma has the population of Yaks Bend or Ehmry bay. I would honestly say BP has more then us. We are just slightly ahead of DR in terms of population.
Get it together Mag!
It’s Borlis Pass!
It doesn’t matter if they have more then you when you can fight them 10:1!
In regards to Dragonbrand’s “new and improved” NA presence, our guild in general only had one thing to say…
It’s obvious that they transferred from Borlis Pass.
After the 1/3/13 patch the Giver Armor and the Snowflake Trinkets and their Upgrade components are still not granting any Boon duration.
My Mesmer would kill to have the Guardian’s scepter
First time posting ever
. I been doing the JP on 1 BL a fair amount and this morning I did again, that is , I tried. 3 YB cowards started to attack from water as I was climbing toward the lower key. Why ?. I don’t get it. Small people I guess. Next time guys, try a 1 on 1 if you have the guts. I have never attacked a player in a JP myself but I guess that is just me.
Been having at ton of fun this matchup, good work all.You do realize the jumping puzzle is in WvW, right? And being so, it is a free-for-all, PvP zone. There is so secret or “honorable” rule to not attack people in the there. Attacking someone in the JP does not make you small or a coward, just as attacking someone anywhere else on the map doesn’t make you one. They are they enemy, this is PvP, they might give me a loot bag. I don’t get why people think that because it’s a jumping puzzle, it’s a safe zone and getting ganked, attacked, or camped is such an atrocity (not you in particular).
Dunno if you’ve encountered it yet, but people also camp the JP. Good luck dealing with that but there will be no need to post about it.
3 vrs 1 is not pvp. That’s called ganking someone. Yes it is a pvp zone but fights are a lot more fun to me when they are fair. That’s just my opinion.
He’s an enemy, and the enemy needs to be killed! Doesn’t matter if it’s by 1 or 10… end of story!
This is exactly how yaks bend play. We have had zergs of 50+ chase us all the way across the map. They just use zerg to kill everything.
Imagine that, large groups in a large scale PvP zone… hmm your right that’s just weird! On another note, I have primarily roamed solo or with 2-3 on the Mag BL and all I see is zerg’s. Oh wait I have come across a few solo Ele’s which get to about death and run, I stand corrected your not just a zerg like us!
Imagine a Mag zerg now multiply that by 4 and then you have a YB zerg.
What? You thought you were owning all of Eternals at night and half of the points because of your skill?
None of the new Giver Armor pieces or Snowflake Trinkets and their Upgrade components are giving any Boon Duration.
Neither the tool tip or as far as I can tell the boon effects themselves are being granted additional time.
Tested with Guardian’s “Retreat!” shout skill which gives a boon for a base duration of 20 seconds so anything above +5% boon duration should affect the spell.
Equipping even up to +10% boon duration of any of the armor above will not change the duration of the Boons granted from the “Retreat!” shout skill.
Don’t act like Maguuma hasn’t gotten any transfers at all.
You had the entire “Hate Ehmry Guild Fanclub” join you as soon as we popped into tier 4.
It’s just that now Yak’s Bend and Ehmry got some transfers for themselves now. (though Yak’s Bend probably got more transfers then both of us combined with that CL guild :/)
From what I heard, Yak’s Bend just got a new guild that transferred to their server from Sorrow’s Furnace.
Apparently they have a grudge against Ehmry because some of their members previously transferred here.
So like it or not, while they may not be “allied with Maguuma”, but that rather large guild is certainly only aiming at Ehmry.
And since the enemy of my enemy is my friend it’s not to large of a stretch to say that to our perspective that guild and Maguuma might as well be allied.
I’m a little surprised they didn’t transfer to Maguuma instead since that’s where the rest of the “Hate Ehmry Guild Fanclub” transferred too.
Greatsword that is used at 1,200 range?
The only thing that could possibly beat that is a rifle that’s most effective at point blank :P
Got a curious question. Is it at all possible to get to lord’s room in Hills keep (east) in less than 1 min after outer reinforced gate was broken? Even with mesmer portal? without any inner gate being broken?
If they trebbed the inner wall from outside the keep ahead of time, then it’s possible.
They changed it because of sPvP where a mesmer could essentially cover 2 points since the entre portal was the same as the cooldown.
Wow, big Mantra buff.
I didn’t think the /sarcasm tag was necessary for a post that obvious.
Ballistas can fire straight down a cliff 90 degrees as well. If anything is within the range of the ballista in a sphere around it and nothing is blocking the shot the ballista can attack it.
Yes, if that ballista existed in real life it wouldn’t be possible for it to fire at those extreme angles, but realism and gameplay balance exist on opposite ends of the spectrum.
Sure, it wouldn’t be that difficult to let the ballista only fire at targets within 10-15 degrees on the Z axis from its point of orgin, but it would severely break the balance in WvWvW if ballistas could not attack siege equipment in keeps and towers.
Guardians – Scepter gives weak AoE to a wall. That is the only ranged option we have in a seige to get badges, else it is auto the door with the rest of the zerg. This is pretty much the same in seige defense.
Warriors – longbow, 2 aoe one is the F1 skill, otherwise it is auto the door with everyone else. Also these aren’t likely to kill anyone
Thieves has already been explained. Weak aoe on short bow and not much else to plant on a wall.
Guardians, Warriors, and Thieves have it good compared to Mesmer currently.
First off, calling cluster bomb a “weak AoE on short bow” is comical. IMO cluster bomb is one of the best siege sniping spells in the game, and it hits like a truck. Sure thieves can’t make walls uninhabitable like a few elementalists can, but when an enemy treb is pounding your keep from a fort a good amount of the time Cluster Bomb is your best tool for killing it.
Guardian’s #2 on the scepter does 210 damage (steady scepter) on a 6 second cool down.
Warriors can do 67 damage every 10 secs with their longbow #3, and 1,968 burning damage with their adrenaline attack every 10 secs.
Mesmers currently do 16 damage every 35 seconds with a minor chance to poison.
Guardians do 35 damage per second on a wall.
Warriors do 203.5 damage per second on a wall.
Mesmers do .4 damage per second on a wall.
How can you even say with a straight face that Mesmer is more in line with other classes in this regard?
Before the nerf Mesmers were more in line. iZerker does 33 damage every 20 secs. Mesmers were able to do 1.65 damage per second to people and siege in a tower.
The issue was just the reach of the spell, being able to hit things that no one else was able to reach (though there were plenty of other spots that they couldn’t reach either that other classes could).
The removal of iZerker being able to hit on walls though essentially removes every single option that Mesmer have for hitting up there. Unless a mesmer is portaling or timewarping he almost might as well not even be there.
Don’t get me wrong, the change to iZerker was needed, it was ridiculous the things you could hit with it, but taking it away without giving Mesmers anything in return to help attack while on offense is just as bad.
And no, just because Mesmers have Portal and Time Warp is not justification to make the rest of the class crappy, that’s just bad design.
Ask yourself this, if Portal and Time warp were removed from Mesmer would you still play the class? I personally would, and I’m sure others would too, but I don’t think it would be an understatement to say that they would become the least played class in WvW virtually overnight.
This is the issue. Mesmer isn’t seen as powerful because it’s a strong versatile class. It’s seen as powerful because of one or two almost gimmicky spells. Without those couple of spells Mesmer would be a very underwhelming class in WvW.
That is what people are complaining about. The foundation of Mesmer is full of bugs weakening and eating away at it, but it seems perfectly fine because of the nice coat of paint from a few spells. If the nerf bat keeps smacking away at it eventually the foundation will collapse and mesmer will really only be good for being a portal b**** in WvW.
Strange enough it will reflect Guardian Staff 2 which is not specifically a projectile. It doesn’t seem to block Mesmer Mirror Blade (GS2) which is a shame because of the high damage it does.
Mirror Blade is reflectable.
Attacking the inner garrison water gate door doesn’t contest the garrison. If you are making sneak attack on the garrison from the water gate and want to keep it contested you need someone to poke another gate to stop it from uncontesting.
Phants now cast as normal attacks – A needed change. People keep crying about how Phantasms are a part of our class and by making them miss or get blocked (and need LoS) they’ve essentially made our core mechanic blockable. Uh… Hello? If you dodge roll away from Hundred Blades, a melee based attack, you have just avoided a Warriors core mechanic (melee burst). If you leave the Meteor Storm area, you’ve just ruined an Elementalists Core Mechanic. This change was needed, we are now on par with every other class.
Except this is not the same. For every other class the attack still comes out.
If an Elementalist casts meteor storm and the opponent dodges, at least there’s still a fire field on the ground to use.
If a Thief uses steal and the opponent rolls, the Thief still ends up behind the opponent (In fact the Thief can steal regardless of any status effect on him).
If a Mesmer uses Warden and the opponent has Aegis, I hope you weren’t planning on it reflecting projectiles because now the attack won’t even appear.
In fact I can’t think of anything else that is like this. Does an Engineer’s turrets not spawn if he’s out of range? Does a Ranger not evade attacks with his third Greatsword attack if he’s blinded? Does a Mesmer not get his whirl combo finisher if he doesn’t have line of sight? Oh wait, he doesn’t because the attack doesn’t happen at all if the phantasm doesn’t come out.
No other class can have their attack “not happen” unless they are interrupted. Essentially rolling, blinding, aegis, evasion, ect… now all “interrupt” the Mesmer preventing them from even attacking with 20% of their attacks.
It’s an sPvP nerf where a Mesmer can essentially defend 2 points at one.
The cooldown creates a down time where they can’t cover 2 spots at the same time.
WvWvW doesn’t have this issue since none of the takeable points are within portal distance.
Considering that the portal has short uptime, a mesmer would not be able to ‘cover 2 spots at the same time’ for very long.
So definitely does not seem like a logical argument.
They set the entre portal at one location and defend another. If any enemy attacks the location within that minute of the portal being dropped they can warp back and defend the first point.
The mesmer can essentially respond an attack on either of those locations.
It’s an sPvP nerf where a Mesmer can essentially defend 2 points at one.
The cooldown creates a down time where they can’t cover 2 spots at the same time.
WvWvW doesn’t have this issue since none of the takeable points are within portal distance.
Oh gosh, 1 person out of 50 is now worthless for 10 secs.
Yes, Moa in general probably needs to be hit, but complaining about it in WvWvW is almost laughable.
What’s next? Killshot?
Nah, SM and CoS have been class. Credit where its due.
Have to agree there. Haven’t had much trouble with those thieves, but there’s a few other tags I’ve seen the last few nights who have timed their false retreats+flanks perfectly and gobbled up whole squads. I think group per group that’s probably the biggest threat I’m seeing currently, they simply have good terrain negotiation. Though, I’ve been seeing some crazy stuff from our smaller squads recently full of random regulars and I’m excited to see our plan on the fly rhythm get more solid.
Honestly can say I dont see those tags much really, at least not doing serious contribution to their war effort. Most i see are TAC and FTF
SM and CoS tend to stick to the borderlands more, so if you primarily play in Eternals you probably won’t catch us.
You know, there are some specs that are good at 1v1 AND group play :/
It was a mesmer.
Reflect projectiles trying to go out AND in.
If you drop it on a ranger and the ranger is trying to shoot outside the bubble then they will be reflected back at him.
Likewise if a warrior on your team is attacking that ranger from inside the bubble and other enemies are trying to shoot him from outside the bubble their projectiles will be reflected as well.
Feedback has no effect on your allies shots (besides acting as a ethereal combo field and adding confusion to your allies projectiles)
While we do have a ton of thieves on Ehmry we also have like no elementalists.
Seriously, we can’t kill people on wall at all
If you are running a condition bunker build in WvW I’m not sure how you could use anything other then a focus in the offhand for swiftness. You are just way to slow without it.
Someone already remade the thread.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/11-9-MAG-vs-EB-vs-ET-Version-II/first#post697762
I actually play a pretty similar build to yours.
You can get some Prec, Tough, Cond boots with dungeon tokens.
HotW 1 is a pretty quick dungeon and you’ll be able to get the boots fairly quickly farming tokens over a few days doing it once a day.
(Also, if you didn’t catch it, Condition mesmer is absolutely brutal underwater with trident clones. Being able to keep up 7-8 stacks of confusion on the opponent at all times is just broken)
I’m not sure why people are saying Ebay got night capped. The first day we controlled the match well into the night.
Historically it’s always the mornings that give us our biggest issue. Many of us who opened Friday stayed to defend until 8 AM EST (we were still leading) until we had to go to bed, but there was simply no one to replace us. I wake up 8 hours later and the entire map is green with everything upgraded with full supply and tons of siege.
No, we don’t have a ton of people on at night, but generally our opponents don’t either. Mornings are another issue entirely, most servers have some form of a morning presence while ours is virtually non-existent.
I mean that graph is pretty much the story of our server. Huge losses for us and huge spikes for the opponent around in the morning until the afternoon when start to take stuff back. (also keep in mind that chart isn’t the most reliable thing to trust given how that site is pretty slow to update at night so the results likely aren’t that accurate around the time they aren’t updating as often).
(edited by Moderator)
Maguuma has maintained at least +375 potential points for 48 hours now. Give it up man.
Give what up?
Due to the way the score system works there is virtually no difference between winning by one point and losing by one point.
As long as we keep fighting for points we can still compete for rank.
If we stop fighting though we are likely to plummet down a few places.
That one PYRO thief
Keep in mind that it’s not like we are playing that much worse then last night. Maguuma just now has a VERY large advantage due to being able to capture everything and upgrade it to full in a period that few of us were on. Double that with the fact that the Green team has an inherent advantage against the Blue team due to map positioning, and we have our work cut out for us if we want to win.
This just really shows how bad the slippery slope is in WvWvW. We can go from flat out dominating to barely being able to get a foothold because of how much of an advantage upgrades give (especially waypoints in the borderlands. IMO they really shouldn’t exist as they just serve to make an already small map smaller for the winning team).
I wanna know when EB wakes up, if we’re only playing the nightcap game, cause it’s 3:30pm EST/12:30pm PST atm. That’s some solid beauty sleep.
Welcome to Ehmry Bay.
We don’t get night capped. We get morning capped :/
. I been doing the JP on 1 BL a fair amount and this morning I did again, that is , I tried. 3 YB cowards started to attack from water as I was climbing toward the lower key. Why ?. I don’t get it. Small people I guess. Next time guys, try a 1 on 1 if you have the guts. I have never attacked a player in a JP myself but I guess that is just me.