You missed the main reason:
Zerging makes you practically immune to AE.
5 man group = 100% damage from AE
10 man group = 50% damage from AE
20 man group = 25% damage from AE
50 man group = 10% damage from AE
(effectively)This is because AE can only hit 5 people. So if you’re in a group of 10 and someone does an AE on the group, you only stand about a 50% chance of being hit by it. This is why you see big coordinated guilds all clump up on doors. When there’s 30+ of them, they simply because immune to AE. 10 people can rain AE on the door, enough to instagib an individual, but with 30 people in a shifting clump, the damage gets highly diluted. Attacker 1 hits 5 people but doesn’t hit the other 25. Attacker 2 hits 5 other people but doesn’t hit the other 25. Etc. Nobody is going to get hit too hard, despite 10 people raining AE on them.
It’s just how the game is designed. The enemy of the zerg is AE damage and this game has severely restricted the AE, so the zerg is greatly empowered and can really only be beaten by another zerg.
Anet please listen to this guy, lets get rid of this stupid cap!
the stupid cap that prevents the server from crashing?
I’m from Maguuma, and we played against you last matchup. We won not because we had a heavy night-crew but because a group of guilds set up global server VOIP. This matchup, we’re getting steamrolled and losing everything we have every night because we have no night coverage and are up against an Oceanic-heavy server. I know what the field looks like when you get rolled by nightcapping, and I can tell you that nightcapping doesn’t explain your server’s performance (okay, maybe it did at the end when you all had vanished due to the score spread).
Rather than giving up and blaming nightcapping, I would recommend considering what you can do to improve your performance. EBay has a lot of potential that you all need to organize together and realize.
You won because you had a glitched garrison in our own borderlands :/
I’m not sure how you guys can keep writing that off like it’s nothing when it essentially gave you a 2x point handicap.
(edited by Supersun.4603)
“I just got killed by 8 Mesmers!!”
This was a fun clean battle till about 3 hours ago when the orb was hacked and then EBay brings it back to their garrison. Your only condoning their actions by taking the orb back to your garrison. Cheaters are going to keep doing it when servers just go along with it.
The guys from our server that took the orb to Garrison said that they took the orb from NSP.
Seems credible since a Screenshot was provided with a rather impressive army escorting the orb, including 2 commanders. Seems a bit overkill to escort the orb with that many if you hacked into the castle in the first place.
Ehmry historically has been pretty good about not having many hackers and tend to get the brunt side of people that hack and glitch. I’d be surprised if anyone of us tried to hack that we wouldn’t try to lynch him on the spot. I’d be odd if no one from that massive army that was escorting him complained about it if anyone from our server hacked that orb.
If someone from our server did hack though and it continues to be an issue one way or another it will be dealt with.
Phantasms are not Clones.
At minimum, if someone is defeated, 20 players shouldn’t be able to revive him with Arrow Carts raining down on his corpse corpse.
You should at least be forced to stop reviving a defeated players if you take damage.
You can jump up there from the left side of the hill.
3) We have a decent nighttime/Oceanic population. No, it is not as big as people claim(except maybe on weekends). We can maybe muster maybe one 40 man main zerg, and a couple 10-15 man squads.
Uhh…yeah, that’s a LOT more people then we have on at night on Ehmry :/
No bodies were ready for this
Yeah…
you slightly outnumber us both at night by quite a bit.
Last match for Northern Shiverpeaks was an even match almost all the way through. Don’t know why we aren’t fighting our equals this match.
Guess the true battle is between us losing servers for now. We will beat you Ehmry Bay! 10 to 50 points at a time!
Throwing in the towel a bit early there aren’t you.
They will have a good lead for sure, but if we ally up for a while we could easily even things out by annihilating them during the day.
I certainly don’t expect that Darkhaven has that many more Omega Siege Golems that they can throw at our gates :/
(edited by Moderator)
Quite frankly I don’t plan on loosing this match up.
We noticed that when your server sent 10 golems at us during the first couple hours of the match.
You guys must have burned like 50 gold in golems alone in just the first few hours of the match :/
Sanctum of Rall vs Northern Shiverpeaks vs Yak's Bend - WvWvW 10/5/12
in WvW
Posted by: Supersun.4603
Just to throw this out there, but third place likely will drop a tier.
I can understand Decoy having a stun break to some degree.
Mirror Images on the other hand is just unnecessary
This is just silly, putting an arrowcart on top of a wall in WvW, if a mesmer keeps spawning those phantasms u can almost not focus on controlling the arrowcart but u have to focus on killing the phantasms, they do loads of dmg and kills ur siege and the respawn timer is just silly. This just needs a NERF asap! dont let them spawn them on top of walls in wvw..
And other classes carpet bombing your walls hitting you and the siege equipment isn’t the same thing?
I agree that this is likely a bug a will be fixed, but I hope that ANet will give us something in return since we will have lost our only decent option for destroying siege on a wall, and we will be a pretty pathetic class for siegeing other then pulling newbs off with Into the Void.
I wouldn’t be as opposed to orbs having the stats they currently have as much if the only places with an altar were like their initial starting spot, and not in brick iron keeps.
If you could only place Orbs in supply camps I think it would be a better mechanic over all.
Thief
Even in full defensive armor their burst is still insane especially since it’s virtually risk free since any competent thief will generally be able to escape unless your current build happens to have the right tools to actually stop them.
The fault here doesn’t lie entirely with thief though as much as the lack of ways to mitigate critical hits on your armor. Toughness and Vitality isn’t nearly as effective in reducing your damage as Power, Precision, and Crit Damage is at increasing it.
The only decent counters to a glass cannon thief is either to grab enough survivability to survive their initial onslaught then burst them before they burst you or go glass cannon yourself and burst them before they burst you.
…assuming they don’t just run away first.
why does the losing team always expect hand outs to make it “fair” for them?
Why does the winning team always expect additional buffs to make it even harder for the losing team to come back.
prime time PST
Oh yeah
It’s almost comical at how organized it seems that everyone goes to bed all at once right at the stroke of midnight EST on Ehmry, which unfortunately is during primetime PST.
- Playing for second
Several matches are decided quickly after 2-3 days. For the rest of the week, the main competitor of #2 is not #1, but #3. It becomes not a match to win, but a match not to lose and be send to a lower tier. Instead of teaming up on the winner, the opposite happens.
Yeah, this is a pretty significant point.
As soon as the third place team stops competing for first, you just might as well just hand the first place team the victory if the first placed team has an advantage against the second placed team (such as Green > Blue).
Having to compete against a team that has the Hills position on your map while you have the Bay position on their map is a pretty big disadvantage. The second place team has to significantly outplay the first place team to win.
If the second place team actually pulls out the victory in all honesty if the rolls were reversed the second placed team would have stomped the first placed team if their positions were swapped.
This isn’t as large of an issue when a server has lots of players where players are more or less forced to go to a map they aren’t as strong on because of quenes everywhere else, but when there are only enough players to fight on one or 2 maps, which is pretty common on lower population servers especially at night, then this is highly detrimental to the game.
In these situations fighting will generally gravitate towards the second placed team’s borderlands. The first placed team wants to protect their lead so generally they want to attack the second place team and given that they have an advantage on their borderlands while the second place team has a disadvantage on their borderlands meaning that you shouldn’t need that many to defend. The second place team wants to take the points from the first place team and prevent them from scoring any more. Because of the fact that they have a disadvantage on the first place teams borderlands and that the first place team has an advantage on their borderlands they will likely have to just defending against them especially if the first place team is under no threat from the third place team unless they want to lose their entire borderland while not likely able to push very far into the first place teams borderlands. The third place team will likely either have given up or be trying to score as many points as they can. Generally they will do this by attacking the apparent second weakest team even though they may be at a disadvantage against them. The second place team’s hands will already be full dealing with first place team though making it fairly idea to attack someone’s back.
This will generally lead to the first place teams borderlands pretty much going uncontested because the second place team cannot contest it on equal footing and the third place team either being too weak to contest it, or they will just have given up. This just gives them time to upgrade their borderlands which makes the situation worse and just continues the snowball.
This isn’t even getting into the issue of how much Green has an advantage on Eternal.
Like I mentioned before though, when you have enough players to reach a certain threshold this really isn’t an issue since players will sorta be forced to migrate into those disadvantaged battlegrounds because of quenes anyway, but for low population servers and mid servers at night this is the real issue that night capping produces. There is no real equal play, just which color you are.
The sad thing is that this isn’t going to be fixed any time soon either because Anet is mistaken on how people will migrate. While they are half correct that people from servers with constant quenes will migrate to other servers it will NOT be an even distribution. People will migrate to the server with the highest population that does not reach quene. If there are enough WvWvW players to fill 4 battlegrounds at any specific time then, yes, the players will be spread out. If not (there’s not) then while the highest population servers will migrate to the next highest population server until they reach one without a quene. WvWvW players from lower population servers will also migrate up to those servers.
This will eventually lead to a rather sharp division of WvWvW servers that compete fairly well against each other, but then there will be a sharp drop off to servers where WvWvW is virtually dead.
Like mentioned before if you want to fix this you really need to restrict transfers to High population servers.
Anet may have to readjust how many WvWvW maps we can play on depending on how many WvWvWers there actually are at any given time. I highly doubt that eventually there will be enough WvWvWers to fill 400×24(the number of servers) during prime time. When this happens they may have to reduce the number of maps to play on so that hopefully people will transfer to servers without quenes.
In the long run ANet may have to rethink how the maps work. Ultimately they may have to create a system that scales how many/how much of a map you can play on depending on the population that are on at the time because there will never be enough late night players to be evenly distributed and for the more emptier maps at night 4 maps will be far too many to play on and unless everyone everyone wants to run around all night capping unguarded keeps ultimately one team will just be raking in free points if they happen to be the server which isn’t seeing any competition that night.
My server is around a middle ranked server and recently during primetime we can barely field the numbers to max the quene in even one area.
Now it’s not because of night capping or anything like that is driving the population down as participation naturally declines immediately after launch (since the week after launch/major patch/expansion you will always have more people then average), but the “nightcapping” issue and now the lower population prime times does reveal the biggest issue about the entire system.
The issue is that the playing field attempts to be one size fits all. The largest server during prime time plays on the same size field that the smallest server during night does. Now normally this isn’t an issue in most games since team sizes rarely change, but in WvWvW you need to take into account that not all servers are equal in numbers.
Having 4 maps the size that they are is perfectly fine if you can nearly max every quene during prime time and still have the population at night to field a sizable fraction of that, but if a server cannot muster enough people to pass a certain threshold then having 4 maps is destructive to the game since it just simply isn’t possible to fight on all of them at once and all the fighting will tend to gravitate to a certain area.
I am going to make a bold prediction. The green team is going to win a lot from here on out especially on lower ranked servers. While the first place team is given the green color something else will bump the green team’s win percentage higher then it normally would be, team placement.
First you have to realize something that is apparent to most people experienced in the borderlands. On the borderlands the Hills keep is freaking awesome and the Bay keep is terrible. Hopefully I don’t need to go into detail too much about this since anyone who has much experience with WvWvW should understand why (a large part of this is Garrison being able to treb the Bay which I’m pretty sure was not intentional when these maps were being designed and I hope will get fixed).
The issue is that the way the maps are set-up. While because there are 3 borderlands it may look fair and equal because each team gets one of each starting position instead there’s actually a Rock, Paper, Scissor type system going on.
On Green’s map (the first placed team entering the match) Blue (second placed team) is given the side of the map with the Bay while the Red (the third placed team) is given the side with the Hills. This means that the third place team is the team with the best chance of taking territory in the first place team’s borderlands while the second place team shouldn’t even bother unless you have enough people in all the other battlefields already.
In Blue’s borderlands Green is placed on the Hills side while Red is placed on the Bay side meaning that in the second place team’s borderlands the first placed team has the best chance of taking territory while the third placed team should likely head elsewhere.
In Red’s borderlands the Blue team is given the Hills and the Green team is given the Bay. This mean that in the third placed team’s map that the second placed team has the best chance of taking territory while the first placed team should try elsewhere.
If you look closely in terms of positioning Green has an advantage against Blue who has an advantage against Red who has an advantage against Green, or on other words the first ranked team is best against the second ranked team who is best against the third ranked team who is best against the first ranked team.
Now this works fine and all if all 3 teams are close in score and all competing for first, but with the sheer number and magnitude of the slippery slopes in this game it is very hard to keep 3 teams in balance. Once one team begins to lose and starts to lose interest in competing you are now essentially playing Rock, Paper, Scissors without Scissors.
The issue is that the winner in a system like this isn’t whoever the better team is, but whoever has the weakest team sitting on the right of their map. Statistically this will be Green since, not only is Green ranked the strongest but Red is ranked the weakest. If Red starts to lose hope at winning and they will withdraw then the first placed team is sitting at an advantage against the second placed team in their 1v1 duel.
Essentially, Blue may lose to Green because Red sucks.
which is why you never see Thieves complaining about thieves
That or you can cloak and run away if one jumps you.
Something the majority of classes cannot do.
There are plenty of other skills that can affects more then 5 people. Like I said before, it’s primarily damaging and healing skills that are only limited. Mostly everything else has no cap. A skill cannot be broken just because it can affect more then 5 people unless there is a serious issue that is only possible because the skill affects more then 5 people.
There is nothing broken about portal outside of the culling issue. Seriously, name one thing, especially one because it affects more then 5 people.
(edited by Supersun.4603)
The reason why AoE attacks and heals are limited to 5 people maximum is to set a cap on how much DPS or HPS you can do.
Without this limit in large team situations it boils down to whoever has the best/most AoE spells win and if you have crappy AoE spells you are going to be pretty worthless.
With this limitation, while AoE is better it’s not overwhelmingly better then some of the single target options, and the contribution of builds and classes that tend to specialize in single target options better is actually somewhat comparable to the people that have decent AoE options instead of where you might not even bother showing up if your AoE sucks because everyone else is going to out DPS you by at least 30×.
Portal does no DPS or HPS on it’s own. It’s simply a utility spell, and while it’s a good utility spell it certainly isn’t completely in a league of its own. There are other very powerful utility spells as well.
Like mentioned before, there’s nothing wrong with portal itself, it’s the culling issue. The ideal fix would just be to fix the culling issue, but even if they cannot fix that there are better options then limiting it to 5 people.
The team that was smart enough to build 100 ballistas.
Yeah…, I can’t really see any of the logic behind this.
Nerfing Phantasm timers like this only hits PvE and barely affects PvP.
It’s like ANet is just wildly swinging a hammer around in a room trying to smash the one thing that will bring Mesmers more in line for sPvP. Let me give you a hint before you end up destroying the entire room in the process.
Nerf the recast on Blink and Decoy. Murder Moa Morph. Touch nothing else.
Wait a min… did someone just say Warrior downed state was op?
WHAT!
/facedesk
Which class has a better downed state than warrior?
Thief
While Briar is definitely on among the top worst places to hide there still is one or 2 spots that can work if you get lucky. I’ve hidden in Briar before.
While not a sport, one of the most competitive games on the planet has a slippery slope, Chess.
While the winning player does not gain pieces, as the game progresses the opposite happens and the losing player loses his pieces giving him less options to attack and defend with compared to his opponent.
This creates the same type of scenario we see in WvWvW where a losing team has to outplay the winning team in the “second half” more then the winning team outplayed the losing team in the “first half”.
Now there’s nothing wrong with a slippery slope in of itself. Even if the game essentially boils down to whoever captures the first supply camp will have a strong enough advantage to ride to victory there will still be a playable game. You fight tooth and nail for that supply camp. You have to understand the consequences of slippery slopes, the losing player or team will always tend to bow out early.
In Chess, it’s not terribly rare for games to be forfeit before their completion. If you don’t think you have enough pieces to do the job then plenty of people think that it’s just better to bow out and prepare for the next game.
WvWvW suffers from this same effect. While the match is a week long the victor is generally decided long before that, and the losing server’s players generally start to bow out long before the match has finished to prepare for the next match.
The difference between chess and WvWvW though is as soon as the losing player bows out the game ends, and both players can head to their next match. In WvWvW every team is stuck in that match until that week ends.
Now, don’t get me wrong. I’m not saying slippery slopes are evil and must be eliminated from the game entirely. I just want players (and designers) to understand their impact.
To be honest I don’t even think it is possible to eliminate every slippery slope from a game like this because it’s impossible to eliminate the biggest slope of them all, morale. As the game continues, the winning team gets bigger and the losing team gets smaller.
If anything I just think it is unnecessary to add artificial slippery slopes, like orb bonuses, on top of the natural ones like morale. It might be worth considering alleviating some of the more unnecessary ones, especially if the ANet’s designers are intending for WvWvW to eventually stretch to 2 week matches. The way things are now matches are decided by the 3rd or 4th day. Making the matches last 14 days is just pointless, unnecessary, and wastes all 3 servers time unless some of the slippery slopes are removed.
(edited by Moderator)
Into the Void doesn’t need to target you to pull you down. It automatically pulls all players a certain distance away from it towards the center of the spell so if someone activated Into the Void on the side of a wall and there was no lip on the top of that wall it’ll yank you right off of it. You can roll dodge it though if you suspect a mesmer is about to pull you down.
Too bad there are a ton of exploiters in Yak :/
Yeah… nowhere in that picture is exploiting invul. thats being spawn camped. I do not see any siege equipment bombarding the supply camp below. fail troll is fail.
If he is taking damage from the player that is invulnerable, then that IS exploiting. If the target is in the invulnerable spawn area, the target should not be able to deal damage to players outside of it.
What was that about a troll?
Or maybe if your target is in their spawn area and is invulnerable you shouldn’t run up so close that they can hit you? That’s not exploitation. That’s just common sense. There’s a reason they put legendary archers near every other entrance to a spawn area :/
So by your philosophy a hacker is not really hacking if you try and attack them?
Its not stupid, I actually find your justification and philosophy only shared by people that do exploit and hack knowingly, stupid.
If you don’t believe it is exploitation do it and report yourself explaining exactly what you are doing lmao. What a joke
Except the Devs themselves intentionally put that invincibility there for a reason.
It’s obviously intended to keep the other team away from that area.
It’s not like he’s building a treb from there and bombing your castle which is clearly not intended.
You have a very strange definition of exploit and hacking.
I’ve seen Mag do the same except it was against 3 ballistas instead.
Bads will be bads.
While I’m not saying that hacking doesn’t ever occur I think you are probably blaming more incidences on losing your orb to hacking then just plain negligence.
As far as I know I don’t know of any Ebay players that are hacking your orb. I just know you guys are blind as a bat and couldn’t find an enemy player hiding in your keep to save your life. (Some people might have been portal glitching a small army through a gate, but that’s hard to tell as it could have just been a hidden mesmer as well)
I mean when I go from manning an arrow cart in the keep against a 20 man zerg to successfully running away and hiding around the keep area in DB (the place with virtually no hiding spots :/) for 15ish minutes before I go kill your altar, that’s just your own kitten fault.
Working as intended just like every other spell in the game.
Super annoying with Sword 3.
Yeah… nowhere in that picture is exploiting invul. thats being spawn camped. I do not see any siege equipment bombarding the supply camp below. fail troll is fail.
If he is taking damage from the player that is invulnerable, then that IS exploiting. If the target is in the invulnerable spawn area, the target should not be able to deal damage to players outside of it.
What was that about a troll?
Or maybe if your target is in their spawn area and is invulnerable you shouldn’t run up so close that they can hit you? That’s not exploitation. That’s just common sense. There’s a reason they put legendary archers near every other entrance to a spawn area :/
Ebay takes their exploits to supply camp exploiting invulnerable area.
They really seem bent on winning WvW at any cost, including their server’s reputation.
Mag is spawn camping Ebay after glitching their garrison.
They must really be desperate to farm those Badges.
(edited by Supersun.4603)
I was on the map at the time this occurred. The person carrying the Orb appeared to be moving at normal speed through the water and into the south gate of the destination keep. The problem is how it was obtained. One major problem in this game is that a group of five players or less can get into a keep without being detected on the map.
I can guarantee you that there is no way he possibly got into our keep through legitimate means. We were 100% sure that our keep was clear of mesmers, and we were very thorough at checking anytime swords popped up from the keep (and we caught a few people trying to ninja catapult their way in), someone was even at the keep at that time on a cannon and saw the orb icon in the air.
Getting hit by trebs at certain locations that aren’t able to be countered has happened against us in every single matchup by every single server and isn’t something I’d call an exploit.
I highly doubt the keep was bugged intentionally or the same people would do it to every single keep on the map, cuz why not? (I disagree with exploiting but lets be honest, cheaters don’t.) So more than likely this was Anet’s fault and nothing intentional by Mag against Ebay.
Trebbing from the top of a keep that is bugged and cannot be taken is pretty low though.
Really, despite how bad having someone steal your orb through a glitch/hack is. Having your garrison in your own borderlands taken then glitched so you can’t take it back is 1000x worse. At least you can recover from having an orb stolen through illegitimate means by taking it back later. The keep on the other hand, to be honest, pretty much guarantees our loss.
To give an example for people who aren’t familiar with the borderlands and are more specialized in EB. It would be like if the enemy took your keep then glitched it so that the keep cannot be taken back by you. If that happens you have virtually no chance of doing anything significant in EB. Yes, sometimes it does glitch where the original team can’t lose the keep, but that’s not super threatening. That’s just an eyesore to anyone trying to push you out of the zone. Permanently losing the keep on the other hand is just something that’s impossible to come back from, and pretty much seals us out from competing for 1/4th of the total points. So post saying “Hurr hurr hurr why Emmy doing so bad? Cry Moar” Especially when it’s coming from a server with a permanent garrison in enemy borderlands and a permanent orb just makes your server look like trash.
Now I wish I could say with 100% certainty that it was an accident, but when looking at what would have had to happen for things to be set up like this I can’t. I can understand how the home team sometimes manages to glitch their own keep. It’s only natural that the home team would fortify up garrison and place the orb there over anywhere else. Mag on the other hand would have to take our keep and decide to place an orb and defend it there. I’m not sure about you, but this sounds like a very stupid idea. Generally you would want the orb in the keep nearest to your initial spawn as that’s the easiest place to defend for you. Sure, it could of been an accident and happened by dumb luck, but compounded with the fact that this is the second week in a row that they somehow happen to have a bugged orb in their own keep I’m starting to suspect otherwise.
(edited by Supersun.4603)
Again EB I apologize that we could not get your orb back to you due to the destruction of the altar. I am glad we could agree on a ceasefire for the night. I’m hoping that you guys got some morale back up and will continue to fight us in Yak’s Bend Borderlands. It was a good fight up until that point. Foghaven was quite the place of contention most of the night until that point
May the good fights continue!
-The Blind Man
There was a ceasefire?
I couldn’t tell with with the 50 Yak’s storming our gates of our keep.
What Mog just posted was complete nonsense. See my 2nd pic (directly above his post) for proof.
Like I said, not sure how things were working out in EB that much, but you guys had a serious case of stupid going on in the borderlands.
I mean there were times where most of Ebay on the entire map actively decided not to attack Mag and focus solely on TC. Time and time and time again we had to keep retreating from our front and deal with Mag attacking from behind.
Also, I hardly call 10 people an orchestrated effort to keep mag from taking SM. I know our numbers are low, but they aren’t THAT low. Likely just those chat blind people that attack anything they see that is red that got separated from the other 10 people on the map that were leading the thing.
I know yesterday EB had hardly any que in all 4 maps. The only queue was 4 min in EB
It doesn’t matter how long the queue is. If there is a queue then that map is at its population limit.
The only reason I bring this is up is to get people to think about the ‘they outnumber’ us comments.
There is probably some truth to it (it being TC having more players on some, if not all, of the maps since Sunday night) in the off-peak hours – since no one has queues and it’s really hard to figure out how many people are WvWing
It’s hard to get an exact number sure, but at night both Mad and Ebay have the outmanned buff. From what I can tell you don’t get this unless one side outnumbers you at least 2v1. If both Mag and Ebay have this then at least half the players on the map are TC if I am right.
Mag and Eternal have most of our numbers during the night BTW, not Ebay borders.
Was more referring to TC on that one.
I’m also well aware of the number difference between you and TC. It’s the same with us. I mean I wouldn’t be surprised if TC’s night crew is bigger then both of our servers combined. TC might think it’s their awesome server coordination or something, but if they actually knew what the night logistics looked like their victory would feel a lot less special. I mean if they knew how lopsided some of these fights are that they barely are able to come out on top on they would feel utterly ashamed.
I think I know which SM attack you were speaking of. I wasn’t part of it personally, but I was somewhat paying attention to what was going on (I was trying to disrupt their waypoint in their lowlands). It’s not like Ebay came behind you, used your hole and attacked you from behind. We were both attacking SM and sorta met inside. I’m not sure I know exactly what happened inside, but I know that we had to retreat from SM because Mag started attacking our forts near their territory.
I’m not as experienced as what’s been happening in EB as I tend to play more in the borderlands (which imo are just better designed maps), but some of the stuff I’ve seen Mag do there is just borderlinekitten
Watch what happens if there’s a stalemate on a bridge between 2 large forces and you drop feedback.
The other team darts off that bridge as if it were on fire.
I may have figured out why Garrison's Keep Lords are becoming invincible.
in WvW
Posted by: Supersun.4603
First off, I’m not 100% sure this is exactly why it happens, but from what I’ve seen I’m pretty sure I know the cause.
On Ebay’s borderland’s garrison this week our keep lord has become bugged twice. Once before the patch, then the patch fixed whatever the issue was, our castle got taken after the patch, we took it back, and then he became bugged again.
There is only one similar occurrence between the incidences that I noticed. Both times before the Keep Lord became invincible we had our orb on the altar of power and the altar was permanently destroyed. Now I’m not 100% sure what is causing these alters to become permanently destroyed. I’ve heard a few theories such as the quaggan’s lightning can strike it or the Orb had a DoT that damages Garrison’s altar, but what I have noticed is that the Keep Lord becomes bugged and invincible whenever that altar is destroyed.
The only time our keep was able to be taken was when that altar was still there. Every other time the altar has been destroyed and the Keep Lord has been invincible.
I see us play ruthlessly against anyone -not- Maguuma, honestly.
This sure as hell isn’t playing to win when TC has +50% more score then you.
Really, you guys essentially handed this victory to TC on a silver platter. We could of had an awesome week of fighting if you guys had started singling out TC a few nights ago, but now from the way things are looking it’s just going to be TC snowballing for the rest of the week because Ebay’s and Mag’s population are starting to die off.
There have been some ridiculous double standards going on.
Ebay takes an early lead. LET’S DOUBLE TEAM THEM! TC takes the lead. Ehh, we’re going to be over here harassing Ebay while they are actually trying to fight TC.
Night time and low population right now? SEND EVERYONE TO EBAY BORDERLANDS! Don’t bother sending many to Mag’s borderlands.
Hi, I’m from Emmy Bay, the only place whose battle ground is still filled to queue at midnight EST even over EB :/
At this point, Mag and Ebay should have allied and put the smack down on TC. Neither server did
Half right, Ebay has largely tried to avoid Mag in general up to a point, but as someone put it. “It’s hard to fight TC head on when Mag is always nipping at your tail.”
FAR too often we would be fighting TC and then here comes mag behind us trying to pick off our stuff when they could have just as easily gone for TCs undefended spots since we were both distracted.
I mean good grief, I saw mag send 6 siege golems against our LONE fort in an area.
I think today I share the same sentiment as the rest of Ebay and it’s showing. Fine, Mag, if you want to fight for second instead of actually trying to win that’s fine. If you keep doing it we’ll start fighting for second as well and it won’t be pretty. You’ve only been doing as well as you have because we have been actively trying to fight off TC to try and decrease the point gap and all you have done is try to stab us in the back the entire time helping TC.
Don’t start complaining when you wake up tomorrow and most of your blue territory is either red or green because Ebay was intentionally leaving some of your territories alone and finally got fed up with Mag’s stupidity in general.
We had a chance to keep this game close, but you refused to play smart.
Don’t be surprised if Ebay soon gets sick of you and moves to completely crush you. Honestly, you won’t be able to stop us. From what I’ve seen Goon squad and friends are your only competent PvP guilds and they are tactically stupid. You don’t have the night presence. The only thing that could really save you is TC, which honestly, at this point, they are the second place kingmaker. Better hope they honor your alliance for second place.
Last night, we (Bloodgale Vanguard on TC), took Longview tower in Ehmry Bay BL. We held it against zergs from both Ehmry Bay and Maguuma. Multiple times all three servers were fighting there.
“zergs” is relative since both Ebay and Mag both had the outmanned buff :/
In the day it’s a relatively close match-up, but at night TC just has legions more people. I mean your EB zerg force is more people then all of our players on every other server combined.
I wonder if this is related to the altar of power being destroyed by the lightning.
I think it’s clear that while Mag in general may not have an alliance with TC, Goon Squad either does, is completelykitten or is playing for second.
Good Squad is absolutely targeting Ebay over TC even though they really should be doing the opposite. They could sweep a lot of TCs unguarded places if they weren’t too busy tying to force Ebay off the map instead.
I guess some people are content with being second best :/
On the flip side, EB has a significant presence over in Maguuma borderlands and isn’t fighting TC at all. As a result, most of Mags own borderlands is controlled by TC. If the people in this borderlands crossed over to the TC borderlands they’d be able to fend off Mag’s attacks and do damage to TC in the process, while Mag would only have to deal with TC in their own borderlands.
Clearly this shows a current alliance between TC and EB and EB is fighting for 2nd.
The reality of the situation is: zergs gonna zerg.
Well there in lies the issue. We are trying to take kitten from TC in their borderlands but we have good squad being completely content to flank us from behind while we are fighting TC in the far north of the map instead of taking the biggest freebie castle from TC that I have ever seen.
I mean we actually helped you guys take that one fort next to your spawn by drawing TC away, stopping their spawning at DB, and in general leaving you guys alone while you were doing this. The smart move would to have been continue heading north, take DB which was completely unguarded (and they couldn’t spawn at because we were poking at the gate) and continue sweeping north and very potentially end up wiping their garrison out by a pincer attack.
Instead, they head straight for our stuff instead, which forces us to STOP attacking TC and deal with them.
There is no logic behind an attack like this at all.
You have to realize that EB taking Mags stuff and Mag taking EBs stuff means we are only taking targets that are really worth half points. Sure, you get more points, but it does nothing to stop TCs increases. When you take something from TC you not only increase how many point you get but also decrease how many points TC gets. If either of us has any chance for first, we need to be taking TCs stuff over Mags and Ebays.
