As a Guardian in Draconian armour and Abyss dye I already consider myself the darkest Knight.
As to the topic I never really noticed the difference between night and day. We have a night?
Your idea just will not work. Think about the current situation. You are trying to escape a battle where you are woefully outnumbered so kick in a speed boost to escape. However you can still fight and deal damage while that speed boost is active. Once mounted, since there is no provision in game for mounted combat, your ability to attack or defend will be gone. What object would a bind/root work on? You or the mount or both? It would have to be both or your mount would run out from under you or you would keep going while your mount would be rooted,. Or would you suddenly morph into part character/part mount to make it one object? If you bind both objects then skills such as a Guardians “Change of Light” which works on only one object would have to be redone, throwing off any balances achieved.
Mounted combat is not easy to program, just ask Turbine on how long it took to develop and implement mounted combat in LoTRO. There are far more important things with the game to address besides an extremely expensive mount system that is in truth not required.
[/quote]
See this is your problem. You don’t need 5 geared characters, and the same thing applies if you’re trying to legendary 5 characters. Just because you want more doesn’t mean it should all be easier to get. This is your basic entitlement rant without substance.
[/quote]
And why don’t you need 5 geared characters? Some days in WvW I will run my level 80 geared Guardian, Some days my level 80 geared thief and very seldom do I run my level 80 not-yet-geared ele. He gets his backside handed to him rather quickly. Many people enjoy playing different characters at different times. In fact, in my humble opinion, people that only play one character are one dimensional, unable to see the complete picture.
It irks me that people with only one character to play want to see things be made more difficult. Perhaps, and I am just hypothesizing here, they already have their uber gear and want to be king of the hill and get angry when someone else gets the same gear they do as it would place them on an even footing and they no longer would have that slight advantage.
I have set my main up to farm for my alts, complete with full exotic magic find gear. In just two hours of grind time I can usually find 2 rares which I can decon for ecto along with enough materials and coin to make 10-12 rare items which I can also decon for ecto. So on average and by some mindless, boring grinding, I get 12 ecto for 2 hours of work plus enough cash to cover my expenses. To gather the 90 ecto it takes to outfit a level 80 in full exotics would take me 16 hours of grind time give or take.
So can someone who justs farms the events and chest drops make that much in a two hour period? I highly doubt it. The increased loot from the chests makes those events more worth doing and it is about time it happened. People are not looking to score rares during these events, they are looking at a chance to get a precursor.
In other games it is that insidious Miss Adventure that sneaks up on you and kills you when your back is turned. Here it is Cliff, definately OP and worse then an ele on steroids.
40 years ago when my reflexes were sharper I could have handled those fast CC methods of stuns and knockdowns but as the OP stated now they are just annoying. At 58 my reflexes are just not what they once were and even though I am still in decent shape some things are just unadvoidable. However the squeaky wheel gets the grease and demographics probably show my age group is in the minority while the 18 year old group has the higher numbers so they cater to that group. What they fail to realize or perhaps the bean counters have all the answers is that my age group has the most disposable income.
It is annoying, extremely frustrating and aggravating when mobs can “chain knock” you down while your counter skill is on cooldown so by the time you get to do something it usually entails having to pop a heal versus an attack. If the trend continues in this fashion I for one will be moving on, not because I want to but because I have to.
I agree with the majority of those posting here, that DR affects the player more then it affects the bot. As a player outfitting my third level 80 it takes a great deal of time to collect the materials and the 90 ectos for a full set of exotics. Now I do not mind farming, I turn the hockey game on the televison and grind away. The wife on the other hand detests farming so I outfit her characters as well so those 3 level 80s so far are in reality 6 level 80s.
Now there are ways they can combat botting without resorting to punishing the regular player. As some mentioned better script detection is the main thing. Another idea that would be easy enough to implement would be a random placement of resource nodes. Currently only a few change position (mainly high level nodes) but the majority are in the same spot they were in yesterday, last week and last month. Change those up every couple of days at random. Put in an algorithm that would shift the node just slightly. The bots rely on knowing exactly where that node is and if it is not there they cannot harvest it as they will not move a couple of steps to the node, the scripts do not work that way.
You can even do that for some of the mobs they love to farm, just shift things slightly. Move a doorway over just a bit. The regular player will not even notice such a change but again the bot script will not handle it as the cords are off.
All that can be done with a small update patch every couple of days and the bots would disappear.
In LotRO bots were abundant in the early going, before free to play. Gold spammers would create a level 1 toon and park him on a corner where he would spam his lines over and over. Turbine encouraged the player base to report and even “grief” those spammers. What we did was have a hunter invite the bot to party up. Eventually after enough invites were sent the script would accept and then the fun began. Hunters could port their party to campsites and we would port the gold spammer out to a high level area, drag a few mobs up to him and then leave him behind. As well if a bot was reported the reaction by Turbine was quick and that bot would disappear usually a few hours after being reported. That does not happen here as Anets script detection is lacking so they have to be more meticulous in gathering proof before banning the bot which is why reports seem to go unnoticed for days.
I still play both LotRO and GW2. Both games are Free to play, both have a store where you can purchase things, LotRO does not have DR, GW2 does, yet I see fewer bots in LotRO in a year then I see in GW2 in a week so something is amiss and it is obvious diminishing returns is not really helping.
What this means is that farming ectos/gold to outfit my third level 80 in exotics will not be quite as onerous as the previous 2. Considering a full set of exotic armor/weapons and accessories can run up to 90 ectos it will cut my grind time down immensely. In fact I can use that time to get my 4th character to level 80….then my fifth…er and my sixth…seventh?
So to satisfy everyone just change the name from rare to uncommon.
I have never found a key from a normal drop, only from either b/l chests once opened or from character story line. Considering I currently have 1 full stack of 250 chests in the vault and have played a total of 1,483 hours across all characters I end up finding a bl chest every 5.9 hours of gameplay. current cost for 1 key at the trading post is 125 gems or at the current conversion rate 3 gold per key or .70 cents of real life coin.
Now if in all the chests I have opened thanks to 9 characters and their stories I had found something that was useful or that enhanced my gameplay permanently then perhaps the cost would be worth it. However the items in the chest consist mainly of consumeables that last for one hour and are gone. I cannot justify spending money or grinding gold to convert to gems to buy keys with that sort of return for my investment.
Face it, Black Lion chests are nothing more than junk bonds and with almost 3 million of them on the AH most people think the same way. It is not even worth the trouble to place them on the AH.
I would rather have them taken out of the loot tables and done away with completely. Those 250 chests I have currently in the vault represent 250 chances of actually getting something worthwhile from that mob I just killed.
Orange swords no longer appear on the towers but the white swords do. Since nothing but the enemy attacks towers (no quaggans) then all you have to do is pay attention to your map and look for white swords as well as orange ones. In truth there is little difference then before, only that you no longer can ignore white swords on supply camps towers or keeps.
- With the introduction of our new daily quests and keeping in mind Anets policy against farming all mobs killed in the “kill 40 of these” quests will drop no loot. The Agricultural marketing Board will be observing to ensure no mob breaks the rules.
- The Commander of the Infinite Coil Reactor was only giving his line “You know your failure is only funny if you tried” once every minute. This has been corrected to be once every 30 seconds as was intended.
- The inner gate to WvW Garrisons has long been a spot of contention as it would not upgrade to a reinforced gate. The gate has now been removed and replaced with love beads.
- New street clothes have been added for all races. These street clothes can be crafted by a level 500 Tailor. Crafting levels will be increased in a future update.
- Badges of Honor are being replaced by Tokens of Friendship, Love thine enemy. Those of you that have been hoarding badges will lose them as hoarding is frowned upon. Besides we don’t need no stinking badges.
- To prevent the big HATE in WvW when you get killed by the same OP enemy 12 times in a row a system has been put in place where you can only kill a particular enemy once in a 24 hour period. Timer starts from the moment of staking.
- Since WvW is the red headed stepchild of GW2 and nobody really likes WvW the patch we have been promising has been pushed back to April…… 2016.
- A new scaling system has been added to all dungeons. The faster you move through the dungeon the higher the level the mobs will be. They will also gain new abilities such as stealth detection plus their aggro range will encompass the whole dungeon.
- Zergs are our best friend and the point distribution system in WvW has been modified to reflect this point. Moving forward the team with the largest zerg 24/7 will be awarded double the points for capturing the same objective as the team with the smaller zerg. Zerg members that are culled will count for triple the points.
- Finally on the issue of precursors. After listening to your feedback regarding precursors and Legendary weapons we agree that the grind to get those Legendaries was too steep. To remedy this all existing Legendaries owned by players will have their materials refunded in full and the legendaries removed. New updated Legendary weapons can then be purchased in the Gem store for 1,000,000 gems.
Just thought of something. In the case of SM for example, if a server has a group of 24 people pounding away on a section of wall the swords will not appear as it is not over the 25 person threshold. Now if one person hammers away on another wall section does that take it to the 25 person threshold or does it count as a separate attack altogether?
It will definately create some interesting possibilities.
So I can head over to an enemy keep, find an obscure portion of wall, set up a catapult and take the wall down and then call in the zerg to take over the keep. This change will force servers to have someone stationed as all assets and therefore it brings up the question of reward for those people guarding that asset. Without a reward of some sorts for sitting at a tower for hours on end watching for individuals such as mentioned above who is going to be willing to take the task on? Stonemist will be interesting as there is alot of external wall at that castle where one or two people can set up a catapult and bash away.
This change is going to make for some interesting times. The servers that have the numbers to spread out will not be affected as much as smaller servers that at times have maybe 10 people on any map.
Some games will allow you to pre-load the patch, especially if it is a large patch so on patch day you only have to download a minimal patch. Sadly GW2 is not one of those games and at the current rate of progress I should be able to play tomorrow afternoon!
Our guild consists of the wife and myself plus a various assortment of alts. After years of gaming together we prefer the small guilds where guild politics does not become the driving force behind the guilds purpose so we fully intend to remain as a small guild. We have managed to obtain Architecture Level 4, Art of War Level 3, Economy Level 3, and Politics Level 3 with just the two of us. However looking at what these Guild missions cost versus the end reward they will be quite well out of our reach. They are definately made for larger guilds.
One thing that I do not see mentioned is the inner gate from the Watergate gate at Garrison has still not been fixed. It is still a paper door.
Thanks all for the clarification on the waypoints. None of our 5 member party had gone through a dungeon since the change was made. Now I know!
As far as the loot goes it was just disheartening after putting down a boss mob not one party member would get anything better than a blue.
One other point I would like to bring up and no sense building another thread for it but does anyone else find the higher level dungeons easier to complete as down-levelled level 80s? Our party consisted of a Guardian, Thief, Ranger and two Eles but we had a greater degree of difficulty in CM then we did in SF or Arah. In fact, my level 80 Guardian equipped with exotic Knights gear, Superior Divinity runes could hold his own against 3 or 4 level 80 mobs in the Arah dungeon but died in a couple seconds flat to the cutpurses in the CM explorer mode with the Asuran artifacts.
The scaling seems to be off just a tad.
From what I read to date any changes to WvW will be minimal in the February patch with the major WvW changes pushed back to the March update which considering the current pattern will not happen until the end of March. All the loving in February is going to sPvP and PvE.
I must have missed this change so please tell me when it happened. Our group ran dungeons for the monthly plus finished off the story by killing Zhaitan tonight and everytime one of us died we could do nothing except either wait for a rez or wait for a party wipe in order to rejoin the battle. We could not recall to a waypoint without getting the “Cannot recall while in combat message”. This was especially painful in Sorrows Furnace when one party member died under an ore crusher. We could not rez that person nor could he recall. Is this working as intended?
Oh and speaking of working as intended after running enough dungeons to do the monthly plus the end story line and the dragon, I collected all of three yellow items from the chests (2 potions and one soulbound helmet) maybe a handful and a half of greens and plenty of blues. In fact the chests gave me more WHITE items than greens or yellows. Is that working as intended as well? A party of 5 level 80’s did not receive anything higher than a rare from 5 dungeons plus the end story event which made us all vow not to run dungeons as it just not pay for the time put in. I found more yellow items today farming mobs (4 in an hour) then I did running dungeons.
Sad is it not?
We would like to see a group of people with the same gear output the same damage.
There will be differences as warriors outsurvive rangers by far, which is a natural difference, and the ranger far superior in ranged combat. The dps ourput should be the same for similar gear.
I belive that is all OP asks for.
Something about the last sentence just does not make sense. For example use 5 warriors versus 5 guardians, all using beserker armor and exotic greatswords. Currently the warrior has more dps while the guardian has more survivability. If you want the guardian group to put out the same dps as the warrior group then why roll a warrior when you can have the best of both worlds?
There are other things to each class besides dps. if the class is unbalanced it is those things that should be strengthened not the damage output.
Hey I can see that guy on the ground shooting arrows up at me! Really, truly I can see him! He is standing right there! Look! Yet when I go to fire back I get this thing called “obstructed” and I have to stand right on the edge of the wall in order to hit him. Now correct me if I am mistaken but should not the people IN THE FORT have more protection then those OUTSIDE?
I want to jump out of the ground like those caravan guards. That would be way cool!
Speaking of Caravan guards why is it called a caravan when there is only 1 yak?
I want to train my dogs to run straight up walls! Then I could have fun by throwing the ball up on the roof and telling them to “go fetch”!
Why can’t my jeweler use the pearls in the lake for recipes? They are quite a bit larger then the normal ones he uses so it should make a larger piece of jewelry right?
Can I leave my badge at home so the enemy cannot loot it off my body?
Speaking of which I know for a fact that the enemy I just killed has a Legendary weapon, exotic armor and some real nice trinkets. Why then do I only get spikes and low level stuff when I loot his corpse? Where did all that nice stuff go?
Tier 7 is going to be the same matchups for quite some time in the forseeable future unfortunately. At theri current rate of progression DH will not leave the tier for at least another 15 weeks. SF at their current rate has at least another 3 weeks in Tier 8 and at that point either GoM or HoD will drop a tier but they are too close to predict at this time.
To make things more interesting if a server wins the tier 3 weeks in a row (3 weeks is arbitrary) they automatically move up to the next tier and drop the lowest server in that tier down one level. If a server loses 3 weeks straight they would drop and the highest server in the lower tier would move up. The point rating on the servers moving would then be manually adjusted to match the highest remaining server in the tier they moved down to or the lowest remaining server in the tier they moved up to.
Hi guys! I haven’t been out much this week but I like drama too, so please include me!
…please? guis….?
No drama for you Shad, you have to earn it!
Anet put in the suppression so that your in-box is not flooded with gold spam but it does indeed pose problems for those legitimate uses of the mail system.
A proposal to fix it would be a spam report button so once so many people report a sender that sender then gets suppressed. Guild members are not going to be reporting their guild leader (unless they hate you :P) so they can mail as much as they need to but people would quickly report spam.
Yes fix Ranger pets so they can no longer run straight up a wall to attack siege. You sort of forgot that one!
Hello Everyone, For those of you who don’t know i am the Commander SwiftCrusade on the DarkHaven Server So Today (less then an Hour ago) I called in a few buddies and We grouped up (DarkHaven and Gates of Maddness). We headed over to HoD Borderlands and took Greenlake with 3 golems. I Have one Screenshot personally and one of my GoM buddies has some. Now you all have something to complain about.
P.S we are making plans to do it again ^^
Please do tell the complete story in how you never actually capped the tower but were turned back at the Lord’s room and all of your golems destroyed. and you were all forced to make some armor repairs. Not only were those 3 golems destroyed but about 5 or 6 more combined GoM/DH golems bit the dust (or should that be rust?) The best part about the whole thing is you and your golems were stopped by less then 8 defenders.
Anyone from DH have an explanation?
Putting aside that holding all of DH accountable for the actions of a few, killing people in a PvP zone is hardly bad form. And it’s hardly worth starting a pointless internet argument over.
From what I have seen all parties have been mostly very courteous over this ridiculously long matchup. The people being discourteous are definately in the minority. So… Kudos to everyone?
Killing in a PvP zone is not the issue. The issue is using a known exploit in order to take a keep that you could not take honestly. If members on your server particpated/know who capped the keep or have any knowledge of it whatsoever and you fail to report them then you are complicit.
Anyone from DH have an explanation?
Those guilds that rely on farming Dolyaks and supply camps for their achievements or those that escort the dolyaks. Think about what they are stepping in.
By the way I grew up on a farm and the worst thing you can smell on a farm is poultry. If I had to do it all again I would clean horse barns, cow barns, pig barns but I would refuse to clean the chicken coop!
To add my thoughts I have been thinking about this for awhile. Now Anet states that they cannot make the maps larger due to limitations so here goes.
- Eternal battlegrounds are at the center of everything.
- Surrounding EB on each of the 3 sides is a no mans land of cliffs, gorges, narrow bridges and tunnels. These would be extra maps, slightly smaller in size, between EB and each teams BL.
- No homeland connects to another. You HAVE to go through EB to get to anotehr BL
- to be able to attack another BL you have to build a supply line from supply camps to the no-mans land, fight your way across, and then build another supply depot on the other side. There should be several spots along the border where entry to the enemy is possible and such supply caches can be built.
- the amount of supply in those caches determine the number of people you can have moving into an opponents BL. So 200 supply, you can have 50 people or something to that effect.
- Populations on homelands should always favor the defender by let us say 50 people. So green would be able to place 100 people in reds BL but red should be able to place 150 there.
- Supply therefore becomes critical because supply should determine how many people you can have on any one map. If all the supply in EB has been captured by one team for example the only way in would be to build supply lines from your BL to EB through the no-mans land to establish a beachhead.
- As well teams would have to make a choice whether to use supply to upgrade the homeland, build into EB, or build all the way to an opponents border through EB and across 2 no-mans lands. Smaller servers can fortify at home while larger servers would push to expand however each of their supply caches would require constant guarding.
- A limited number of people, 5 let us say, would be able to cross any border without supply. Those would be the spies.
Anyways I could go on but those are just some ideas on what I think WvW should be like.
Well now, I was at the JP in our BL on Sunday when I came across two dead HoD with a DH Asuran ele standing over their bodies. I did not attack but went to rez my countrymen when the ele attacked me. Sadly I had to kill him and the next DH I see in our JP I attack on site.
It is technically not their spawn and I would hazard to guess the reason for it. When they created the maps they used an overlay for no siege/invulnerability for the spawn areas. However due to the irregularity of the cliff faces (and there is another in the south east camp unless that one was fixed) they had to go right out to the cliff edge to avoid siege being deployed on the side of the cliff. It looks like they used the same overlay for both siege and invulnerability so the invuln area in certain spots is not at the top of the cliff where it should be but flows into the bottom which is technically a war zone.
They should have had separate overlays for siege and for invulnerability so that the no-siege area can be as is while the invuln area should be a foot or 2 back from the cliff edge. That would fix things.
I would add the following:
- Remove the ability for Rangers to send their pets to the tops of walls to destroy siege
- Mesmers should not be able to set a portal at a spot unless they are standing on that spot.
- Supply is deleted from inventory when changing maps
Actually what Anet needs to do is to put in a modifier for the scoring system that is derived from the number of people on a given map at a given time. For example you get 10 points per scoring tick for every tower you control. However if you outnumber your enemy by a 10:1 margin your server would receive a modified score for that tower. In a rather over simplified form since you outnumber the enemy by 10:1 you would only get 1/10th of the points every scoring tick for that tower or 1 point. If you are holding that tower and are outnumbered 10:1 you would bonus points but 100 would be definately too many here. Have not got this totally figured out yet, and if numbers were even (within a plus/minus spread) you would get 10 points.
Then remove the scoring tick countdown so nobody knows exactly when the score will update to prevent logging in and out to manipulate the scores.
It would even out scoring and it would also force servers to keep people on each map in order to maximize their possible point score rather than moving their whole zerg from map to map plus lower population servers would be on a more equal footing. If a small team of 6 goes into an enemy borderland and ninjas a keep while totally outmanned they should get more points versus having a 50 man zerg doing the same thing.
As I stated the exact modifier would have to be figured out but it may be a possible solution. Just some random thoughts.
Meh, I stand by what I said. Currently DH is zerging HoD heavily, and where is GoM? In HoD. DH is not attacking GoM in their BL nor is GoM taking advantage with DHs forces in HoD and attacking DH. I mean the pictures speak a thousand words.
DH does have more people and better coverage than GoM and HoD, but not enough to be unbeatable in this tier. However, HoD seems to be more content with fighting over table scraps than making a push to actually try to win. 2nd place = still lose.
HoD picking up table scraps? Funny how we call GoMs scavengers then. You can bet your bottom dollar that if DH is making a major push in HoD you will find GoM lurking around to pick up what DH does not take. Prime example was when DH was pushing our keeps GoM went and scavenged the supply camps. Or yesterday when HoD was busy in EB on the left side of the map, GoM was pushing us on the eastern flank yet as soon as DH backed off GoM disappeared. Then again I keep forgetting about the non-aggression pact GoM has with DH. My bad!
(edited by Theftwind.8976)
So what do you want? More speed out of combat? Temporal Curtain lasts for 12 seconds whereas Symbol of Swiftness lasts for only 9 1/2 seconds. And again try using GS leap out of combat on a Guardian. As I stated above by the time you click the skill and it activates you at the most shave a 1/2 second off of what it would take to run that distance at normal speed. and then you have a 12 second cd. As well GS leap is highly dependant on the orientation of your character at teh time you activate it. Try jumping in a straight line using GS leap, it is difficult to do UNLESS you have a target.
A Mesmer has these options available.
Blink which is a teleport skill
Compounding Celerity which grants a speed increase for each active illusion
Phase retreat which allows you to teleport 1200 units away
Temporal Curtain which grants 33% increase for 12 seconds.You clearly do not actually know what you’re talking about.
Guardian has Judge’s Intervention, a ground target teleport as well.
Compounding Celerity is worthless for out of combat movement speed because it can only work in combat because illusions require combat.
Phase retreat does not function as you state, and is only usable in combat anyway.Not only does Guardian have far easier access to long swiftness durations, they also have a leap on the greatsword that can actually be used out of combat (unlike the leap on Mesmer’s sword).
Before you accuse someone of not knowing what they are talking about perhaps you should insure that you do. Judges Intervention HAS to have a target otherwise it goes off where you stand. And using Leap as a GS skill is totally useless to cover ground quickly unless you are in combat as by the time it activates you could easily cover that much ground at a normal run.
(edited by Theftwind.8976)
At a loss as to what happened at our Garrison tonight. I was defending the NE gate which was still at 25% when first a couple of Hounds of Balthazar came “though” the gate to attack me and then a pile of DH just popped into view around me and all the while the gate was still at 25%
Call me perplexed.
Well in combat I can easily run down and catch fleeing Guardians and Warriors. Although it is possible to catch up to and kill a fleeing mesmer it is difficult and requires me to have sceptre in hand in order for me to chain them, if I can get close enough and then only if I chain the mesmer and not one of the clones. Eles and Rogues are near impossible to chase down Rangers are in between the two extremes.
The better half plays a mesmer alongside my thief and yes, I have to remove my signet of speed in order for her to keep up. However if her mesmer is alongside my Guardian my Guardian has trouble keeping pace unless he has his staff equipped. The staff skill works exactly like temporal curtain and I have missed my own speed boost many times when crossing over the sigil as it refuses to fire.
I have ran solo, in small groups and with a zerg. The difference that I find most pronounced is I do not have to “think” while running with a zerg. A zerg is a mindless entity going from target to target and crushing that target with numbers versus any measure of thought. So on those days when I just do not feel like thinking I run with the pack.
Try playing a Guardian.
A Guardian has the following options to increase speed, none of which are permanent.
Symbol of Swiftness which gives 9.5 seconds of 33% increase in speed but which requires to have staff in hand
Retreat which is a trait that has to be slotted to give 33% increase for 24 seconds.
A Mesmer has these options available.
Blink which is a teleport skill
Compounding Celerity which grants a speed increase for each active illusion
Phase retreat which allows you to teleport 1200 units away
Temporal Curtain which grants 33% increase for 12 seconds.
Because of the 2 teleport skills available Mesmers have it far easier then Guardians.
Commanders:
They already track achievemnets in WvW so:
Commanders should have spent time in Wvw so once you cannot even buy the book until you reach 1,000 kills.
You cannot display the icon until you reach 1,000 kills AND capture 500 objectives.
Your allowed group size increases to 10 when you get the above PLUS defended sucessfully so many objectives.
And so on…they can use the currently tracked achievements to advance the Commander with added bonuses such as lower siege costs, higher supply inventory for those in the group, defense and attack bonuses, etc.
As the Commander completes more achievements then the color and design of the icon should change. So if I see a gold icon with 5 stars on the battlefield I know that Commander knows his business and is not a crafter that happened to have an extra 100 gold kicking around.
A five star Commander could be someone who has:
3,000 kills
1,000 captured objectives
1,000 defended objectives
1,000 yaks killed
1,000 yaks escorted
5,000 supply used for repairs
10,000 supply used for siege
Captured Stonemist 5 times
Defended Stonemist 20 times
1,000 Supply camps captured
So if I see someone with 5 gold stars I KNOW that he has done everything in WvW and is not just someone running in front of a zerg and THAT would be someone I would follow.
Lol…GoM just hit a tower in HoD (se one) using 20+ players and 5 Golems and they barely managed to take the tower against 10 defenders, plus they lost 4 of their golems. Would that be considered an epic fail?
Yeah I had to laugh at that. Not even enough of us on the map for a breakout yet they found it necessary to spawn camp us, complete with trebs, ballista and arrow carts. They must have been really afraid of the handful of people we had. No stomach for a fair fight it seems.
LotRO has mounts and even mounted combat and you have to train that warhorse. You could try there! If the world was wide open with no portals between zones and if there were no waypoints every place you want to possibly go then perhaps mounts would make sense but the sheer amount of develpoment time required to put such a system in place could be better used elsewhere. Turbine spent a lot of resource power putting mounted combat in play.
Borders in their current state are backwards, the invading army gets the edge while the defending army has to protect their keeps/towers/camps from attack, especially the supply camps and towers right next to border “invuln” zones. The defending army in their BL should be able to set siege/defenses to portect that border and invading armies should be forced to break through those defenses before they can even reach the defending armies supply camps. Up until that point supply lines have to be established from the invading armys own BL by creating/building waypoints from their supply camps to the border they are attacking for the dolyaks to follow. Forward camps are then built with supply depots that are filled by those dolyaks or by the players. The invading army gets to build let us say 2 forward camps once they break through border defenses and from which their assault on towers/keeps can proceed.
The defense of all countries should begin at the border, not the nearest tower/keep. Supply camps should be well behing the border which forces the invading army to bring supply from their own country forcing a decision to be made, “do we lower supply at home to attack another country or do we need the home supply to defend against an attack in progress”?
Just as an added bonus the forward supply camps would have to be upgraded to allow a larger number of soldiers to pour over the border to attack the enemy and which in effect would reduce zergs as some of those numbers would have to stay back to protect those forward camps and a zerg of 100 plus cannot instantly invade your borderland.
EB is treated the same way. A team just cannot race to Stonemist castle on server reset. Supply lines and forward camps have to be established first.
(edited by Theftwind.8976)
The downed state is fine except it should be balanced between all classes. Some classes have it much easier when downed then others. The defeated state however should not allow ressurection in the field. A defeated person should be forced to recall to a waypoint and visit a Priest to fully reconnect body and soul before going back into battle. If you rezz that person in the field that person suffers a sever penalty and is only 1/2 as effective as he should be. Priests for each sect (grenth, melandru, dwayna, etc) are in each Citadel and can be added to keeps after waypoints are built as another keep upgrade.
Large battles should not be decided by which side can ressurect their people the fastest.