Because Crystal Desert is that much better than Dragonbrand.
I’m on JQ and I can say without a doubt that Dragonbrand is 100x better than CD. But I have a feeling you were being sarcastic.
The rendering issue is a big problem. Mesmer portal just adds to it. Anet needs to get serious.
Yeah. Or else people will start cancelling their subscriptions in droves.
As shocking as it may come, AoE is overrated in WvW. The reason for this is that falling back from combat is fast and easy, and the moment it occurs health restores to full in a couple of seconds.
Classes that have deep strike capability, that is, the capacity to single out a wounded target, down it, kill it, and get away with it, are crucial.
One another note, Shadow Refuge belongs up there with Portal and Time Warp as awesome team skill.
Yes. Burst damage ftw. Ele’s have none unless they go double-daggers. But putting a glass cannon on the front lines is a bad idea.
Either way you look at it, this is just a terrible fail on Anet’s part.
I love a lot of things about this game, but I’m starting to think they were too ambitious.
Does the render error also affect those who are portaled?
“when the enemy charged the ramparts I was going to burn them”
Which is precisely why whichever server is doing it is likely to get away with it. Just another flaw of this game as it stands.
WvW is only thing keeping me playing GW2 right now, due to the horrible lack of end-game content. If A-net removes the scoreboard, i’ll be out for good. PvP has to be about a balance of both fun AND COMPETITION.
Reducing the amount of competition reduces the amount of fun as well.
I concur on everything, including the fact that WvW is the only thing keeping me in due to the dearth of meaningful endgame content.
Ele’s are by far the weakest class in WvW. We have one great use: aoeing walls. Other than that all we can do is plant AOE on the ground in the middle of fights. But that AOE is worthless anyway because there’s a huge ring of red telling the enemy to gtfo.
HoD wins because they have better organization/fewer pugs. That said, the reason they continue to have better organization/fewer pugs is that many people/guilds who take WvW seriously likely transfer to HoD when they see they are currently ranked at the top.
That is neither to HoD’s credit or fault. Anet is to blame for letting players transfer servers every 24 hours.
Literally any time that the HoD and JQ zergs got too close, they backed off from one another rather than risking any sort of confrontation. So once again, congratulations, JQ, on offering a reach around to HoD. Couldn’t gun for the #2 spot any other way. Lol.
I’m confused. Are SBI and HoD allied or are SBI and JQ allied?
When I think of a spy I dont think of someone wasting the other teams supplies but more of relaying info about tactics and movements to their server… thats just me tho.
Spies sabotage too. But WORM’s behavior is consistent with relaying info.
In this case I think those people should be punished because Anet didn’t give transfers every 24 hours for other servers to abuse others by transferring temporarily to the server and making their fight harder then transferring back
I can see those people getting around it by saying “we hadn’t made up our mind about where we were going to transfer.”
How so a GM can just go through logs and be like why were you wasting supply then?
“Wasting supply? I thought that was a good spot for an arrow cart.”
When I think of a spy I dont think of someone wasting the other teams supplies but more of relaying info about tactics and movements to their server… thats just me tho.
Spies sabotage too. But WORM’s behavior is consistent with relaying info.
In this case I think those people should be punished because Anet didn’t give transfers every 24 hours for other servers to abuse others by transferring temporarily to the server and making their fight harder then transferring back
I can see those people getting around it by saying “we hadn’t made up our mind about where we were going to transfer.”
When I think of a spy I dont think of someone wasting the other teams supplies but more of relaying info about tactics and movements to their server… thats just me tho.
Spies sabotage too. But WORM’s behavior is consistent with relaying info.
The guild is called WORM.
And if our dumb puggers are wasting supply because someone from HoD or SBI is transferring to our server to sabotage us, then it reflects badly on the server those spies are from, even if not condoned.
I honestly find it very strange that spies would sabotage us this way. I think their real objective is to spy map chat and relay intel about the interior of keeps/towers when they are under attack. As I previously mentioned, WORM will stay in keeps/towers when they’re under attack and do nothing.
I’m not surprised HoD was the first to go on the defensive. Not because I think they’re the more likely suspect, but rather because they clearly have the largest player base and are more likely to be browsing these forums at any given moment.
Probably both. Both of those servers will do whatever it takes to win.
Not sure which it is, but whenever we face SB and HoB at the same time, a mysterious guild shows up. That guild constantly drops low-cost siege in absolutely kitten places so that our dumb puggers will waste supply on them. Moreover whenever our towers/keeps are under attack, they will stand around doing nothing inside of those towers.
(edited by blink.4239)
Just curious which server is doing it.
Problems with elementalist:
We have kitten burst for glass cannons. I realize we have some abilities to increase our survivability, but that doesn’t matter because after 3 seconds of invulnerability we’ll still be glass cannons with kitten burst against warriors with mediocre burst/high armor and rogues with mediocre armor and insanely high burst.
Problems with elementalist:
We have kitten burst for glass cannons. I realize we have some abilities to increase our survivability, but that doesn’t matter because after 3 seconds of invulnerability we’ll still be glass cannons with kitten burst against warriors with mediocre burst/high armor and rogues with mediocre armor and insanely high burst.
You don’t have to exploit this, just build ballistas on the road below them and shoot them – it works.
Yes. Have fun defending those. They won’t last long enough to get the job done.
Pertaining to your mention of UnreachableTrebs. The refereee from Celebrity Deathmatch said it best “I’ll allow it.”
No one ever yells when their team is doing it. How odd.
The point. You missed it.
@ Naropa
What? I understand the first sentence but the second is incoherent.
Technically yes we can take out the cliff trebs if we take a tower. However, if the people on the cliff trebs are competent, they will destroy any siege we attempt to build in the tower before we can get 3 shots off. That’s why I say we can “technically” kill the cliff trebs from the towers. It’s not easy to do, even if you time it perfectly.
Again, I don’t understand your second sentence.
I think GW2 makes a point of rewarding organization. They want guilds to pick-up the slack.
If arenanet implemented your plan, kitten would get built almost all of the time regardless of organization.
So you’re effectively proposing that only large WvW guilds should be able to upgrade keeps.
/mind boggles
No, but I can see how recharacterizing my position to mean that makes it seem unfavorable.
I’m saying that instead of GW2 having built-in coin donations, the game expects the players to organize that themselves. Since guilds are the most effective means for organization, they would probably be the best way to achieve that. I’m sure there are other ways. Perhaps someone in WvW can ask map chat for donations.
I think GW2 makes a point of rewarding organization. They want guilds to pick-up the slack.
If arenanet implemented your plan, kitten would get built almost all of the time regardless of organization.
You won’t be able to kill him, he’ll become invulnerable. And even if he does die, someone still has to be in the circle in the lord’s room to cap it.
Yeah. I think that’s the case for any mob that can’t hit you back. After a few seconds it becomes invulnerable.
Not even sure they can hit the inner wall at garrison from the cliff.
I’ve seen a bit of coordination from JQ, realistically its normally the same guild(s) leading the JQ zerg. Which is what is supposed to happen, so I won’t fault them for it. I give credit to those guilds, they play well and lead well. The only issue I had with JQ was the numbers, being outnumbered consistently gets annoying.
I’m so sorry to hear this. We’ll reduce our WvW participation immediately so you aren’t constantly annoyed.
It doesn’t matter that whenever the organized teams met the JQ zerg ( lead or not) we destroyed them because ultimately we lost the map(s).
Revisionist history. I’ll admit your server has small (30-40) coordinated groups who use the mesmer portals well, but that didn’t always work out for you. I mean, if you consider it a victory when your entire server zergs greenlake while we’re busy holding Garrison, fine. Grats. But that was more our fault for overextending and not reacting soon enough than to your credit for organization.
Small victories made this week worth playing, with a few sporadic fights with the organized JQ guilds. I can speculate that if the odds were evened out the total would have been different, but honestly that’s probably not the case. Having smaller amounts of players allows us to improve dramatically every matchup. The Dragonbrand server is improving, our players are improving, and our Commanders are showing quality, leadership, and tactics.
I will give you credit for that.
I pat myself and the server on the back for a job well done this week, during American prime time we gave JQ a run for their money, so the score doesn’t matter.
Don’t get carried away.
This should be working as intended. If your main base is getting spawn camped, you should be able to place siege in your home base.
Non-home team holding garrison =/= home team getting spawn camped.
Then the game would just be really boring. The better team wouldn’t bother going beyond the hills or bay if garrison were practically unholdable. Why not just make garrison an uncapturable point if they’re going to make it nearly impossible to hold?
The more and more you post, the more it seems you’re more so just too lazy to organize or care. So instead you want it pretty much handed to you without any work having to be done.
More kiddie logic from the kid.
I don’t think the home team should be able to build unreachable trebs that can down the outer walls of garrison. That must mean that I want EVERYTHING handed to me on a silver platter. While we’re assuming motives, I think you’re on one of the kittenervers that uses this cheap trick.
K.. let’s play the quote game. First and foremost, if your group is smart, they would spend their supplies on that treb instead of constantly wasting it on repairing walls/gates that those “unreachable trebs” with infinite shots are shooting at.
Straw man. Who said anything about wasting supplies on the walls? The effect of the unreachable treb is that the outer walls are down for good even if your team decided to spend money repairing them.
Secondly, the non-home team has no reason to defend the garrison.. it shouldn’t have been theirs from the beginning if you’re trying to defend the western keep (in which case you obviously are defending it since you’re complaining about a “unreachable treb” on top of the garrison.)
There is plenty of reason to defend the garrison if the non-home team captures it. I don’t see your point.
Third, you’re wrong.. it’s not practically undefended, it’s just simply in the open making it more vulnerable than normal but by no means undefended. Not only that but as I said, if you can’t do this then your side simply lacks organization to quickly build a treb and fire 3 shots (about all it takes to destroy an opposing treb with your own). So much for your “destroying this point”.
I said “practically undefendable”, and it is.
I didn’t suggest it was impossible to kill the unreachable treb with your strategy. But after the unreachable treb is down, it wouldn’t take more than a medium-sized group of the home team to do a suicide run on non-home team treb and destroy it. After which the home team builds a new unreachable treb (requiring minimal organization) while the non-home team has to gather another 100 supply to build a new treb that it’ll lose soon after taking out the enemies treb anyway.
The fact of the matter is that building a treb just to destroy an enemy treb, or a 1-1 trade, is patently stupid.
Insulting others now are we? I’m not sure if you’re at all anymore serious or just simply trolling now.. If YOU have the garrison then it’s not a problem at all anymore.
What do you mean it isn’t a problem? Are you saying that the unreachable trebs cannot take out the garrison’s outer wall? Because you’re wrong.
If you have the western keep then yea sure, it’s troublesome but as I’ve stated, not impossible to get rid of.
Western keep? Are you referring to the western towers? Because the western keep, Bay, cannot be hit by the unreachable trebs. However, the both the east and west tower (the north east and north west tower) can be hit.
I’m simply replying to you to tell you how it’s done. You can always keep wasting supply to repair wall/gate but it would take a lot less to try out the strategy I posted (in which case it actually works a lot better as known from experience).
Again, I never said we spent resources on repairing the wall. This is just a kid’s strawman. I said the trebs can keep the outer walls down for good.
Whatever the case may be, if they say it is then by all means call me wrong. Don’t insult me because I’ll happily admit where I’m wrong however before insulting someone please try to consider others opinions first. If you do not wish to, then fine. Just a simple request.
I’m insulting you because you’re either stupid or you are intentionally using kitten logic (trolling).
Umm if the defenders have to use unreachable trebs in their home base, it seems they already are loosing hard, and got pushed back to the wall, so they should be able to do that.
Agreed. It should be incredibly difficult to hold those last few points in someone’s home terrain. The home team should have an advantage in their home territory.
Then the game would just be really boring. The better team wouldn’t bother going beyond the hills or bay if garrison were practically unholdable. Why not just make garrison an uncapturable point if they’re going to make it nearly impossible to hold?
You guys do realize there is a spot to put a treb to take down that treb right? Simple really.. it’s between the west tower and the garrison. Sure you would have to defend your treb but obviously you won’t have much of a problem if they’re not able to attack your keep head on. It’s in enough range to hit those trebs easily. It can and has been done.
I’ve already destroyed this point. The fact is that the non-home team would have to invest more resources to defend a treb outside of a fort/keep. It doesn’t take much for a medium-sized group to suicide-rush siege that isn’t protected by a wall. Every time the home team decides to make cliff treb, the non-home team attempting to defend the garrison will have to make a practically undefendable treb to match them. That is patently stupid.
Oh.. another way to stop this from happening? take the garrison. If you can’t do this then you simply lack the organization or numbers. I understand a garrison is quite difficult to take but it IS possible.
Are you dense? This is only a problem if you have the garrison. Having the garrison doesn’t resolve this. Those unreachable trebs are able to hit the garrison outer wall. That was basically the whole point of this thread. The northern keep (garrison) is much harder for non-home teams to defend because the home team can treb the outer walls with unreachable trebs.
If Anet considers this an exploit then by all means say I’m wrong however I have my doubts that it’s an exploit.
I think it’s more likely a design flaw than an exploit.
I shall simply attach a screenshot of my server holding 100% of WvW maps and leave it at that. We are very organized and very efficiently lead. Ignorance is bliss.
Oh and Ignorant: http://dictionary.reference.com/browse/ignorant
SO because your server has 5 times as many people active in WvW you think your good and organized. Your commanders and pugs have already admitted to being very unorganized in WvW. All you have is numbers and yes while that is a legit tactic, its a poor one and wont win you any points against the tier 1 servers that have numbers and organization. Either way JQ will end up QQin for their lives once week 3 is set in place. Enjoy the out zerg by the big servers.
As for CD and DB. Good job guys. Ive seen CD actually try and stay organized and it was awesome. You were a much better fight then JQ was when I was in WvW these last few days. Enjoyed it much better then porting into a JQ zerg of about 150 and just demolishing them.
The only tactic you guys seem capable of is using trebs in your citadel to siege towers.
The original comment I made was in reference to JQ being outnumbered 3-1 and both CD and DB seem to disengage as soon as you start to lose people. I’m not sure how we have 5 times as many players then you. Nor have I ever seen a 150 man zerg on any team. Your comment would mean that you only have 33 people on the map which I know is false.
But yes I will enjoy fighting week 3’s match up and I hope you enjoy trebbing people from your citadels. Win or lose isn’t really important, but at least I know next week’s lineup will not run away and use exploits.
Yeah I’d really like to hear this noizetard account for the treb exploit.
8-10 you trying to be funny you mean 80-100
if any 10 of you faced 5 of us you would be respawning and then come back with 40
Go play in the zerg tier and see how you do
You’re complaining because the opposing team has better organization and knows where to direct its forces?
Yes, using an exploit to counter another exploit is still an exploit.
agreed. Arenanet should just fix this kitten.
eles are also glass canons, but they have half the burst of thieves. In all exalted gear, it takes me 8-10 hits of my best attacks to kill someone. But that’s only when I’m using d/d, which is completely unviable in pvp.
What I’m saying is that eles are twice as fragile as thieves with only half of their burst. And their best escape ability is mist form but that’s rarely enough.
During the day events I considered IoJ the worst server we faced in terms of strategy and tactics.
Funny. Most of JQ in team speak said the same thing about Crystal Desert. Not sure I share that view though.
Yeah. I wouldn’t limit my criticism of CD to day events. They suck at night too.
I am kind of hoping DB and CD both move down to tier 3 just like SOS and IoJ did last week.
DB will be a very good match-up for us even if I do hate them with a passion, without JQ there it would be a good fight.
We hate you to dont worry. But you guys are a fun fight. As JQ brought no skill with their zerg, just numbers. ;p
I’ll admit Dragonbrand has better group tactics/organization, but they aren’t great players.
The thread title reminded me of those kitteny anime they advertise on every DBZ dvd.
Pls disable the Mesmer skill "Portal" untill you fix the server lode issus
in WvW
Posted by: blink.4239
This has probably been said but it isn’t a loading issue. I think mesmers or thieves have an ability to make 10 players around them invisible for a short period. So people will sync up the mesmer portal with this ability for a nice surprise attack.
I personally think it is over-powered as kitten
lol thieves are a little op
but the bigger problem is that certain classes are way underpowered
-.- just built your own treb somewhere that can hit to those base trebs..destroy em..no problems left..
Let’s consider that option for a moment. In order to build trebs that can reach the unreachable trebs, you have one of two options:
1. Take and hold one of the two northern towers (depending on where the trebs are) and build trebs in there. But this is absurd because it means that the only way for a team that isn’t the home team to ensure that the home team can’t constantly down the keep walls is to hold both towers. In other words, it is pointless to hold the central keep unless you hold and maintain both towers.
2. Build trebs in undefendable/unfortified positions that you’ll have to abandon once the treb that is otherwise unreachable is destroyed. But this is not sustainable because you’ll basically be trading one of your trebs for one of theirs. They can always build a brand new treb in that fortified position and you’ll once again have to fork over 27s for a treb you’ll have to abandon.
Umm if the defenders have to use unreachable trebs in their home base, it seems they already are loosing hard, and got pushed back to the wall, so they should be able to do that.
That’s absurd. What you’re basically saying is that if any team other than the home team takes the keep closest to their citadel, the home team should be able to build unreachable trebs to keep the walls in a constant downed-state. Let the home team use one of their two towers for that purpose.
well, there is actualy a way to get up to the spawn point and kill all the “unrecheable” siege engines..
but you cant atack anyone becouse they are all invulnerable..
so im not sure if its considered an exploit..im confused..
seting up siege on invulnerable terrain is an exploit?
doing some crazy jumping to get to those siege engines is considered an exploit?
Yeah I know about that trick. That is an exploit because it takes advantage of a glitch. The unreachable trebs are more of a design flaw IMO. Thus, they aren’t exactly an exploit in the strictest sense. But I don’t think Arenanet considered the overwhelming advantage it gives to the home team. I mean, seriously. It’s incredibly stupid.
The worst offenders are Crystal Desert. But those nubs need all of the help they can get.
lol it takes about 20 hours to farm the mats for all craftable exotic gear. And you get to decide what stats you get on that gear. You don’t have to settle with all toughness gear.
Please fix this nonsense. There’s no reason the home team should be able to use unreachable trebs to hit the outer walls of the central keep.
Granted these trebs technically can be taken out if you take one of the two towers to the north and build siege from there. But that’s not good enough.
lol Crystal Desert is the WORST server ever. They use the cliffs in their home borderland to build trebs that are unreachable by their opponents. (This is basically an exploit that GW2 needs to address immediately. There’s no reason the home team should have such a ridiculous advantage. I can understand letting them treb the two towers to the east and west of the keep, but allowing unreachable trebs to attack the outer walls is patently kitten )
Despite the fact that these trebs can keep the outer walls of the central keep down at all times, Crystal still can’t manage to take the keep back.
Completely agree with OP. Thieves are stupid overpowered. I took 15k damage from the same skill while I was wearing all exalted knight gear (that’s the one with toughness) and was speced 30 into earth.
Been looking all over for a karma vendor that sells these. Am I out of luck? I have 60k karma to spend and all of my other gear is already exotic (from craftables). Is there any way I could spend this karma on accessories?
Also, why is it the case that you can only buy rare weapons for 60k karma? That’s kind of ridiculous if you ask me.