all of you people complaining really irritate me. its like you cant stand change. big deal they changed A PORTION OF THE GAME. IT ISNT THE END OF THE WORLD.
They made a change that was contradictory to their mission statement, for those of us who are responsible consumers and value corporate standards, that is a big deal.
You’ll understand that when you’re older.
no i just like to be open minded and i actually adapt to new ideas and dont just want a MMO that is suppose to evolve to just remain static. it isnt the end of the world. its 1 dungeon. there are other things to do. its nice to see some people are too close minded to figure that out.
There is nothing new about a gear treadmill. In fact, it is the exact opposite of new.
…it isnt the entire game. its one portion and it isnt a gear treadmill. its a form of vertical progression. it doesnt define the whole game.
Actually, because the gear is better than any other gear in the game and can be used outside the dungeon, this absolutely does affect the entirety of the rest of the game. Except sPvP, thankfully.
That’s a good point… If the gear stats only applied in the dungeon, and not in the open world, I’d not have nearly the same problem with it (though others still might). People wanting gear progression could have been given that, while others would be less affected. It might still ruin the dungeon for those that might have liked it otherwise, but at least would not pollute other aspects of the game (such as making lower level areas of the game even weaker and mob tagging harder).
Giving the gear its stats only in the dungeon would satisfy me as a compromise that feeds the stat-lovers, without damage for others outside of the dungeon.
Yes, I feel this would be the first step needed to be made to repair good will. Say, okay we’re going to try to appease gear treadmill people even though it doesn’t fit the rest of the game or our promise, but since it doesn’t fit the rest of the game then those increased stats won’t work outside of fractal dungeons.
If the majority skip out on it then they’ll get the clear message that their community simply isn’t interested in that route. And if it does take, then it doesn’t hurt the heart of the community that doesn’t want the stat increases in the rest of their game.
I get the feeling a Public Test Server/World with more public feedback is what the game needs to progress post-launch in a smoother manner. Right now there is a lot of worry and outrage, and a lack of adequate response from ArenaNet.
If ANet had a PTR to put out the class changes they held back, then people would at least know what is being worked on. You would also get different feedback than whatever ANet is getting from its private testers.
You would also have had the Ascended items tried out and ANet would have had the feedback and community response before the changes were near the live game. As in, ArenaNet would have known how strongly people feel about it much sooner than a few days before it goes live.
There’s also a lot of datamined stuff like treasure hunts and fun little event items that could be tested.
Most of all, it would greatly help with the communication issues that ArenaNet is having right now between their development team and their customers. The best way for the public to understand a thing is to see it for themselves.
Mage’s attack cooldown is the same with or without Phantasmal Haste.
“Phantasmal Mage: This skill’s confusion has been increased to 3 stacks for 3 seconds from 1 stack for 9 seconds. The recharge on Phantasmal Mage’s skill has been increased to 6 seconds from 5 seconds.”
Recharge time not working. It seems to be more along the lines of 7-8 seconds and recharge time of attacks not gaining anything from Phantasmal Haste.
Also, the damage in the tooltip for Phantasmal Mage seems to be wrong. At 2k power it states 796 damage, with 243 damage on confusion tick. At 1800 power it states 400-500 damage on hit. But in game, its hitting for 243 damage on LA target dummies, the same amount of damage on medium Golems in the PVP lobby with a small change in damage from Heavy armor (234) to light armor(266).
edited after further testing
(edited by etiolate.9185)
I don’t like the Portal CD increase because it doesn’t fix the actual issue with Portal (which is all to due with rendering and culling) and will just limit the creative use of Portal within active combat. Now it will be saved to used for Portal Bombing and pretty much that only. I like using it for misdirection within battle, but at that CD rate, I might as well only have it for called culling. =/
I do hope they really fixed Phantasmal Haste. Still no word on fixing or standardizing the regen, retaliation and fury for Phantasm traits.
GW1 had things people pursued without a gear treadmill. There were rare things that dropped in certain dungeons like the Froggy Scepter or Bonecage Scythe. You had prestige armor that took a long time to get. High end mods were worth quite a lot. You had special head slot items that required tons of a certain item in EotN.
It was all cosmetic, but it worked.
Heck, one thing that they overlooked in their explanation is that exotics aren’t really one tier. There are tiers within exotics. Cultural Armor is so expensive that its a tier above regular exotic armor due to rarity. I have exotic weapons, but I’m nowhere near getting a Whisperblade like I’d want to have due to the cost of attaining the item. It’s an exotic just like a Pearl Sabre is, but prestige and mentality-wise, its much further up than a “starter” exotic.
Plunder:
I think the idea behind better loot while having full exotics is not just loot you can use for yourself, but loot of some greater worth to the whole of the game. Too much of what you attain from dragons and bosses right now is vendor trash. If they create loot that has some sort of value in a Tradeable sense, then that makes all the great content in the world more rewarding.
It’s not like the game lacks cool stuff to do. It’s just that the loot rewards are uninteresting and that’s making too much of the content left idle. Of course, the zone bossses and events are still cool, but doing something that feels epic and being rewarded with the same junk you get from killing a Moa bird is a real negative feeling to the player.
My actual letdown is that so far the ascended gear is only back slot and rings. Will there be new skins for armor and weapons released with The Lost Shores weekend? And not just later on? That’s what I care about and a lot of people care about.
We just want some new, cool looking gear that gives us more visual options and we want rewards for doing hard stuff.
You sweep for Mesmers or lose. Hiding and portaling in people is part of the game. You should do a clean sweep of an area anyways.
Portal bombing and the culling issue is an issue with rendering in the game not specific to Mesmers.
If they want to cap the amount of people portaled to like 10 then that wouldn’t be a big deal and still allow portal to be useful. You would just need more Mesmers to move larger armies. Removing Portal from the game is a ridiculous idea.
I think more than another rank of gear to go after, they need to improve the loot tables for the entire game. Right now, once you start getting exotics, loot rewards from bosses, champions and treasure chests are very unrewarding. They also seem to be nearly or completely random. The best item you normally get is a rare quality item that’s worth is directly tied to the value of Globs of Ecto that are salvaged from it. There is no Froggy Scepter or Bonecage Scythe or anything like that in the game. There’s nothing rare and interesting which drops reliably from a certain enemy or boss. There’s a lot of interesting things they could add as drops and make them more reliable drops in some manner: things like a unique skin recipe for crafters, a special bit of town clothes, a unique weapon skin, or a unique backslot skin.
Ascended gear, as far as we’ve seen, does nothing to help improve the meh of opening a treasure chest in the game.
(edited by etiolate.9185)
There are sections of Greenbriar where I can see enemies below, but have no LOS to hit them. Meanwhile, the enemies can aoe me without any LOS to me because of AOE circles defying reality and physics.
It’s just really annoying. There needs to be something equivalent to an archery nook. It obviously can’t get to the point where standing on a wall makes you an armored turret, but there has to be some happy middle-ground.
Yes, glad this is finally here. My first questions are whether they will increase server capacity so players can play with the friends they refer on their server and if characters created via RAF will be retained for a period so that trial users that purchase the game can continue with their character.
I am hoping they answer these Qs before the Lost Shores weekend.
I run into new content whenever I go out and my completion percentage is only like 67%. I know there’s tons that I haven’t’ seen, but they need to push players (including me) out into the rest of the world a bit more. The thing holding me back is the fact that Orr is where money is made and the game is best played with others around.
Since the money making and valuable resources are in Orr and the kills are more frequent, making the drops more frequent, the stifled economy and my character’s finances makes me feel like I need to do Orr. Others are on this same track, so there’s a lot of people in Orr and not elsewhere. If I go somewhere else and forego making money, I still run into the issue of there being no others to do events with.
Glad to see Blackgate make the map interesting. When I quit late last night, the map was all green and there wasn’t really much to do.
Zaishen-style Quests for the other zones not named Orr.
The thing is that I don’t particularly like Orr in comparison to other zones. What Orr has is the most Orichalcum and Orrian sapling nodes. It will get me the most endgame resources. Since Exotic Weapons require those resources, as do Legendaries, this pushes endgame players towards Orr.
If there was something that offered a reward for killing the big DE boss of some lower level zone that day then you would see more activity in that lower level zone, especially if that reward included high end materials.
Another option would be to have daily events that had a Zaishen Quest style NPC that told you where they were. These would be DE chains in certain zones that only happened that day and completing them would net a reward beyond the regular DE reward.
Basically, there’s not enough incentive for 80s to go outside Orr yet. The drop rate of DE zergs there and the resource availability of Orr is pushing 80s into one single area of the world.
“2. Protection, there are way too many ways to stack it and build unkillable bunkers, with the currently design of burst it’s needed but with the burst lowered it would need to be adjusted so players can’t survive such a storm of damage with passive skills that require no talent. If the burst was lowered toughness is set just about right but with the current set-up provides lil to no protection vs the massive dps spikes without protection stacking(duration not effect)”
+ Burst comments.
The problem isn’t really that there’s too much protection, but that the game will forever be stuck in a burst v bunker build battle with the current singular game mode. Basically, capture point based on king of the hill means bunker builds and roaming quick hit builds are the standards and will continue to be the standard. This entire issue is caused by the rules of the one singular sPVP modee, because that mode doesn’t really offer much viability to other types of builds.
For example, think about Capture Point mode where you can capture a point via sneaking in and interacting with an object. This is common on some forms of Cap Point. This allows a bypassing of bunker, defensive and turtling sorts of builds. This allows stealthy, sneaky builds to exist. It counters bunker without needing to engage in the burst/mitigation war that tears apart so many MMO’s pvp balance.
Yet even that isn’t a true solution to the issue, because that is only adding one role to play. Structured PVP needs an increase of roles and playstyles to open up the game and keep it fresh. It really needs something other than Cap Point. It desperately needs it. The meta isn’t going to move beyond bunker/burst until the game is changed away from Cap Point.
I can create a daze Mesmer for sPVP and I can daze up a group and be annoying, but that doesn’t really help my team in sPVP. I have tried different ideas and roles, but playing bunker with less effort or experience is so much more effective. Those outside the lines builds? They just have no place, so the game doesn’t grow. Instead, it gets stuck in a burst v mitigation battle.
The Asuran portal near Claw Island Dock also looks active from far away, but then turns inactive once near.
This close to release, this is the best pvp I’ve played in an mmo. I’ve played mmo’s and pvp over 10 years.
GW2 pvp has many problems and lack of variety in game modes/maps, but it has really potential pvp setup that just needs a bit more polishing and time to evolve. Hopefully Anet will make the effort.
GW1 is/was the best pvp I’ve seen in mmo so far. Tactical evolving gameplay, e-sporty, team strategy oriented, fun to watch, and it rewarded skill which heavily included situational awareness, like in SC2 f.ex.
Pretty much agree. GW2 has potential, but it needs more game modes, further tweaking, more features, and I feel the traits need to be overhauled to open up the game.
For some reason, my Warlcok dies quicker than my other Phantasms. I’ve always wondered if this is due to Phantasms having different health pools from each other.
Has there been any word on whether Phantasms differ in health pools?
Yes, thanks for this change.
As for the complaints: Why are PVE players switching servers every night? Why the hell would you do that?
The daily transfers were negatively impacting WvWvW. They negatively impact sever communities by the constant change of population. I don’t see how the daily transfers helped PVE players.
The treasure chest rewards and boss kill rewards are terrible throughout the game. It just hit a boiling point with me on the Mad King.
There is a rare chance to get something good from the chest, but its such absolute luck that it diminishes the triumph of the event.
Camera and other bodies obscuring landing spots are the issues for me.
That doesn’t mean I want it a solo instance. I love the shared pain of your group failing to reach the top, discussing strategies and tips, and rooting each other on to get to the top.
I just don’t want to have sudden camera zoom ins and getting stuck in spots where I can’t see anything other than the patented GW2 Shaky Cam.
Thanks for this update, but I think most people are wondering why free transfers continue and why they continue with little restriction to WvWvW. This is one reason why certain servers have elongated queues and matches last week had such horrible balance.
Servers are at high to full during mid-day in NA regions with Kaineng as the lone medium server. At night aka Primetime, the worlds are all high to full with about 50% at full.
There is a psychological part to sub MMOs that I do feel some people are struggling to shrug off when playing an MMO that doesn’t make you have to justify your sub fee for the game.
People are also used to very gated content and power creep. Yes, making gold is a bit too hard right now, loot tables and drops are boring, and the DR system is a mistake on ANet’s part, but a very large percentage of the game is not gated away like you may find in a sub MMO.
At level 80, you can do all dungeons that you’ve found in the world. They are not gated behind gear checks. Exotics are tougher to come by than rares, but you know exactly how many dungeon runs you need to get a piece and how much gold you need to buy one off the TP or many mats you need to craft one. This is different from random drops of high level loot that you need to proceed to the next dungeon.
This change in design will throw and is throwing some people off. If you just want to play for an hour or just want to do one thing for a bit then that’s fine.
This also changes how people set goals. In Sub MMOs, goals are united among the community. Everyone is on the gear treadmill, either for PVE or PVP. I’ve set various goals for myself, but they are goals I set myself and that aren’t the same goals as the rest of my guild. The element of “we’re all struggling to gear up” has been lost. People are more free to spend their game time how they want to spend their gametime. Again, this will throw people off, especially those who have mostly played MMOs since their youth.
This isn’t saying “ITS GREAT” or “ITS AWFUL”. It’s saying that if you aren’t self-aware enough, you’ll fall victim to the programming of sub mmos when playing a non-sub MMO.
My Sylvari is named Rudyard Kindling
I would like to add, in addition to the other builds and suggestions here, that Signet of Inspiration is good for a melee/tanky Mesmer. I know the signet gets hate since they changed it to 10 seconds wait time in battle to activate, but EM battles last long enough to have it trigger many times, and that aegis, regen or protection boon popping helps survival a great deal.
I would also suggest to always have either Null Field or Mirrored Feedback to create Chaos Armor with Leap. This adds more survival to your Mesmer.
Focus, with the Focus trait, can be good for certain EMs as well. You can hit with the sword while staying behind/within the bubble of Warden’s protection. The Curtain is another reflect, but also an interrupt. I would say it’s only ideal for certain dungeons, and in general, Pistol is the most ideal and Sword close behind. Sword is probably better for Shatter builds as it creates more illusions, and it’s so nice to Shatter Swordsman directly following its attack. Pistol is better for Phantasm damage builds and will pop regen more often if you have the Phantasmal Healing trait.
As others have said, weaving in and out is a part of the sword playstyle, but that doesn’t just mean switching to the ranged weapon and then back. It also means weaving in and out of being up in the face of the mob, at an arms distance away, and then to the side or behind the mob. Remember that attacks have certain ranges and you can out-range them and then take one step back in to hit again.
I finally saw Henge today in EB after only getting into Borderlands yesterday. In EB, Henge actually has some people, and EB is by far the most interesting and competitive map. The Borderlands are a wipe due to the absence of any third presence.
You can’t blame the players. People are bandwaggoners. Why do you think there’s so many Laker fans? A segment of the population has a competitive side to their relationship to a sport or game, but the vast majority just want to keep up with the Jones and look popular.
There are multiple problems that ANet needs to address. The “playerbase will correct itself” idea was and now is a joke.
Melandru’s Gaze can be listed on the Black Lion Trading Post, but does not show up in search results, making it not purchasable.
Confirmed. I just put up a Melandru’s Gaze for sale, but it cannot be searched for in the Trading Post. There was even a listing price for the item, meaning there are likely other Melandru Gazes lost in TP limbo.
It’s not more balanced though. This is born of pvp, but the people having struggles with Mesmer in pvp are struggling with the very nature of how Mesmers work. Longer CDs won’t stop the Phantasm builds in pvp, but they will hurt the Mesmer in PVE where Phantasms die often to mobs and random AOE.*
*They die often to random AOE in PVP as well, but I guess that weakness hasn’t caught on with the greater playerbase.
I don’t think you understand PanH. This change will do little to help bad players against Mesmers. The problem they have with Mesmers is born of the very design of Mesmers. Number tweaks will do nothing to help that.
The issue is that you can’t approach the idea of balancing individual skills for endgame pvp without making sure that the traits tied to them are working properly. You have no baseline. Once traits are working properly, then you can balance both the skills and the traits themselves. Right now, you are working off data and feedback tainted by bugged traits.
This really won’t do much to help the bad players struggling against Mesmers in spvp.
It will only hurt Mesmers leveling ability and their viability in dungeons.
Then when the traits are fixed, the whole thing will need to be rebalanced.
Basically, ANet is overworked and these Mesmer changes are wasted effort.
You can’t even balance without the bugs fixed first. You don’t know how the Phantasms properly work with working traits. Whatever changes they make now will have to be changed later when the traits actually work.
It’s really dumb.
These changes should not have been made before the traits were working properly. This is pretty big PVE nerf for a class that isn’t exactly PVE-brilliant.
Consider how Phantasmal Healing still triggers improperly for different Phantasms. The one Phantasm that triggered it reliably was Duelist which got a CD increase. Duelist is also one of the better ways to stack Confusion, a still mostly lame condy in PVP or PVE.
There’s just so much that needed to be done before these changes could be put in and it not hurt the class. While Chaos Shield was very good in spvp, it is one of the few support abilities offered by Mesmers in general. You nerf access to it and then a weak-support class is that much weaker.
Overall, most spvp probelms with the Mesmer come from the very design of the class. If they want to fix it, they need to overhaul the class and move away from illusion-dependency.
Throw out some Mesmer Trait ideas!
Phantom Light
-Your Phantasms blind foes when shattered.
Happy Daze
-Dazing a foe grants nearby allies retaliation.
Ethereal Fury
-Your Ether Bolt, Ether Blast and Ether Clone attacks 25% faster but no longer creates a clone.
Displaced Heat
-Chill nearby foes when you teleport.
So what is ANet going to do about the rankings for next week? It’s sort of a mess without TA.
Since the last patch, my ranged Warlock and Duelist Phantasms have started moving into melee range to attack. Sometimes they materialize in melee range even if I summon them from ranged.
GW2 "endgame" model is fine. Execution doesn't make sense tho, problem and solution.
Posted by: etiolate.9185
I agree and approach endgame in a somewhat similar fashion.
Orr already has reasons for 80s to go there, namely the Karma vendors and gathering nodes. The reason 80s congregate there is the ability to make gold in a somewhat stifled economy. If there was a way to boost up rewards in other zones then it would spread the population out more and encourage more varied gameplay. Event zerging works for money making, but I agree that its very boring. (Though I think that may be an issue with their scaling as well.)
Phantasms, Confusion, Stealth, PvE, and PvP - Rebalancing suggestions
in Mesmer
Posted by: etiolate.9185
The problem with Phantasms is that too many function as dots and the ones that don’t function as dots perform poorly (iMage).
By making them Damage over Time ghosts, they vary only in power and that power becomes an issue in relation to both play balance and with the shatter mechanic’s viability. If Phantasms did more nuanced things then they could still be powerful while not creating so many problems. The way the traited Warden reflects damage is sort of the thing I’m talking about here. The Phantasmal Defender would be another example of this if not for the shattering issue.
Basically, there’s this balancing act where if you lower Phantasm damage and increase weapon damage, then everyone will start to go Shatter build. If you empower Phantasm damage then people don’t shatter and the Mesmer doesn’t have to fight itself. If Phantasms provided more interesting benefits than just damage then you start to move away from this problem.
But right now too many function as DoTs that don’t require the Mesmer to remain active for their benefit. It’s not just a problematic design, but a boring one to be honest.
The original post is trying to put forth the concept of fairness for all players. An admirable gesture, however, the current system just doesn’t reflect this.
I’ve played multiple servers in Europe and some in America and my experience is that the majority of match-ups were decided during the night when there was population disparity between servers. In the day, WvW was full for the most part, meaning that all sides were relatively equal.
The fact that match-ups are largely decided in the night means that each night time player is contributing more to the fight than a day time player. That is not fairness. That is not equality.
The point gain in the night time needs to be scaled down so that players from the day and night contribute the same amount.
The problem with this idea is it would by default put servers like Sea of Sorrows at an extreme disadvantage. You may as well just put us dead last.
So, since it’s night time for Oceanics then the US should also be slapped with the debuff. Then we’re all back to square one.
Stop thinking that there are no other time-zones. What you are suggesting is selfish and ignorant to the fact that Oceanics are forced to play against US. It’s not our fault that you guys go to sleep when it’s our prime time, and vice versa.
Living in another part of the world is not an exploit. It’s not a tactic. Stop claiming so.
You should be complaining because you should be getting matched up with other Oceanic heavy servers. It’s not just about nightcapping for the NA timezone, but about players playing against other players at the most suitable time. If you have a NA server facing an Oceanic server, then you have two forces constantly playing a game of phone-tag instead of playing a game of virtual battle.
(edited by etiolate.9185)
Despite functioning like a bouncing attack, Phantasmal Mage’s attack does not gain any extra bounces from the Elasticity trait.
edit: It seems that the bounces are based between you and the Phantasm, but do not bounce off the the player more than once. So if you place four targets between you and the phantasm, it would bounce off the four targets. If there is just one target between you and the phantasm, it will bounce once.
It is hard to tell if elasticity is adding any extra bounces. I still get four bounces max when testing on the bunched Golems in the Mists. The only changes that occur are due to my positioning relative to the targets and the Phantasm.
(edited by etiolate.9185)
Yeah it’s 10 seconds downtime without Haste and 7 seconds with Haste. I think I’ll be dropping Focus and Haste now. =/
It still has its place in WvW where stubborn rangers all over the world continue to suicide on the warden’s reflection trait.
But it seems the “spin to win” no LoS siege exploits days of the iZerker are over…
Nope, Berserker can still be casted through walls with no LoS.
Also, the Vengeful Images trait bug/buff is still working as before.
Just to restate, the point of the OP is that double teaming happens out of opportunity and situational advantages rather than out of any alliances or partnerships, and that double teaming can change from one moment to the next. It is an organic outcome of certain situations within wuvwuv.
If the Oceanics are taking keeps with a 5-1 advantage then that’s pretty easy to do.
If …… is an assumption.
There is no 5:1 advantage. SBI and ET have an equal ability to field 166 per map on every map in Oceanic and SEA prime.
The top tier does not have the same night capping problem of the SoS tier. In that tier there is are mirror population disparity between the timezones.
SBI and ET stopped queuing when they started to lose. This is THE issue for the top tier.
This is not true at all. The people who had committed time during that weekend had other obligations during the week. The change in points happened long before people got fed up with the situation.
Further, I know that SBI always had a gap between Koreans and NA players. This was known before the week long matchups even began. In that gap, SBI were sizably outmanned versus servers with people then.
You also can’t just force people into WvWvW. There are WvWvW players and there are people who have no interest in WvWvW. HoD has a large selection of 24/7 WvWvW players. That is not the same thing as having a large selection of off-peak players. People play the game for different reasons and it’s nobody’s right to tell them how they should spend their playtime.
Yet if off-peak WvWvW becomes the meta then that will encourage that sort of behavior towards players and that will be a bad thing.
(edited by etiolate.9185)
Why is it when North Americans take capture points it’s down to their skill but it’s absolutely impossible for the same to be true for Oceania and SEA? There’s any number of screenshots been posted that show our opposition don’t have the outmanned buff, and just because there’s no queue doesn’t mean the BL isn’t close to capacity.
I also think the point Marstar was making that you have completely missed is that when we get pushed we don’t give up and leave the map. We keep fighting. When the ET/SBI Oceanics got pushed they appeared to give up and stop fighting which is why you keep waking up to a sea of green.
The question of skill is not a regional bias, it’s just a matter of actuality. If the Oceanics are taking keeps with a 5-1 advantage then that’s pretty easy to do. There’s not a lot of tactics for there’s not a great need for tactics. If NA players are fighting heavy resistance vs other NA players then yes more skill is involved. If a NA server was matched up against two Oceanic servers and zerged empty keeps during the day then it wouldn’t be a case of skill.
It’s not that hard to understand.
Also, SBI didn’t just give up in that fight last week. They went to school and work, and when they came back their work had been pretty much erased. This wasn’t a total surprise. Due to the release of queue time figures by ANet, many had surmised this would happen. TA people were even boasting it could happen and it did in fact happen.
At that point, it became clear that any work done during the day would simply vanish at night. The servers other than HoD couldn’t cover 24/7. Thus, the fight was mostly futile. HoD doesn’t give up because they have never been in that situation. TA knows they have 24/7 coverage, so if they fight hard on the weekend it won’t be erased during the weekdays. HoD doesn’t understand the situation or problem because they haven’t been in it.
(edited by etiolate.9185)
There will always be complainers….. you can never make everyone happy.
They could have the buff calculated based on the number they are outnumbered by. But it comes to a point where you have to look at your server and what you want.
If your server has weak or no night players that pvp…. you might want to move servers.
To a server that is more focused on pvp rather then not.Why is it that the majority keeps getting told to move servers or “deal with it” while the minority get to keep things as screwed up as they are?
I didn’t say that.
I said if your that concerned about your servers performance in wvwvw you might want to look at your current situation. Don’t twist my words please.
You completely ignored a legit fix in the line just above what you commented on and instead twisted my comment below.
I didn’t say Deal wtih it, nor did I say you need to move.
I suggested a fix then I suggested that if your not happy with your server move.
Yes, you said you need to move. It’s right there in your post.