Showing Posts For nightblood.7910:

Tomes of Knowledge

in Guild Wars 2: Heart of Thorns

Posted by: nightblood.7910

nightblood.7910

Any scrolls of knowledge that you have in your possession will automatically be converted to spirit shards, and any source that used to award scrolls of knowledge will now grant spirit shards

So what is this part about here then
https://www.guildwars2.com/en/news/updating-your-wallet/

Tomes of Knowledge

in Guild Wars 2: Heart of Thorns

Posted by: nightblood.7910

nightblood.7910

Yeah so I dont PvE and could care less what the PvE content the xpac offers.

I do WvW and I do PvP.

Meaning I currently have stacks of Tomes if I want to create a new character and I dont have to bother with some level gated situation to create a character for WvW and I dont have to bother with PvE.

Which is good because I dont want to.

So can someone explain to me what exactly is happening with Tomes?

As if Im reading it right Anet is just going to convert them because they want to and Im going to not buy that xpac or continue to play this game as I will no longer have a way to NOT deal with boring PvE when I want to create a toon.

(edited by nightblood.7910)

Flying hacking golems -video proof attached

in WvW

Posted by: nightblood.7910

nightblood.7910

I vote for public executions in gw2. Maybe Wile E Coyote style where an anvil or boulder drops on them , or blast off on rocket skates and slam into a wall. ( I know, I can dream right?)

My favorite was the way Aeon dealt with gold sellers. Blowing up andd deleting the characters with a Squirrel.

I assume that discussing older NCSoft games here is fine.

Server Takeover -- WvW Unbalanced IOJ

in WvW

Posted by: nightblood.7910

nightblood.7910

Human nature is to always attack the weaker. EZPZ….

PPT nature is to attack the weakest. Ive noticed this happening in many matchups. Its becoming that if you have a severely weak server in your matchup, its all about who can hold that servers stuff the longest. So that server gets pummeled.

Its also not unusual that its the strongest server that can hold it, so that server just gets mad PPT from it, outPPTing the server that can give it a run for its money without having to really fight for the PPT. Making these crazy lopsided wins and higher undeserved glicko.

(edited by nightblood.7910)

Borlis Pass invaders attacking citadel

in WvW

Posted by: nightblood.7910

nightblood.7910

Well I have to say all these people calling for bans is rather interesting. I would think a fix is in order not a ban. Add roaming legendary defenders in citadel, problem solved if its that big of a problem.

They can add roaming guards around camps and objectives, they can do the same in citadel, but in all honesty they might just be still working on the new borderlands and a completely new citadel altogether. Maybe they will fix this when they take it out so on reintroduction at a later date its not a problem.

Borlis Pass invaders attacking citadel

in WvW

Posted by: nightblood.7910

nightblood.7910

Yeah from a prioritization of problems in WvW I consider this not even worth the dev teams attention.

But that is me.

I mean if the enemy wanted to kill golems, alt accounts running them off cliffs is far easier than this. (Of which there really is no plausible way to keep it from happening other than guild based siege and only people from your guild can use them which then limits reuse of them. Unless you have a community guild that the membership is monitored or some type of guild association thing where it says “these guilds are our frands”. Which this would actually help in enemy building rams in your keeps to get rid of supply on alt accounts, by not allowing supply but to the association. It would also create a ton of blacklisting and drama on servers though)

This is just a bored challenge on the part of some BP players, we would have random challenges on other servers/guilds Ive been on getting in enemy spawns on our BL’s in the past. Nothing you can really do there but get in.

(edited by nightblood.7910)

Zoom hacking

in WvW

Posted by: nightblood.7910

nightblood.7910

First off, Ive been on several servers, and blaming a server or calling it out for one guy cheating is rather meh. Ive seen cheaters on every server Ive been on and servers Ive fought. I can also say I havent been on a single server where the community in a whole promotes cheating.

Now with that said, you will be surprised what a well placed AC can do now in WvW and how far it will shoot and there are tons of complaints about the new camera system because of it.

I honestly think this is a feature problem and not a modification problem and the simple solution is that AC’s really should have LoS blocks which would solve this.

Why should arrows just go through walls magically?

They can do it with AA attacks, I dont understand why arrows from AC’s are never obstructed.

(edited by nightblood.7910)

Server Takeover -- WvW Unbalanced IOJ

in WvW

Posted by: nightblood.7910

nightblood.7910

Yeah this part sucks, the transfer system really promotes bandwaggoning instead of server dedication. Maybe if they attached guilds to servers, the idea of rebuilding guilds would scare off the massive guild transfers. (though it would also kill the PvE mega server guilds. So I dont know.)

I think eventually things come around no matter what, but if the community pulls together, without a bunch refusing to change a little bit(eg. builds, tactics, communication like TS, defending), or no concerted effort to recruit new and/or experienced players it’ll be a tough road. First step is get everyone who doesn’t want to lose on TS. The thing a dying server needs most is TS to be able to coordinate everything that’s going on. w/o it, you’re even more at a disadvantage. And then there’s the comedere you can build. Which can be priceless. There’s really no excuse if your computer isn’t broken. Headsets are cheap. I wish you guys luck, hopefully there’s a bunch of stubborn ppl to stick it out.

Yeah AR getting out of rank 24 proves anything can happen if the right dedication can be given to a server.

(edited by nightblood.7910)

Melee useless in WvWvW

in WvW

Posted by: nightblood.7910

nightblood.7910

So Im going to assume the OP is just discussing objective defense and offense.

Yes standing on Keep walls attacking enemies below is definitely a backline’s job and vice versa keeping the walls hot is also backline’s job.

Now for melee there is this thing called siege. And heavy classes are my most preferred classes to have on siege as everyone attacks siege. So you need someone that can take a hit manning siege and well squishy backline can deal their own ranged damage anyway. So its optimal to have melee classes on siege. If you are taking a keep you should be on catas, rams, or ballistas. If you are defending keeps you should be on cannons, AC’s or any other siege being used. Specifically the ones that can be hit like wall AC’s and cannons and not door trebs or catas.

But Warriors useless in WvW is an absolute overstatement as if you havent noticed they have their niche in just about every aspect from roaming to zerg fights to keep defense and offense.

EDIT:

Also if you see a problem with warrior movement speed you obviously are very very new to the game. Warriors have probably the best disengage and retreat abilities in game next to thief. “Nike Warrior” is a nickname for a reason.

EDIT;

Also I didnt realize this was a necrod post from 2 years ago.

(edited by nightblood.7910)

Thief and Lich Form

in Thief

Posted by: nightblood.7910

nightblood.7910

Yeah lich is an interesting thing. If its targeting something else, I go for it. I work to interrupt any necro going to lich form. If its already in lich and its just me and them, Ill leave for a better situation and let that lich run out.

And that is the thing about lich, lich when used correctly isnt a problem. Just like Moa when used correctly isnt a problem.

Either in a 1v1 can mean certain death but if either are being used in a 1v1 you actually won because now they have a long CD on their elite. Once you get that part in your head," I forced them to lich when they shouldnt have" or “I forced them to moa when they shouldnt have”, even if you lose the fight, you know you have won.

Sore Winners

in PvP

Posted by: nightblood.7910

nightblood.7910

If you die to a player that you hard counter you need to realize you deserve everything said afterwards.

Trash talk in general is a good time IMHO.

Interesting, Ive reckt so many guards (medi guards included) on my thief it isnt funny. I dont go gloating about it. To me they could be new to the class, just learning, or fairly new to PvP. Of which being new to a class doesnt deserve a bunch of crap because thy havent mastered it yet. Everyone had their learning curve.

Ive even offered 1v1’s to help people who Ive obviously destroyed yet shouldnt have get used to fighting thieves. And let the know that is why Im doing it.

But I will give it to those who trash talk. It is common in MMO’s for people to bully new players. Guess it makes them feel like something important that they cant get from real life.

I will admit, I have had a few people who have run thier mouths to me that I cant help but go after everytime I see them. How Im bad and could never beat them, blah blah blah.

Then I beat them on every class they have, but even then later I felt bad because I realized this guy does this rage “your hacking”, “your bad”, “Hahaha” whispers to everyone in game. Making me think something else is going on with this person’s head and I have more sympathy than anger.

(edited by nightblood.7910)

Thief is overpowered

in Thief

Posted by: nightblood.7910

nightblood.7910

First of all you cannot shut down this class anymore. They have too many evades and escapes. Why should a class be given weapon evades, utility evades and dodge rolls with vigor. When can your enemy even touch you?

Secondly, they have to much regen. If a thief uses vamprism runes or shadows regeneration skill set, they either run away and heal or continue to heal every few seconds. Some thieves have low life cause they know they will regen it all every few seconds and cant be killed no matter what. I hardly see thiefs get killed inpvp anymore.

Thirdly, the class has too much swiftness uptime and can daze every few seconds with pistol. It’s only class that can achieve such mobility and fly around the map dazing people.

Anet needs to nerf this class before its to late.

It’s true. I have a thief and I can say that no body in Wvw can kill me. There are class like Guardian and Engine (sometimes Ranger too) difficult to kill. Usually I try with everybody but if I see that they are too strong I just escape. In the end if you are a clever thief for kill a enemy you must take your time. My build is the same of Yoshii I have invisibility all time, invisibility heal me and give me 30 sec of might (2stack) every 3 sec of invisibility and every time I dodge I have 30 sec of might(3 sec of swiftness)
In the end I can choose to kill or escape and no body can do the same thing!

This makes thieves great scouts and great roamers. Not some OP class though.

A thief is crap in the frontline of a zerg and minor in backline (their only zerg function is venom share or organized team gank with others), does that mean that we should nerf warriors and guards because thieves arent as good in frontline environments?

Should we nerf necros because theives cant drop OP wells on zergs? (and I have been running a power necro in zerg fights as of late and wow. They really deal it. Not to mention the second life bar and, if traited, the lowest CD stun breaker in game.)

Should we nerf Ele’s because theives cant provide water fields and AOE stuns?

The problem is, people who roam run into thieves a lot in WvW and thieves are staple in WvW roaming. Thats where youre going to mostly find them.

(edited by nightblood.7910)

Premades - hate or love?

in PvP

Posted by: nightblood.7910

nightblood.7910

Yeah its not a problem of poremades existing. Why shouldnt they be able to run a premade against other premades.

The problem is that there is clear advantage over people who solo queue as you have so much control over everything from communication, the experience you have on your team, the builds they are running, and the total team comp itself. Even if you take out TS, the premade still has the clear advantage over the solo queue team just because they are not relying on this match making system to give them a team.

Which is cool, I understand the desire to do that, and its a great part of this game. It just needs its own place that is not so dramatically unfair to those who play PvP and are not on a premade.

Even the group of guildies that put something together on a spur and are not on TS. If they half way organized their comp they are doing better than the soloqueue guys.

(edited by nightblood.7910)

It's official, these players are toxic

in PvP

Posted by: nightblood.7910

nightblood.7910

Typical weak/soft player that’s gets offended by few words behind a computer screen. I wonder what those people do if it happens in real life, do you call the cops and stay at your home to prevent any abuse?

I personally confront those people, get in their face, and put them in a situation that their words actually have consequences to deal with.

More people tend to not run their mouths IRL because they tend to have to deal with real consequences of such where they dont have to here.

PvP + /bow

in PvP

Posted by: nightblood.7910

nightblood.7910

I would say as long as its in areas like HotM, LA(and youre not in a storymode instance) and so on.

But in actually environments like WvW and PvP there is a real benefit to putting someone in combat as it slows them down considerably and keeps them from running away easily.

PvP + /resign

in PvP

Posted by: nightblood.7910

nightblood.7910

Yeah there are too many problems with /resign and too many options to abuse it. Especially the Red Resign days of past.

With that said, I also see the concerns of others. Why bother wasting time in a match that is a total loss at that point. Just call it and move on.

I also see the problems of 4v5’s. Thats a harder one. If you end the match because someone is not there in the first three minutes, then changing classes becomes pretty much impossible.

So the ready up would need to be extended to allow for people to change classes to something they feel would fit better with the team they have landed on. Meaning more time because people rarely hit the ready up button.

Then there is a problem if you recognize a premade, the match ends. This is actually this biggest problem. People will be /resigning on premades constantly.

Premades will only be able to go up against other premades at all times. Which would be fine if there were a team/solo queue separation, but to queue, pick a map, go through ready up only to have it end because people dont want to play against you, well that will be problematic.

(edited by nightblood.7910)

Nameplates

in PvP

Posted by: nightblood.7910

nightblood.7910

Honestly, if we are talking about UI, I really really miss the custom UI of gw1. I would love to move things around.

For example, both have the nameplate non-interactive and movable. So I can put it in a better place of view. This way I can better maintain an eye on their boons/condi’s while also keeping an eye on everything else.

I play on a 42" TV and well its kinda hard to do that well right now.

Sore Winners

in PvP

Posted by: nightblood.7910

nightblood.7910

I’ve mostly been playing my main in ranked for a long time, but thought it was finally time to start playing other classes. I never saw this kind of behavior while playing my main (once every 100 matches hardly counts).

I’m really bad with my alts though, as I never played them a lot and I learn by trying rather than reading about a build. So I thought it safest to do unranked with my alts, and was shocked that almost every match I ran into something like this.
I know my alts suck, but I really don’t see the point why someone feels the need to remind me every single match when we’re not even in a ranked queue.

I’ve never been a hardcore pvp and never will be, but I enjoy taking 1-2 matches every now and again, but this kind of thing really makes me dread playing alts. So I’m kind of at a point where there’s no reason to play my main (having played too many matches with that single class) and I’m feeling discouraged from learning to play my alts.

I suspect it might have something to do with MMR as my alts (hopefully) have a lot lower MMR than my main, but it really ruins the fun in pvp.

And yes, I could put them on ignore, but I really just want to play pvp for fun. Even if I put them on ignore, they already ruined my fun.

This is exactly the point, once you get past that beginning MMR it gets a lot better. As most of these people tend to not be the best at PvP.

Honestly, they really need to shut it down by making PvP chat system just like WvW with an option for “open map and say chat” in custom arenas. (though this still wont fix the people that are actually on your team and being invisible handles the whispers.)

This shuts down the P v Map Chat outside of custom arenas and still allows the option to those who use custom arenas for duels, training, and scrims that want to talk to each other in chat.

EDIT

Ive also found that complementing people who are actually rocking on the other team goes a long way. When I see a mes actually use portal really well, I might say something to them to let em know.

(edited by nightblood.7910)

In PvP why shortbow?

in Thief

Posted by: nightblood.7910

nightblood.7910

Yeah, improving your SB skills really puts you above most thieves in game. As most generally want to stick to their melee weapons.

Not to mention there are times where you really need range because youre so squishy. In team fights, you can easily become a backline giant laying down poison and incredible DPS. Also when you send another thief into SR because you have outplayed them, SB is youre only option to finish them off rather than them being able to reset the fight.

When I first started running thief I would feel naked in SB, now its gotten a lot better though I still havent gotten as good (and might never) as others Ive seen jack people up with SB.

Also SB 5’s mobility really allows you ownership of most maps if you know what you can do and where you can do it. For example, Temple Mid. If your team has gotten overpowered, you can easily get out of there by SB 5 up to the bridge over the steps down.

I couldnt imagine thief without it.

(edited by nightblood.7910)

Sore Winners

in PvP

Posted by: nightblood.7910

nightblood.7910

All these people who allow trolls to get to them confuse me and entertain me all at the same time.

Because competitive people are attracted to PvP. Competitive people dont like losing in the first place. A little “nana nana nana” from some kid that probably got carried by their team in the match doesnt help that.

But as I said, Ive personally learned to just let it push my competitive nature. Ill likely see them again.

What Ive found from blocking these guys, its not usually the good players that run their mouths.

I also have a problem with the coaches on teams. These guys are worse than the other team running their mouths. They dont do much and feel its their job to direct the team. Meanwhile while they are typing out their directions everyone else is getting 5v4’d.

Those guys are more of a problem and really get on my nerves.

Conditions killed condition builds.

in PvP

Posted by: nightblood.7910

nightblood.7910

I think this falls into the same reason why Anet decided to axe dedicated healers as it would accomplish the same thing. Which is why condi’s in team fights are really not as effective as there is dedicated aoe condi cleanse but not dedicated healers. Therefore DPS rules.

Maybe the best idea would be to follow their own strategy and put better condi cleanse in the personal heal skills and tone down AOE condi cleanse dramatically. Obviously the Necro’s heal skill would not need a change, but it is the best example of what Im talking about.

I’m thinking just the opposite. Reduce the amount of condition cleansing, but also reduce the amount of condition spamming.

In my opinion, having conditions on auto attacks that can stack 7-8 times isn’t ideal. Splitting which attacks deal heavy power or heavy conditions.

Well thats a whole other story and goes to a 1v1 scenario. I run thief and trust me, my bane is heavy condi builds 1v1.

If they bring more condi clear, like possibly the Resistance boon to heals, then you have each class having better but limited condi counters.

Now if were discussing broken aspects, I would think the condi’s that AI aspects produce should be toned down some. Like a mes, it doesnt make sense to me that a mes clone can produce the same condi the mes can, yet cant produce the same damage. Condi’s from mes staff clones should tick for like 1 and keep the same duration taking up space in the condi cap.

Conditions killed condition builds.

in PvP

Posted by: nightblood.7910

nightblood.7910

I think this falls into the same reason why Anet decided to axe dedicated healers as it would accomplish the same thing. Which is why condi’s in team fights are really not as effective as there is dedicated aoe condi cleanse but not dedicated healers. Therefore DPS rules.

Maybe the best idea would be to follow their own strategy and put better condi cleanse in the personal heal skills and tone down AOE condi cleanse dramatically. Obviously the Necro’s heal skill would not need a change, but it is the best example of what Im talking about.

(edited by nightblood.7910)

GW2 Spvp Free to Play

in PvP

Posted by: nightblood.7910

nightblood.7910

Yeah I dont think this is going to fix the problem and will likely make the problem worse. F2P isnt all its cracked up to be and is usually the last ditch effort of a dead game. (honestly I would rather see GW2 go to $5 a month than F2P, but their Business model is no subscription so they arent going to and I understand why.)

As I honestly feel that the biggest problem this game has is the lack of focus from the dev team on “problems” like bugs (Midair immob) and more focus on new features.

I also think that PvP doesnt have enough exclusivity in terms of gear and items and they focus on AP only to coerce players into the matches.

The only real exclusivity is the finishers which everyone and their mother has a dragon finisher.

So yeah, no reason to PvP other than your own pride, not enough focus on problem areas (leaderboard that doesnt really measure a player but measures the team they are on, mid air immob, 4v5’s, horrible match making), too much focus on new features.

With that said there was a recent post from one of the dev’s regarding the leaderboard that looks promising.

Sore Winners

in PvP

Posted by: nightblood.7910

nightblood.7910

Yeah usually I make it a point to hunt people who run their mouths.

I used to take it to heart (and still kinda do) but rather than answer with complaining on the forums (as I did previously), I hunt those people and obliterate them every chance I get while I have them on block.

Im a rather vindictive person, so I check my blocklist before a match to see if anyone who has kittened me off in the past is in this match. Then I make sure to take it to them as much as possible. More than likely their ego is worse than mine if they have to vocalize their “wins”.

Ive watched many on my blocklist go back to PvE after a match with me.

Some call this grieving other players, but I say if the poison talk while in a match is viable, so is obliterating those who abuse it.

You will most likely find that those people are people you will get matched up with over (as they are in your MMR), so you get to see them again and get your revenge.

But I have to say, when I see someone from my blocklist in a match against me, it really puts me on my A game.

(edited by nightblood.7910)

Thief d/d

in Thief

Posted by: nightblood.7910

nightblood.7910

Yeah, a thief’s defense has nothing to do with its armor. It could be light armor and I dont think it would matter that much.

Also, dont discount Shortbow as a ranged weapon. Honestly, once you learn thief, your skills with other classes become that much better because you learn really quick how not to rely on passive defenses like armor and vitality.

Keep chucking at thief and you will get it.

D/D has also been proven to be rather outdated except in WvW roaming and that is mostly due to people’s reaction times are generally less skilled than a computer’s.

I think people have been running sword/Pistol in PvE but Im not completely sure as I dont PvE.

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

@ Jana.6831

First lets take Darkhaven for example.

Currently right now, you can find it open at given times of the day. Usually about the same time, 12:00pm to 1:00pm EST.

For this to happen, it has to be based on total people logged in at any given time not really inactive accounts.

Now to your other points.

Understand that it would affect transfers and new players. So lets say some player who has been playiing PvE for 6 months decides to give WvW a shot. So this adds to the WvW population that sets it over its limit or higher in its limit. This means no new players or transfers to that server until something in the WvW population changes.

So people will have to transfer down or not play WvW to open that server back up. If a player decides they no longer want to WvW, it also detracts from that number.

Now yes, in the extreme case that you have 100’s of strictly PvE players who decide that they want to give WvW a shot all at the same time, then you might have a problem.

If its ten though, it wont be a problem as it would just close off that server from accepting transfers or new players and have queue times up a little bit.

EDIT.

Im not sayng exclude PvE players in this, Im saying count what is in WvW over the past 90 days and average it, decide some tolerance, and go with that.

(edited by nightblood.7910)

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

It counts all logins into the game itself. Im saying if the number of people in WvW were counted not just logged into the game.

What?

Im saying count the number of people in WvW instead and the population of WvW servers. Average it over a month and check the population of people.

So what Im saying is, there is no need for load balancing as the megaserver does that when concerning PvE and queues handing the load balancing in WvW.

We’ve had queues before the megaservers and I guess x hours is the maximum time someone is willing to spend in a queue.
So basically you have the wvw population and the pve population who could essentially be wvw players as well.
[/quote]

Yes but you also have strictly PvE people who count against your numbers in WvW. What I was saying about queues is that they handle the load balancing of the instance.

What dictates load on a server is not some data sitting on a harddrive and not doing anything, its actually the number of instances and the number of people within that instance at any given time.

I don’t think so as these players potentially could log in at that day and even play wvw (formerly pve and wvw) – it would be stupid or servers would be unneccessary if only the current log ins would count, it’s also potential log ins.

Does that really matter? You can only have a limited number of people in WvW at any given time. Whether they want to play or not. Yet, from being in T2 servers to where queues go up to 40 to 60 man queues and then coming back down to darkhaven where I havent seen a queue but on reset in EB, obviously something is broken.

So population no longer (if it ever really did in the first place) has any affect on load balancing.

It has, the cap of wvw maps has just been lowered because of lag issues.

I meant server total population here. If they changed any caps, its the number of people allowed in the instance. Lowering the number of people and extending the queues. Regardless server population has no affect on the load balance, it only affects the queue times. The load balance in EB is handled by its queues, not by the number of people associated with the server.

(edited by nightblood.7910)

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

From everything Ive read, they dont count deserted accounts, its actual unique logins they count.

So even now, if someone wanted to play the system, people just can have some alt account on some other server that they play for a while and not log into their main.

I don’t really get what you mean, isn’t that the same? You have an account on some server and as long as you log in x times over a period of y time, you’re seen as a member of this server thus you have this place. If you don’t log in for a period of z days your account is still on this server but doesn’t count as such thus there’s room for someone else. And I guess this period is too long as I bet a lot of players have already left -or it is too long for the influx of new players due to the super sales. So their original formula for server space doesn’t add up anymore.

Edit: I’m not so sure you can put the wvw population onto a megaserver. You can do that with pve, yes but still they’re assigned to the same server like wvw players and still have the right to be in wvw.

Edit² – Kitten, you sure edit your post often

First real edit: Yeah of course you can to that with wvw, works for EotM.

It counts all logins into the game itself. Im saying if the number of people in WvW were counted not just logged into the game.

It started without megaservers, so it counted all people on a server to dictate if the server was full and people from different servers did not PvE together. Likely a load balancing strategy.

Now Megaservers came into play. The load balancing is done with the megaserver not by the separation of servers. Yet, PvE players are counted in the server population. People who never play WvW actually count towards your WvW server population as (from what Im reading) what dictated a server being full originally has never changed even when they added the megaservers.

So what Im saying is, there is no need for load balancing as the megaserver does that when concerning PvE and queues handing the load balancing in WvW.

What dictates load on a server is not some data sitting on a harddrive and not doing anything, its actually the number of instances and the number of people within those instances at any given time.

So server population no longer (if it ever really did in the first place) has any affect on load balancing.

(edited by nightblood.7910)

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

Every server has wvw players….. Now would ALL the pve move to the same server filling up another – I doubt it….

Either way, the answer is to decouple pve server pop with wvw server pop. Pvx would obviously count as wvw pop. The one remaining issue issue is pve visiting wvw for the sole purpose of crafting/banking. That would have to count as Pvx even if they are pve, but I doubt that is a huge issue….

You can’t calculate that at all. Many players do both. If you count who goes in WvW, when would it count them? Someone goes in and uses the crafting stations, or uses it as a route between wherever and LA, how do you count them? If you count it daily it’s going to be severely distorted, and easily manipulated, if you count monthly then it won’t react to population change very quickly, not much different from now. There are numerous reasons why these ideas won’t work, or would cause huge headaches for all, which is precisely why the system hasn’t changed at all.

Its a matter of just the number of players in WvW, not really deciding who is PvE or WvW.

Just take a month, average the daily number of people in WvW for that month and poof you have a real number on WvW population that distributes resets and weekends.

It would be really easy to calculate for a computer.

Of Course then you will have the weekend warriors that people will complain about later as they will skew an average, but thats far better than servers being full with PvE’rs.

It creates a myriad of new issues, though. I didn’t touch on them all. I’m not saying it may not be worth trying, just that every suggestion has it’s own drawbacks. I’ve often thought something like that could be better, but yet I know many only use the crafting stations and asura gate to get to LA, and we know the new map will still have them. Additionally, although it would be harder for a server to orchestrate a month long hiatus to manipulate their population amount, it isn’t unheard of for it to be attempted in mmo’s.

Ya or alt accounts on other servers to fill them up with quick logins. I see your point.

But couldnt all those things be done now? Whats stopping people from doing this now as like I said before, it counts unique logins.

For it to work, Anet would have to keep it a secret. Have a tolerance to work with and not post either.

As of right now though from what im seeing just from going from a non-full t2 server to a full t4/5 server, it makes zero sense and is broken.

(edited by nightblood.7910)

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

I think this is an issue that can’t be solved by players as we don’t know how many people came new to this game, how many accounts are “sleeping” and when these will be removed from the server’s population calculation.
You can’t solve the issue by measuring both playstyles indepently because both are on the same server.
So basically the problems are that the servers are too small and/or that the period until a deserted account doesn’t count as active anymore is too long, I guess.

From everything Ive read, they dont count deserted accounts, its actual unique logins they count.

So even now, if someone wanted to play the system, people just can have some alt account on some other server that they play for a while and not log into their main.

And from the megaservers being a thing, I dont think this is about hardware load balancing at all anymore. The megaserver handles that already by itself with the it giving buffs to players who leave a dead map. In other words, it gets all those players out and then kills the instance. If a new player comes in, it doesnt put them in that map its trying to get rid of.

It builds maps as appropriate for the population and tries to get people out of dead instances.

Server population has nothing to do with load balancing at this point.

(which honestly was what they should have done from the beginning as Im sure its way more efficient like this.)

(edited by nightblood.7910)

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

Every server has wvw players….. Now would ALL the pve move to the same server filling up another – I doubt it….

Either way, the answer is to decouple pve server pop with wvw server pop. Pvx would obviously count as wvw pop. The one remaining issue issue is pve visiting wvw for the sole purpose of crafting/banking. That would have to count as Pvx even if they are pve, but I doubt that is a huge issue….

You can’t calculate that at all. Many players do both. If you count who goes in WvW, when would it count them? Someone goes in and uses the crafting stations, or uses it as a route between wherever and LA, how do you count them? If you count it daily it’s going to be severely distorted, and easily manipulated, if you count monthly then it won’t react to population change very quickly, not much different from now. There are numerous reasons why these ideas won’t work, or would cause huge headaches for all, which is precisely why the system hasn’t changed at all.

Its a matter of just the number of players in WvW, not really deciding who is PvE or WvW.

Just take a month, average the daily number of people in WvW for that month and poof you have a real number on WvW population that distributes resets and weekends.

It would be really easy to calculate for a computer.

Of Course then you will have the weekend warriors that people will complain about later as they will skew an average, but thats far better than servers being full with PvE’rs.

Also about monthly population change and timeliness of reacting to population change.

You do it on a rolling 30 days. So it wouldnt be from 1st to the 31st. It would be from whatever day it is to 30 days ago.

So reacting to population change would actually be very precise. It would also be very hard to play it as it would take some time to get past the average, but it wouldnt take a month.

As a matter of fact you could do it on a rolling quarter and still get the right result. Much like investors use to look at businesses and understand whats happening.

So it could be a rolling 90 days and it would still react quickly within weeks without being able to play the system. As it would have to take very very sharp drops in population for it to really change the average quickly for a good week.

(edited by nightblood.7910)

Server Full

in WvW

Posted by: nightblood.7910

nightblood.7910

Jelly, I just recently got back in DH (Only to find it continues to have an exodus of guilds in WvW going up to t3.) One around 12:00 pm to 1:00pm EST DH tends to open up for transfers.

Unfortunately, DH’s biggest guilds are PvE guilds, not to mention SodaPoppin for some reason came to DH filled its server and then went back to WoW. (likely the biggest contributor to the full status.)

So yeah DH has some pretty hard issues right now with population in WvW. Without naming the guilds, if we could get half of those people from the two GIGANTIC PvE guilds that DH has into WvW it would overpower just about any server T3 and below.

WHich honestly its unfortunate because the DH Community has been the best Ive seen in my few travels around and its why Im back on the DH server.

(edited by nightblood.7910)

Scoring for the outmanned server

in WvW

Posted by: nightblood.7910

nightblood.7910

Yeah Im not really sure what this does other than give bragging rights to the losing server.

Which as of late, some dont need it as now focusing on PPT is a bad thing (though thats whats going to win you the match).

Using siege is a bad thing, though its obviously part of the game.

Guilds running open ops to help promote server education and enjoyment for those who are not in guilds that WvW is a bad thing because “well they just omni blob”.

Coordinated tactics between guild groups is greatly disapproved of because well somehow its not fair to the server who chooses not to do this.

Using any tactics that do not include the exact same numbers on either side of the fight, an agreed upon meeting place where you will fight, and an agreed upon use of skills and combination of skills makes your server crap. Even if you win the match.

Plenty of chest bumping to be had already if thats what youre looking for. I just dont know that this does anything for or against that.

EDIT:

I will say for servers leadership who want to build that server this will become a tool in finding the holes of the server. Where are we losing the most so we know what to look for to fill the gaps in coverage.

(edited by nightblood.7910)

Claiming should be more hardcore

in WvW

Posted by: nightblood.7910

nightblood.7910

So what youre saying is make defense more rewarding?

Your suggestion just doesnt work below tier 2.

Ive personally (among others) have suggested higher PPT for upgraded objectives. In other words, the longer you hold said objectives, the more valuable they are to you. An objective gets taken, even upon retaking it immediately, it hurts the PPT score for the next few hours depending on how long it takes for you to get it upgraded again.

This makes defense more integral to the game.

WvW thief super build?

in PvP

Posted by: nightblood.7910

nightblood.7910

Many people say “perma stealth” and have no idea what thy are talking about.(This may not be the case with the OP) I have been accused of much the same. Been told Im being carried by SA. Well I pull big numbers, so Im obviously crit strikes, I also daze, poison, and damage on steal. So therefor no I wasnt running SA.

But if its a lot of stealth then most likely its dagger off-hand with blind on stealth. CnD.

Meaning youre either dealing with a P/D condi thef or a D/D thief. Most S/D thieves just dont run SA.

Given the damage you describe, its likely D/D.

One of the big differences for a thief between WvW and PvP is the reveal on hit from stealth is 1 sec longer in PvP. Not allowing you to chain CnD’s as well.

Therefore you cant pull that stuff off in PvP like you can in WvW. That 1 sec more reveal interrupts the combo that thieves in WvW use. Its why D/D thieves are still viable in WvW, we see them all the time there and yet, no where near as often in PvP, if at all.

With that said, in PvP D/P tends to have more utilities to offer in team fights. From party stealth stacking to interrupts on demand (interrupting stomps and rezes) to consistent gap closers while still being able to deliver the goods.

(edited by nightblood.7910)

Thieves do you want a Support Elite Spec?

in Thief

Posted by: nightblood.7910

nightblood.7910

Honestly, I just want something that adds more deception to the thief. I dont think thief is really meant to be a support driven class and to hold to the authenticity of thief, it would be better to have more abilities to confuse your targets. Like a skill that produces a clone while you are in stealth but doesnt unstealth you.

Sending your attackers after a dummy clone or something. Or even you and a clone appear at the same time after stealth to attack your opponent.

Kinda mesmer like but not really mesmer like.

Point blank shot

in PvP

Posted by: nightblood.7910

nightblood.7910

There are many counters to PBS. Blind being the most effective.

A good blind will force them to us an AA before PBS giving you more time.

I play thief and generally PBS is not very effective as if they do actually land one, its a matter of ShadowStep or Infultrator’s signet to get out of it and right back in their face.

Its not just a matter of dodging, its a matter of gap closers if by chance they do land it.

I dont know what the OP plays so its hard to nail down a decent strategy for him.

Though on thief, its a matter of knowing the ranger’s range from you and when to stealth to get you in range of them. As that is generally the most effective counter to a thief power ranger has, PBS them before the thief gets in range of their gap closers.

I would say most of my fights with rangers PBS is used under 300 units because of the insane amount Gap closers D/P has which if they do land it, its just a matter of another gap closer (which also happens to be your stun breaker) to get right back to them.

Not to mention the coming changes of Hard to Catch + Dont Stop and Swiftness on Dodge. Its going to be pretty much the end of the PBS+RF combo against a thief, if it ever was a problem to begin with.

Which is why I stopped fussing about PBS and Skyhammer, as being PBS while jumping up on a platform using the jumping things of which you cant use asy skills while in the air to counter gets you knocked off the map. The fix is coming for at least thieves.

(edited by nightblood.7910)

Not really a bug but....

in Bugs: Game, Forum, Website

Posted by: nightblood.7910

nightblood.7910

Why doesnt GW2 have a real issue tracking system?

Something as simple as Bugzilla would go a long way in helping with the many bugs this game has, but would also give the player base something to first search to see if the bug has been reported and two what is happening on Anet’s end to fix it.

WvW-Only Food

in WvW

Posted by: nightblood.7910

nightblood.7910

Or better yet, just primers that last maybe 3 to 4 hours instead of 12 for WvW currency instead of food.

This would make all food cheaper for WvW players while at the same time last what the average WvW player plays in a night.

EDIT:

Sorry didnt see thiis:

Why not just make a WvW metabolic/utility primer, purchasable with badges, so the food lasts a lot longer, but you still have to craft/buy from TP.

Though I still think that primers that last only 3 to 4 hours would be better as I personally like to play PvP too and a 12 hour primer going to waste in PvP makes me not want to use them.

(edited by nightblood.7910)

WvW night time

in WvW

Posted by: nightblood.7910

nightblood.7910

Honestly, I think that they should just not have EU and NA as different. (Though obviously there is some infrastructure that would need to change, which costs money. It could be done with content delivery and distribution, but it would cost money.)

But since WvW is a 24/7 thing, having EU and NA combined would create better coverage for more servers.

The main reason that NA is top heavy is just this, the lack of 24 hour coverage in lower tiers.

And most of the top heavy in NA servers is actually just the NA guilds on the NA servers going higher up in tiers looking for bigger and better fights. Also the GvG scene tends to be more and better in the top 3 tiers. (which also could be fixed if Anet would introduce an actual GvG arena.)

But if they combined EU and NA, it would require more servers in a single tierwith like 6 servers per tier or something. This would also give more variance in the servers that you see as in any single tier there would be 5 other servers for you to go up against instead of 2.

(edited by nightblood.7910)

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

LMFAOWROTFLMAO HAHAHAHAHAHAH wow dude you can’t even admit when your wrong? Grow up man. This is probably why Anet stopped reading the forums a while back.

Nah I actually brought a valid concern among many to this, defended rangers damage and was met with the same nonsense you kids throw at people over and over.

The only place a ranger is actually OP is up on a cliff where no one can immediately get to them. It has nothing to do with the class itself, but the lack of consistent counterplay to it except from a few specific skills which provide reflect.

For a thief, the counter play is a 3 sec stealth and a gap closer. Ohh wait thats right on this map that gap closer doesnt work the same.

My argument is actually valid, and It takes nothing away from you other than a few classes have more counter to it.

So if were being ridiculous, screw it yeah nerf that class into the ground. Go for it.

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

O.K. nevermind, I agree with the OP. Reduce their damage please.

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

Edit : Im not trying to make fun or attack you but to say Power Ranger of all classes is OP or w/e your point is is just ridicules and sorry if I made you feel like I was making fun of you.

I personally do not think rangers are overpowered.

My point is that targeted teleports should have no path restrictions. That creates counterplay to a Ranger sitting on a cliff or when fighting them in bumpy terrain and you get no valid path yet you could walk right to them without jumping. And it only be targeted teleports because well we dont want thieves just showing up whereever with no target. They of course would still need LoS.

ANd youre right, all rangers have is range. And the way you fight them is with gap closers, when you cant use a gap closer, well now there is a problem of no counterplay.

Like I said, forest, I have no concerns about rangers because I know my gap closers work there where they dont work other places that arte pretty much the same thing. Ranger on a cliff yet on this map I ccant teleport to them while on another map I can. Makes no sense. Map protecting rangers.

Gap closers/reflect/invisible/invul actually there are lots of ways to counter rangers.

Gap closers and reflect are the only counter play, the others are defense of which have time limits, therefore the gap closers need to work within that time frame.

Sorry but I had a ranger in Skyhammer (yeah I was playing unranked with some friends) driving everyone nuts sitting on top of point A knocking people off the map over and over. Anyone who tried to get to him would just get knocked off the map. Another case of map exploit.

Which if my shadow shot had no path restrictions, that would not have happened.

So yeah, but in all this, I havent once said change ranger in anyway, Ive said, release the restrictions on targeted shadow steps. Because youre right, ranger on flat ground, its a matter of blinding powder+Heartseaker to get in range of my gap closers and now your range advantage is gone.

I would like to see the same exact thing to happen when youre on a cliff as well, (all of them) as long as its in range of my 600 unit gap closers.

Dude your arguments make no sense and we’re going in circles. Sounds like a lot of L2P issues. Not trying to attack you by saying L2P just really you have to try and adapt to situations better.

My argument makes no sense? Why should a ranger have a geological advantage?
What Im saying makes plenty of sense.

You shoudnt be able to sit in a spot that makes you invulnerable to attack while popping people off.

Therefore, a counterplay to that would be teleports being able to get to you while you are up there. Not to mention you obviously do not know the problem with “no valid Path” right now going on with teleports. Its a complaint from every class that uses them.

It could be just standard uneven ground that would not require anyone to jump and the gap closers not work because for some reason there is no valid path because what the game declares as a valid path is screwed up.

Also while in forest mid, I can teleport to you on the ledges there from the other ledge or from the ground as long as I have LoS. Works great, great counterplay. I dont see why I shouldnt be able to do that in other places that are much the same. The reason we cant or can is that this system of valid path is broken.

Its bad enough when you get no valid path on a shadowstep on bumpy terrain that wouldnt require a jump to move where you are trying to break a stun and not get jacked while stunned as shadowstep is a stun breaker.

Shadow steps and teleports should not have these restrictions and there is no L2P issue going on from my side. You just wan it to be for some reason because you dont understand these issues with teleports right now and hnow they work in some places but do not in others.

And just recently I was watching Sizer’s twitch and him going off on his twitch about the exact same broken mechanic of shadow steps and how they never work right when you need them to.

(edited by nightblood.7910)

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

Edit : Im not trying to make fun or attack you but to say Power Ranger of all classes is OP or w/e your point is is just ridicules and sorry if I made you feel like I was making fun of you.

I personally do not think rangers are overpowered.

My point is that targeted teleports should have no path restrictions. That creates counterplay to a Ranger sitting on a cliff or when fighting them in bumpy terrain and you get no valid path yet you could walk right to them without jumping. And it only be targeted teleports because well we dont want thieves just showing up whereever with no target. They of course would still need LoS.

ANd youre right, all rangers have is range. And the way you fight them is with gap closers, when you cant use a gap closer, well now there is a problem of no counterplay.

Like I said, forest, I have no concerns about rangers because I know my gap closers work there where they dont work other places that arte pretty much the same thing. Ranger on a cliff yet on this map I ccant teleport to them while on another map I can. Makes no sense. Map protecting rangers.

Gap closers/reflect/invisible/invul actually there are lots of ways to counter rangers.

Gap closers and reflect are the only counter play, the others are defense of which have time limits, therefore the gap closers need to work within that time frame.

Sorry but I had a ranger in Skyhammer (yeah I was playing unranked with some friends) driving everyone nuts sitting on top of point A knocking people off the map over and over. Anyone who tried to get to him would just get knocked off the map. Another case of map exploit.

Which if my shadow shot had no path restrictions, that would not have happened.

So yeah, but in all this, I havent once said change ranger in anyway, Ive said, release the restrictions on targeted shadow steps. Because youre right, ranger on flat ground, its a matter of blinding powder+Heartseaker to get in range of my gap closers and now your range advantage is gone.

I would like to see the same exact thing to happen when youre on a cliff as well, (all of them) as long as its in range of my 600 unit gap closers.

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

Edit : Im not trying to make fun or attack you but to say Power Ranger of all classes is OP or w/e your point is is just ridicules and sorry if I made you feel like I was making fun of you.

I personally do not think rangers are overpowered.

My point is that targeted teleports should have no path restrictions. That creates counterplay to a Ranger sitting on a cliff or when fighting them in bumpy terrain and you get no valid path yet you could walk right to them without jumping. And it only be targeted teleports because well we dont want thieves just showing up whereever with no target. They of course would still need LoS.

ANd youre right, all rangers have is range. And the way you fight them is with gap closers, when you cant use a gap closer, well now there is a problem of no counterplay.

Like I said, forest, I have no concerns about rangers because I know my gap closers work there where they dont work other places that arte pretty much the same thing. Ranger on a cliff yet on this map I ccant teleport to them while on another map I can. Makes no sense. Map protecting rangers.

(edited by nightblood.7910)

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

I personally do not think rangers are overpowered.

One thing I do think needs to change because of rangers, is that targeted shadowsteps need to lose their restrictions of valid path. This would include Shadowshot, Infultrator’s signet, Infultrator’s strike, and medi guard ports.

If a ranger can do that much damage and stand safely out of reach while they RF me as I try to go around to get to them on whatever cliff they are on, thats OP.

There just too many options for Rangers to exploit an untraited or undeserved defense on maps right now. But I have no concern of the damage they can do in a 1v1 on flat ground.

Power Rangers is one of the only specs that can effectively kill itself with almost any reflect……… If you don’t want to change strategies when fighting a certain class because you really like your build thats not on the ranger thats on you for not adapting. Lol I mean come on dude…..it can literally KILL ITSELF! lol……. and almost any Thief can kill a power ranger because a fight between ranger and thief the person who gets the 1st strike usually has the advantage/wins which is almost always Thief.

Ya flat ground, power rangers arent that bad to my thief, which is why I said I dont think they are overpowered and see no reason for them to be changed in the least bit.

The problem comes when gap closers dont work properly because of a rock, or the ranger is sitting on a cliff that I cant just tele to immediately.

But as I said before, Im not really complaining about rangers as much as I am the lackluster changes to teleports that have happened.

This can go for Neco’s, Eles and any other ranged class for that matter.

I will say though, Power Ranger on a cliff is very deadly to a thief. (Which is why power rangers target thieves.)

I dont let rangers go unnoticed on my thief because I know I cant. But yeah if all maps were completely flat, then I wouldnt be saying a thing right now.

But I will say that a lot of my play has changed because of rangers, now in temple mid I immediately come down to mid from the top and not down the steps just to check for anything on the cliff or if anything will be coming. Hide behind LoS blocks in mid FoeFire when first going in looking for the rangers first instead of taking people out. All of this because of rangers.

But none of this changes what happens when the ranger shows up to mid midway through the fight im already in. This has nothing to do with LTP issues like your trying to throw at me and make fun of me about.

I didnt say there was a problem with rangers except their ability to exploit areas of the map to get an undeserved and untraited defense. I will say though, rangers are never a problem on forest mid for some weird reason, maybe it has something to do with the counter play still being available there as you have both LoS blocks for immediate defense and then the ability to shadow shot straight up on the ledge to that ranger where they now have to fight and defend themselves Which also jukes whoever I was fighting on point and gets me out of their melee range generally keeping that a 1v1 with me and that ranger.

(edited by nightblood.7910)

"Long Range Shot"- is this a joke?

in PvP

Posted by: nightblood.7910

nightblood.7910

I personally do not think rangers are overpowered.

One thing I do think needs to change because of rangers, is that targeted shadowsteps need to lose their restrictions of valid path. This would include Shadowshot, Infultrator’s signet, Infultrator’s strike, and medi guard ports.

If a ranger can do that much damage and stand safely out of reach while they RF me as I try to go around to get to them on whatever cliff they are on, thats OP.

There just too many options for Rangers to exploit an untraited or undeserved defense on maps right now. But I have no concern of the damage they can do in a 1v1 on flat ground.

RIght now though, gap closers like teleports are suffering from no valid path even if a blade of grass is in the way. Its getting old.

(edited by nightblood.7910)

HoT changes greatly encourage Zerging

in WvW

Posted by: nightblood.7910

nightblood.7910

Zerging is never going to go away. I see so many people that seem so proud of themselves when they zerg down a thief.

They /laugh, jump on the dead body, /sit/sit/sit and so on. So they obviously receive the same reward in their minds as though they did it all by themselves. Which IMO doesnt make the least bit of sense to me.

So people are going to stay in the safety of their mass amounts of friends while running down 1 or 2 people and feel good and proud about it regardless on what they change.

WvW Passive Upgrade System….[DISCUSS]

in WvW

Posted by: nightblood.7910

nightblood.7910

If you remove difficulty and gold to upgrade the keep then they have no value.
No cost mean no value…. Now you try to defend your T3 because there is the WP upgrade inside. You try to defend because people on your server have paid for thie upgrade. You try to protect the job that other people (or yourself) have done. The “glory” to have all 3 WP on the map.

^^ Listen to this wise person!

“Free” sounds good until you think about it. Now, I wouldn’t have a problem if ANet wanted to reduce the costs a little, since they are rather steep for players on an underpopulated server, where single individuals are paying for the upgrades more often than not I think. I know when I adopt a tower or keep and the camps that serve it, I spend an amount that it will take me many hours to make back in PvE, so I can’t do it as often as I’d like. Perhaps the prices could be scaled by tier.

Yeah this too. Why worry about that keep anymore? You just take it back and get your waypoint immediately. The loss of keep is no longer as substantial as it used to be.

SM on the other hand, fight like hell.

Maybe if they made objectives like Keeps more valuable in PPT depending on what Upgrade they were at.

Make keeps worth 15 points at T1 , 20 points at T2, and 25 points at T3. Towers can go from 5 to 10 and SM can go from 25 to 35.

This actually would make defense ten times more valuable than ever before and pushing dolyaks so much more important.

Yeah honestly I like that idea as reset night all of a sudden turned around to slowing upgrades, whoever ccan get those upgrades done the fastest while maintaining control come out ahead.

IF its a stale mate of no one really making headway on taking keeps, it goes down to towers.

It really changes the idea of “Hold it for the tick” or “Get this for the tick” and those last minute pushes for an objective isnt all that important, a beginning tick push on a keep would still be well worth it as now you just limited the opposing teams points for 5 to 6 ticks.

Killing a dolyak could very well cost your opposing team 5 points on a tick.

(edited by nightblood.7910)

WvW Passive Upgrade System….[DISCUSS]

in WvW

Posted by: nightblood.7910

nightblood.7910

I have to agree with many people in that upgrades were always part of the strategy. You may choose not to fortify on reset night(though with it not costing supps anymore this reasoning becomes obsolete.). You may want to go straight to WP instead of other things.

Not to mention, part of the strategy to keep keeps from upgrading was depriving it of upgrades by attacking said keep. Making the opponent use supplies rather than them getting an upgrade.

You may not take the keep but you did make them use up precious supps repairing the damage you did and they not get the fortify or waypoint.

On the other side of the coin, it was a rather easy strategy, just keep hitting the keep over and over until its ready to be taken. Rather cheesish honestly.

So I may be wrong and the strategy of just throwing bodies at a keep over and over until its broken down and its yours, may go south and now you have to actually do something clever.

So actually I dont know about this one, I can see two sides of it.