https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Pretty much, lol. Spin to win and all. I mentioned in another thread personal buffs, like this one are a REALLY bad idea.
it’s not a personal buff.. it’s a siege buff. and again.. 5 golems when outmanned.,.. is still 5 golems when OUTMANNED. the blob has plenty of tools to kill them. Outmanned player siege will only deal 50% more damage, not take 50% less damage. Only GATES/WALLS and NPCs would take 50% less damage.
-1 Balistas.
-2 Arrow carts.
-3 more players then the outmanned team.
-4 disable trap
-5 more players then the outmanned team. etc etc
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
(edited by testpig.5018)
Who are the “blob servers” you’re fighting against down there in T5-6? Do they really just run 1 single blob all the time? If you’re thinking this would allow lower Tier servers to compete in T1, this won’t do it; we already leave Scouts in every important structure we take. Keeps are scouted 24/7 until we’ve secured the win on my server, so we don’t have to back-cap constantly.
you not thinking clearly, as you are from a blob server. most servers don’t care about t1…Many WvW players in the lower tiers don’t care about moving up or moving down. They care about being able to enjoy themselves in the fight they are currently in.
Outmanned players can’t really compete much in the open field against large blobs. So their best bet would be to take an objective(tower) and use it as a place to compete against the larger blobs. But with the current scope of the game, that option is nearly impossible to do against the blob servers..(even more impossible now with disable trap).
So with that, do you see how an outmanned buff that benefits siege damage output can actually help the outmanned server? Do you see how an outmanned buff that reduces damage to outmanned teams gate/walls by 50% would give the outmanned team a better chance of having a better fight, and holding off the enemy large enough to flash build 10 cats and snipe down a wall 60 seconds? That a system that helps the outmanned team would increase that timer to 120 seconds, which can open up windows for possible more defenders to arrive or for anything to allow them to fight the good fight.
Blob servers don’t have logic. because they have population. Avg servers don’t have that population.. or that coverage. We are the outmanned. We play with that icon forever on our Hero.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
“Ya, this is just rewarding servers that don’t bother to show up with super-powers.”
not rewards… supports players that are outmanned and still wants to fight
“NA populations would probably find it worthwhile to stay up late, because as soon as that “Outmanned Buff” kicks in”, you can just drop 5 of your tankiest Guardians into Omega Golems and let them wander around destroying everything with their massive “+50% Damage Buff from Siege”.
if 5 guardians are in slow moving omega when outmanned… they are still outmanned.. and thus the players with the population simply have to show up and kill these 5 slow moving omegas. i’m having a hard time understanding your point. Outmanned still means you are OUTMANNED.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
“This only works if the outmanned buff takes the population of every map into consideration, otherwise you will have people blobbing up on 1 map while leaving a token force to hold things they capture on all of the other maps.”
it should not take population of all of WvW into consideration. Because whoever is on the map when the blob comes will have the outmanned benefits. If the blob is fighting in empty maps, they will be slowed by 50% on everything. thus buying time for defenders/outmanned team to fight back.
it would work just how Outmanned currently works. if you are outmanned, you gain the benefit to your siege damage, and structure defense. The Outmanned team would be pretty good at able to keep a constant fight against objectives they currently don’t stand a chance against when population is so much against them.
How great would it be, that even being outmanned, still thinking “yea, we can still try to take stone mist, and we might actually succeed if they don’t come and zergroll us”
it would force the blob servers to spread out, instead of blob, because if they blob, all the small man teams can just run around retaking everything that isn’t defended with some ease =)
balance.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
DAOC did nothing to stop population imbalance.. however, they solved the problem with relics..
The server that controlled the most relics would have less NPCS available to guard the relics, thus allowing the underpopulated realm easier access at retaking them
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
*First off, as many of you have pointed out, it will be impossible to create equal populations without moving people around. As several others have pointed out we don’t want to break apart communities. *
I think you are missing a point and solution to WvW imbalances. The issues are, the outmanned teams simply can’t compete, or even slow down the enemy enough to compete. I’m not referring to the open field fight, because 1v10 in open field should go to the 10.
I’m referring to the static structures that can be the ultimate form of WvW game play balance, that would still allow each player vs player interaction to remain equal. If we allow siege/structures/npcs to gain an outmanned buff we can see great balance happen in the game.
Outmanned buff:
-NPCS: all outmanned NPCs take 50% less damage, and deal 50% more damage
-Siege: All Outmanned Siege Deals 50% more damage.
-Structures: All outmanned Gates/walls take 50% less damage.
these simple simple changes would allow the realm that is outmanned to still stand a chance in the WvW game. Not only will they be able to have a better chance of defending their structures with less numbers against greater numbers. But they can also retake stuff much faster then if they were on equal footing.
And the great thing about this.. once that realm losing the outmanned buff, it means they should have enough population to defend the structures without the buff benefit on siege.
And Balance is easily found… This solution causes many things to happen:
-1 Creates a system that would allow underpopulated teams to actually take down very upgraded objectives from an overpopulated realm much easier.
-2 Would greatly support spreading out over multi zones
-3 Would support spreading troops out over the map instead of all trying to attack/defend one objective.
-4 Supports the outmanned way in a balanced equal footing fashion without creating class imbalance.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
stealth can be labeled a resource as you need to to perfect X actions. and you have access to stealth more consistently then you do for ignore pain. And because of that, the resource of stealth should be used up, when you fail/miss/evade/block with an attack from that resource.
geesus you only see what you want to see
so bias
when I have ever mentioned thief not coming out of stealth after they attack?
All I’m saying is…warrior depleting their adrenaline after they use it is fair
PERIOD
and i agreed, it should be depleting, just as my original post states. it’s logical and balanced that way.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
stealth can be labeled a resource as you need to to perfect X actions. and you have access to stealth more consistently then you do for ignore pain. And because of that, the resource of stealth should be used up, when you fail/miss/evade/block with an attack from that resource.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
“why should cloak and dagger use up initiatives when it’s evaded/blocked/”
“because you used the attack and it executed even though you failed to properly position and think through the attack!”
then Adrenalin should also be depeleted even if it’s evaded or blocked
because after all ’ “…you used the attack and it executed even though you failed to properly position and think through the attack!” ’
in the sept patch it will be depleted even if it’s evaded or blocked. That’s what this topic is about, that the same should be stated for thieves losing stealth when their attack is evaded/blocked/missed.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
So with the sept patch, we see warriors adrenaline become depleted once they use the skill regardless of if they land the hit or not(evaded/blocked/missed) which in the grand scheme of balance, this is totally logical.
however, why does the same not get applied to thieves? They can attack from stealth position, and if the attack is evaded/blocked/missed they remain totally in stealth able to try try again. Where is the logic and balance of this?
“why should cloak and dagger use up initiatives when it’s evaded/blocked/”
because the he used the skill. and therefore the resources for that skill should be used up. your post shines more light on the fact that something is wrong with the thief remaining stealth on a failed attack
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
So with the sept patch, we see warriors adrenaline become depleted once they use the skill regardless of if they land the hit or not(evaded/blocked/missed) which in the grand scheme of balance, this is totally logical.
however, why does the same not get applied to thieves? They can attack from stealth position, and if the attack is evaded/blocked/missed they remain totally in stealth able to try try again. Where is the logic and balance of this?
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
You currently do not see hackers flying into keeps, and killing the keep lord and flipping the keep. Which makes me wonder if they are simply not able to do it.
And with that, having the orb/relic be tied to the life/death of the NPC that holds it(even tho the hackers don’t know which keep/tower/altr NPc is currently holding the relic..) it would make it very easy to track down the hacker and dispose of them.
Different WvW zones don’t make for improved WvW.. if the meta of WvW is the same, then WvW will be the same no matter what newly designed zone(EoTM).
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
yes i do mean Orbs, it’s just the old DAOC in me!
Hackers wrecked it because it was really poorly designed. That you didn’t have to kill the lord in order to destroy the altar. so they would just fly in, destroy the altar and let the orb reset itself.
During the era of Orbs, was perhaps the best time in WvW for gw2. It created a system that would allow a realm to choose to sacrifice an objective in order to focus on defending the orbs. it made WvW matter.
Please bring it back arena net
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
WvW was best when it had the relics that the players had to capture from the other realms keeps. transport it to their own newly captured keeps, and defend it from the other 2 realms. It was amazing. Yes relics did have a down side, they were hack bait and created to much of a power gap for the realm that control to many of them.
Suggestion: Bring back Relics!
-Relics are placed in keep lords and tower lords or at a new powerful Relic Lord at the north camps altar. (allow walls at north camp to be destructible, add Gates to each entrance)
-Relics only appear on the map when they are “dropped” & “ping” every 10seconds in transit.
-Relics only drop when the NPC that holds it dies.
-Enemy players don’t know which keep/tower/lord NPC holds the Relic.
-Each Zone has 1 relic.
Each Relics Benefits:
-Relics Double the point value of the objective they are placed in
- +50% Magic Find / XP / WXP / Coin / Karma
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Please rethink the useage.. please support the outmanned side.
When Outmanned:
-all siege deals 25% more damage
-all Walls and Gates and NPCs take 50% less damage
-Siege Freeze Trap becomes available
please please please
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
174.35.56.164 assetcdn.101.arenanetworks.com
that worked!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
does this have to do with net neutrality ? is this like the first stages of the internet providers being aholes?
i have not been able to download for many days now
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Borlis Pass has no commanders.
We are BORG.. one collective hive mind, able to handle many many different objectives at the same time without having a single commander dot on the map.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
So i purchased 2 of the same skins from the Black Lion Trading Post… I only used 1 of the skins, and the other is still “needs to be applied” to a helm.
I paid like 600 gems for this mask, do i get those gems refunded?
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
the problems:
Keeps in the WvW offer nothing more then any other keep, so there is no real reason to attack lets say garrison other then to just upset the enemy realm.
The History:
Before we had the Orbs of power mechanic which would bring a value to each or any keep that had the orb in it. It added some importance to try to defend one keep at all cost over another.
the Solution
I would love to see Orbs returned to the game. However, change the way Orbs work. Instead of giving a over powering buff to the realm that controls it. Have each Orb worth 50 points to the PTT or something.
I would love to see the outmanned buff changed to increasing all siege damage by 25% by the team that has the outmanned buff. AND also reducing the damage of all walls/doors/npcs by 25%. This would allow the outmanned realm to actually be able to defend their land just a little be longer.
Keeps, on reset all keeps and towers should be at 50% supply.
Utilize the NPC camps to the north East and West corners of the maps in the colored borderlands so that they actually bring more support to the zone in a way. Capping one of those camps, brings more guards to defend the NW or NE supply camp, and the northern towers.
Reduce the overall size of the citadel space, so that MORE of the zone is actually designed for combat not just avoiding an huge chuck of land mass that provides nothing. some of the area directly around the citadel would be great for fights!
Add salvage WvW ablity, that destorying enemy siege has a chance to reward back salvaging some supplies from it and also a blue print from it
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
(edited by testpig.5018)
you can’t punish players that don’t play in your timezone.
With that, instead of trying to solve the problem by timezone, solve the problem by outmannned buff.
If your realm is “Outmanned” in a zone, the following buffs should be applied
-gates/walls/npcs take 20% less damage
-npcs deal 20% more damage
-all siege of the outmanned team deals 20% more damage.
this is a great way to help the outmanned team last longer until more players arrive to support the fight.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Anet,
I WvW, i don’t PvE, i don’t Craft, don’t ever have the time or the materials for it. However, in doing all the WvW i do, i’m sitting on a TON of these t6 crafting materials. That are just taking up slots in my bags and my bank. I can’t use them as i’m not a crafter, and i can’t trade them, as they are account bound.
So may i offer a suggestion.. Allow those who craft, to be able to sell those ascended items they are making. remove the account bound restriction on crafted ascended weapons/armor/jewelry.
Then, allow us players that don’t craft that are just sitting on these t6 materials to place 3 different stacks of 500(or whatever number you feel fit) into the mystic forge + 1 Exotic item we wish to turn into an ascended item. And let the forge do it’s thing. Make this item account bound. And call it a day.
Thank you for your time
-Testpig
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
golem master:
1: 5% more health
2: 5% damage increase
3: 10% movement speed
4: bubble Field now Heals golems and players for X
5: When golem is destroyed do X damage to enemy players/doors/walls near golem and knock back players.
Salvage Master: Destroying Enemy Siege, chances to pull supply back from it 1-10 supply
1: Salvage enemy siege and claim 10% supply and a 10% chance to get the blueprints
2: Salvage enemy siege and claim 20% supply and a 20% chance to get the blueprints
3: Salvage enemy siege and claim 30% supply and a 30% chance to get the blueprints
4: Salvage enemy siege and claim 40% supply and a 40% chance to get the blueprints
5: Salvage enemy siege and claim 50% supply and a 50% chance to get the blueprints
Defender Master: Able to “use” walls and doors and place buffs on them. all have kitten cooldowns
1: Cast Retaliation on target door/wall 5s
2: Cast Protection on target door/wall 5s
3: Cast regen on target door/wall 5s
4: Cast damage immune on the door/wall 5s
5: Cast Reflection on door/wall 5s
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
just let me throw all that Ascended Mats into the forge and create my weapon…. i’m not a crafter =(
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
A PvE’er just has to venture into WvW for about 30 mins to get the zone credit.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
not really, people that tend to just WvW everyday, as i do, don’t have a chance to getting a legendary. I figure, if i been playing PvE for a year, i should have been able to earn like 4, so why not give someone one that has been playing the game for 365 days.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Can we please reward an account that has logged in at least once a day for 365 days 1 pick of a legendary weapon.(i don’t mean playing the game for 1 year, i mean 365 days)
Thanks!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Lets have a system that promotes a healthier Commander mechanic!
A Command Mastery Line!
5pt: All players in your squad gain +1supply / +10% Karama/XP/WXP/MagicFind/Gold
10pt: All players in your squad +2supply / +20% Karama/XP/WXP/MagicFind/Gold
15pt: All players in your squad +3supply / +30% Karama/XP/WXP/MagicFind/Gold
20pt: All players in your squad +4supply / +40% Karama/XP/WXP/MagicFind/Gold
30pt: All players in your squad +5supply / +50% Karama/XP/WXP/MagicFind/Gold
This would make a reason for players to join someones squad!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
the stats are not bad, what is bad is the placements of the capture points.
Bloodlust should not apply the buffs to NPCs.
The only Buff that outmanned buff should provide is
-All Siege deal 20% more damage
-All NPCs/Walls/Doors take 20% less damage.
This will allow the server that is Outmanned, to still stand a chance and defend
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Anet,
I love that you have made changes to WvW, however, the placement on these capture points might have been poorly implemented.
Currently you placed 5 capture points in the dead center of the WvW BL. between all the keeps and starting towards on the map. Which allows the zergy to be zergyier being that they don’t need to run far to protect anything.
Perhaps a better placement would have been to use a larger part of the WvW map.
WvW Map Adjustments:
-reduce the radius on the citadel. and make the exits directly outside the citadel itself .
-The northern most supply camp gets move a bit further south
-1 bloodlust capture point gets placed in the location of the old alter/northern supply camp to the north(with added ruins and such)
-1 bloodlust gets placed at the skrit(with added ruins and such)
-1 bloodlust gets placed on the centurs(with added ruins and such)
-2 bloodlust gets placed in the current area in the former water.
This helps spread the fight more. This makes the defenders of that BL have a bit of an advantage on the bloodlust placement. It also makes it for them to give up units from the south part of the map to try to defend them.
I know it might be a little late for this feedback as you just released the content, but i have faith in Anet, that when they make a mistake, they are willing to adjust and change.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Anet,
Why are you pushing for this league system, it’s creating more server issues… servers are having meetings about throwing matches to drop down tiers for easy rewards.
Why not just reward weekly for matches? 1st place, 2nd place and 3rd place for that current match up.
Then reward the top 3 servers(the ones with the most wins) at the end of the season with something.
Don’t need to over complicate everything and create a system that promotes losing to win.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
solutions:
-if damage is taken while in stealth.. the damage numbers should appear the the player delivering the attack.
-If hit by a critical attack while stealth, you should be revealed
-All traps triggered by a stealth player should cause the player to be revealed
-Any attack from stealth if blocked should reveal the player
-If targeting a player that enters stealth, and not acquiring a new target before the stealth player reappears, should automatically re-target
-The first attack from dropping from stealth OR from being stealth should have the same bonuses as the attack from stealth.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
make it happen anet
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
based on spvp… Anvil Rock has the most skilled players from this match up.
AR skill > Ebay skill.
However, ebay is a zerg server with 4 zerg guilds holding it together. Ebay is just winning due to population. No skill required.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Mention Borlis Rock, Post Borlis Rock Picture, Say “pay2win” three times out of context, Talk about how Ehmry is bad because they can’t hold 100k leads against two servers, Be stupid, Post one illegible sentence [/quote]
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
THIS JUST IN! Pigs who have been used as science projects are found to have terrible vision/poor perception of reality. All seriousness here, you will see us in towers if you attack them (which you guys dont when people are on) or if we through a merchant down to empty our bags. One does not always sell vendor trash in the open field.
=) Borlis Rock =)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Seks history is simple.. they up-transfer/pay2win when they can’t win. They left NSP which was the last place server in the match up with BP/AR/NSP, and moved up to ebay.. Then the 2 other servers in that match up with them, feed off ebay so much, it caused them to be moved up, while leaving ebay behind in the dust to deal with what… BP and AR again =)
So the cycle continues, and Sekz is due to pay2win again and up transfer.
However, i give them credit for at least one thing.. they at least transferred out of the tier. If they were in last place and transferred to the first place server in the same match up. That is just pathetic. Any guild that does that is just totally riding on coat tails.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
up-transfering is just another form of pay2win.
Or getting out of the hole created by those around you~ This match up just turned boring again…wish my team “Borlis” would gtfo out of the towers and fight…charging out alone is getting old…
doesn’t ebay have an entire guild dedicated to just standing in towers all day? anytime i’m roaming around ebBL, all i see is GH standing in every tower, keep, supply camp in the map.
I’m sorry our server doesn’t have the numbers you do, we all have to defend against your zergs.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
up-transfering is just another form of pay2win.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
just one of the wonderful snippets from the rage your server has =)
Apparently pep rally posts are forum raging lol. I swear, the more I hear piggy squeel in these threads, the more I feel like he’s going to eventually contribute something.
If there’s one thing I’ve got to give you a pat on the back for, it’s that you are consistant. You always disappoint.
=) you are very welcome. I’m glad we can both share in disappointments.. you from my post, and your entire server in the disappointment from constantly not being able to perform well enough to move out of this tier.
Heck, and given your servers history, Seks might be due to server transfers again soon, in the attempt to move up a tier =).
Question.. who are the BIG 4 zerg guilds holding ebay together? i would think it’s GH(guard house)? FTF? SEkz(transfer guild) and who else?
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Design: NPC support to take a tower in a zone that you have no towers in.
Problem: If the NPC siegerazer is not killed the event does not reset. So he forever stands outside a tower and no longer summons anymore siege. Making the BO event never respawn at the waypoint.
Solution: As long as the sigerazer is up(and at the tower) he will keep summoning siege sites once all current sieges sites have been destroyed . He will also summon another dolyak that players can click and pull supplies from.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
hehe, no spying.. testpig is testpig, no matter where he goes =) if i was spying i would use a fake forum name =).
it’s just funny to read things from the other sides pov. And from the looks of it, a lot of those posters on those forums, are just horrible people. I don’t know how the level headed clear thinkers on ebay put up with it.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
just one of the wonderful snippets from the rage your server has =)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
EB 160,663 +50
BP 158,985 +350
AR 130,135 +280
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
What Cupkalkz really meant to say was. He realized after reset night that if he didn’t do something quickly BP was gonna drop to T6. So he made a pact with AR to double team EBay. AR fell for it and now they are the ones that will be red next week if this continues. Eventually AR will wake up and realize Cupkalkz plan and then you will hear Cupkalkz, and Testpig complaining how AR never hits EBay. Its ok though the only thing this is doing is giving us on EBay more bags and troll material.
why so angry? the rage that ebay has in them is quite amusing =) AR and BP are having a blast this week. Glad your night crew can carry you ebay!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
borlis rock civil union still going strong! loving this week!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
. As for BP and AR “kicking up their game”. Are you serious? 20-25 BP [WAR] players + pugs couldn’t even take lake yesterday, AR failed to take briar on numerous occasions as well.
BP[WAR] had 20-25 players? We don’t even run those numbers on reset night lol. Perhaps our 5 man just has the power of a 20-25 man force.. which is most likely the case here.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
ebay has a higher population of a t4 server, but lacks the skill to actually get them there.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
it’s only sunday=) takes time to break down a server, and close the gap
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462