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
Just shutdown the Ascension[WAR] commander in EB.
Was an amazing night of fighting while out-manned in EB against some pretty pathetic WäR fair-weather players. While out manned, pulling a sparta 300 against 6 waves of some weak zergy non-tactical attacks. And some questionable attacks from DR hitting us when Mag is hitting them? DR we did not go into your area(when we easily could have) for a reason. You are not the high population server.. so no reason to focus on you. You don’t control SM, so no reason to focus on you….sigh
I’m glad WäR has exited Borlis Pass server, their weak zerg minded tactics were actually a hindrance to the tactical growth of this amazing server.
6 Waves of badges of honor rewarded for BP after dancing on your very dead corpses! <3
anywho, sleep wins, good luck server jumping next week!
(Ascension as a guild does not approve this message & SS provided by Greyhawk Pendragon)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
(edited by testpig.5018)
2nd and 3rd never both prioritize attacking 1st when their populations start feeling 1st is out of reach. The more the 1st place server pulls ahead, the less likely you are to see both 2nd and 3rd going for 1st. This especially happens during the latter half of the match when there isn’t enough time to catch up so the battle for 2nd becomes the main event. Anet really needs to put into place a system that gives players incentive to always go for 1st.
thats the glory of the 3-way war design.
with 1st’s population being high… they can still only put 100 players in the lake. the other 2 teams, can also each field 100 players..that makes it a 200 100 war. or more so, 100v50.
they must divide to try to hold off the attacking forces.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Can we please keep this clean.
And bring back the focus to the WvW fight.
To make this a better match up lets try to play smarter all!
-2nd place, and 3rd place servers(currently BP & DR ) need to stop attacking each other, and start attacking the team with the most control over the map.
-In EB the team that controls SM should be the focus team to attack.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
it’s sad when guilds that transfer to the “winning” server think they are skilled. Zerg on.
Just goes to show what guilds held the server together….
server is fine =) My guild joined BP when the server is in sorry shape because it was the losing sorry shape server =).. it’s more fun to be the underdog.
Heck last night i focused on EB, got the little army, to take back our corner in EB, and bust down SM gates a few times, keep kloven and perma flip, and take the fight to mag, rolling those players in all open field engagments. While being outmanned =)
DR however, is not picking up on the idea of hitting mag instead of constantly hitting durios.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
it’s sad when guilds that transfer to the “winning” server think they are skilled. Zerg on.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Last week was a good match up, but lets see if we can start this on a better Foot.
Lets make this a true balanced 3-way war.
And lets agree for a passive rotating alliance.
-Whoever is in 2nd(score) and 3rd place(score)… turn their eyes towards 1st place(score).
-When in Eternal Battlegrounds… Whoever controls SM.. is now the team to kill.
-When in an enemy Borderland… focus on your “side” of the map, and taking land away from the Borderlands owner, before taking/attack the structures of the invaders.
-If you notice something getting to many upgrades/supplies on it.. Take it before it gets to big to take later.
in a nutshell.. lets bring the fight to mag DR =)
goodluck all tonight!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
all of his suggestions makes this game turn into the failure that WARHAMMER online is.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
i was going to do a big ole write up. But figured nah, your mind is set in it’s ways.
WvW justs the return of Orbs. With a counter balance mechanic for the realm that controls the majority of them, to make their keeps walls/doors take more damage when attack per orb they control.
Then WvW needs a better outmanned mehcanic that increases siege damage output by 33% when outmanned.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Borderlands
Center Island/temple – Quaggs
Sentry Island/ruins – South island in borderlands between Briar and Lake
Briar – SW tower
Lake – SE tower
Vale – SW Supply
Water – SE Supply
Lodge/ Orchard – S supply, but I usually just use South Supply.
Bay – W keep in BL’s
Hills – E keep in BL’s
Garri – Garrison or middle keep in BL’s
Quarry – NW supply
[Lumber]Mill – NE supply
Nodes – the power nodes that support the quagsEternal Battlegrounds: Blue Side
SM = Stonemist
QL = Quetin Lake
Bravo =
Durios =
Umber=
Danes= danelons passage supply camp
Lang=
Double Yak: don’t take supply because we are waiting for 100 supply to upgrade to double dolyaksMain ones I see while attacking or defending:
AoE – area of effect
DoT – Damage over time condition build basically.
Condition – Use bleeds, vulnerability – specifically when on veteran supply mobs.
Stack – to stack on whoever says probably for a portal
Portal (port) – either use the portal, or AoE the portal
CC – crowd control; stuns, fear, knockbacks, roots, etc.I can’t think of others at the moment (atm).
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
way point, should be moved to the upper floor.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
soloing towers is rough, i did it once on orgewatch in EB with a guardian. It only worked because the tower lord didn’t melee me, and just used his slow firing gun. i was able to out-heal it, and dps him down.
other then that, you can duo towers easily if undefended.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Microtransaction.
Use Cash to buy Gems, and use Gems to buy Keys.
Use GOLD to trade for Gems, and use Gems to buy Keys
or keep starting a new toon and deleting, after you finish the first starting zones… they tend to reward a key(or at least they use to)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Just gonna put this out there, this game should have learned all this from other games. Now, it needs to learn them for next patch….!
1. You don’t need NPC mobs everywhere getting in the way of PvP fights.
2. Siege is a tool that fights revolve around…not a weapon that makes actual characters obsolete.
3. Reward staying and fighting over running away at first sign of trouble.
4. Don’t penalize people for taking chances. (Armor repair costs, for an example…)
5. Maps can be really pretty simple and getting back into fights in a reasonable time makes things more fun.I’m sure there are more. In some cases, like #4, I’m willing to make some excuses because you’re free to play and need more money sinks. But these are kind of obvious “knowns” now, aren’t they?
1. RvR = Realm vs Realm = anything the other realm has vs anything the other realm has = NPCs too. We can all look at Warhammer Online, in how they took NPCs out of the RvR lake, and took away the fight from the game, think about how horrible it would be to attack a keep/tower/depo in GW2, if there was nothing to attack. nothing at all, but instead, it was just a flag in the lordroom, or center of the camp, that you need to stand on top of to gain control… yea thats fun../sarcasm. NPCs even random Mobs add another element to the battle, which is either control your AoE attack, or cause the enemy player to aggro. and thus giving you the edge. It’s another tier of playerskill being able to use his envirment for his advantage .
2. Siege is the ultimate balance tool. If your greatly out numbered.. siege can be the deciding factor if you win or lose. If anything i think siege in this game could use a boost for the realm that has the outmann buff(increase siege damage by 33% when outmanned!)
3. Sometimes it’s a strategic advantage to run away… and bait the larger army into a choke point, and have their great numbers gunned down because of a tunnel =) /love panglrise
4. armor repairs is important, because without it, it stops becoming a thing of taking a chance, it no longer becomes a risk, it’s just all about the reward. If you can just keep tossing bodies at something with no hinderances happening to the bodies that are being tossed.. why would anything think to use tactics?
5. huh? simplified maps are boring maps. caves/tunnels/cliffs/ramps/roads/mountains all add value to the battlefield.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Ok, so congrats to the 2 guys who got inside the tower i was solo defending against a zerg of DB that was using the breakout event. You managed to get in without a gate or wall down.
I dont like calling people out like that but, really? I tried to get a screenshot but appearently my ‘pring screen’ didnt work. :\ so i have no proof other then words.. -.-
1 second i was defending a red tower, then lagged, then all of a suddon im being attacked by npcs. All within 10 seconds of when i started using the cata to defend teh tower. lol
Everything you stated sort of answers your own statements..
1. DB zerg vs Solo defender
2. You have a broken/slow/old computer that has parts of it which don’t function
3. You lagged out for long enough that the entire zerg poured in, killed the lord, and flipped ownership while you were still lagged.
4. The door for your non-upgraded tower was on the verge of being open before you arrived.
5. You died in a WvW zone, no need to call anyone exploiters.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
I have taken part in a few Breakout events. Getting 2 players to finally come together at the NPC, and trigger the event to start up, free supplies for all! as well as building a few siege machines to help the efforts!
But does it actually help the realm that is losing? Sure it allows them to get this idea that they actually just won something, but does it actually help? If a realm is pushed to not owning anything in the zone, it tends to come down to population. And breakout event or not, they don’t have the population to hold whatever they just took, so then whats the point of taking it?
I have a suggestion to help this along. The breakout event does one great thing, it brings the players to a rally point (the NPC commander dot should appear on the mini -map please). And it allows the few players that are actually in the zone to focus on an objective, possibly capture it, if they don’t get any resistance, and feel as if they overcame some great enemy force.
But have they really? If population is the main factor if one server is dominating the map, and the others have been pushed off, then what can be used as the ultimate tool to keep things balanced, but not make one player stronger the another player?
the answer is simple.. SIEGE!
Have the outmanned buff change the bonuses the outmanned realm gets. They don’t need player damage increase, or more hitpoints… with the commander dolyak giving away supply, the ultimate balancing tool is the siege!
If a realm is outmanned. And thus earning the wonderful but currently useless outmanned buff, they have nothing they can really do to have any advantage over the other realm. They can’t really stop the enemys higher population with that outmanned buff. So all they can do is keep dying.
If the outmannned buff gave that realm 33% siege damage output, you would see players that have just captured that one tower, actually be able to defend it. Arrowcarts/catas/bals/trebs, all hitting with a 33% damage increase would actually work as a nice balanced tool to help counter the enemy population, while still giving the outmanned realm a chance to hit back.
They would be able to take down a tower/keep easier and be able to defend it once they have it.
On top of this, i would also love to see the return of the Orbs. But with one major change. Having the realm which controls the orbs(more then 1) to have a negative effect to their realm. Sort of how DAOC made the realms keep lords weaker, for the more relics your realm controlled. So instead of making keep lords weaker, we can make keep walls and doors take 10% more damage for each orb a server controls beyond 1. So if a server controls 3 Orbs of Power, all their walls/doors take 20% more damage.
This would help balance out, one server with the highest pop, just being stronger and stronger, and offering the means to the underpopulated realm a chance to fight back.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
I have taken part in a few Breakout events. Getting 2 players to finally come together at the NPC, and trigger the event to start up, free supplies for all! as well as building a few siege machines to help the efforts!
But does it actually help the realm that is losing? Sure it allows them to get this idea that they actually just won something, but does it actually help? If a realm is pushed to not owning anything in the zone, it tends to come down to population. And breakout event or not, they don’t have the population to hold whatever they just took, so then whats the point of taking it?
I have a suggestion to help this along. The breakout event does one great thing, it brings the players to a rally point (the NPC commander dot should appear on the mini -map please). And it allows the few players that are actually in the zone to focus on an objective, possibly capture it, if they don’t get any resistance, and feel as if they overcame some great enemy force.
But have they really? If population is the main factor if one server is dominating the map, and the others have been pushed off, then what can be used as the ultimate tool to keep things balanced, but not make one player stronger the another player?
the answer is simple.. SIEGE!
Have the outmanned buff change the bonuses the outmanned realm gets. They don’t need player damage increase, or more hitpoints… with the commander dolyak giving away supply, the ultimate balancing tool is the siege!
If a realm is outmanned. And thus earning the wonderful but currently useless outmanned buff, they have nothing they can really do to have any advantage over the other realm. They can’t really stop the enemys higher population with that outmanned buff. So all they can do is keep dying.
If the outmannned buff gave that realm 33% siege damage output, you would see players that have just captured that one tower, actually be able to defend it. Arrowcarts/catas/bals/trebs, all hitting with a 33% damage increase would actually work as a nice balanced tool to help counter the enemy population, while still giving the outmanned realm a chance to hit back.
They would be able to take down a tower/keep easier and be able to defend it once they have it.
On top of this, i would also love to see the return of the Orbs. But with one major change. Having the realm which controls the orbs(more then 1) to have a negative effect to their realm. Sort of how DAOC made the realms keep lords weaker, for the more relics your realm controlled. So instead of making keep lords weaker, we can make keep walls and doors take 10% more damage for each orb a server controls beyond 1. So if a server controls 3 Orbs of Power, all their walls/doors take 20% more damage.
This would help balance out, one server with the highest pop, just being stronger and stronger, and offering the means to the underpopulated realm a chance to fight back.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
you disconnect in a FPShooter: you drop from the game, lost your position and possible xp rewards from the match.
you discconnect in any MMO: you stay in the game world for 10 seconds, and either get killed by the mob or player you were standing near, or lose out on the loot for the epic boss monster in the dungeon.
end results are the same, the game should not be designed around people still using AOL for their internet connection.
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
/sadpanda
this is how we have our zone in lock
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
yawn.
how are the fights in the other border lands?
[KREW],[Fox] and [WAR] have BP on lockdown, and it’s a yawn factory…. how are the others doing?
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
If your ego gets any bigger we will have to leave you a map to yourselves. Sure make it sound like you had a huge deal with us getting better, when you from the start wanted nothing to do with the server organization, do your own thing every week, that results in very few direct point collection. So please save the speech.
huh? i didn’t say anything about ego =) or patting our guild on the back. We joined BP because it was not winning. It had zero que on friday night, for even EB. it got lots of transfers, and the big guilds on the servers swallowed up the transfers. it’s a fact. How many players were in your guild when BP was getting dominated by GoM? how many are in your guild now? =)
BP is winning because of population. It has nothing to do with any guilds. It has nothing to do with my 30 man guild, or you 500 man civilization…or whatever it is you call it
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
(edited by testpig.5018)
[quote=996378;ithinkimhaunted.7412:
Please stop making assumptions about our server when you aren’t here and have no idea what you are talking about. Borlis is not a server created by transfers. There may have been a few handful of individuals that have transferred here recently but we have not had this mysterious influx of players that we are being accused of.
-Ein[/quote]
My guild (active memmbers 35, active WvW members 15 avg) transferred here from SoR. And i’m sure BP got many many many single transfers here and there. You might not notice any new guilds on this server other then Ascension[WAR], because all the larger guilds on this server, absorb guild-less players with their very active recruitment spam in LA.
When Ascension[WAR] Transferred to BP from SoR, BP was not in a winning shape, but it did have one thing that we were very impressed with. It’s playerbase that did WvW, though small at the time, would listen to anyone willing to lead. I lead ad a visitor to the server on my level 8 lowbie thief as a test run on the server. And was able to retake everything we lost from GoM, and push to SM while all having the outmanned buff on us.
BP has players that are willing the fight. That’s why Ascension[WAR] picked this server. BP was the underdog, and we loved it. We fought in the lakes for 3 weeks before things started to get to much in our servers favor, and GoM and AR stopped showing up to the fight. We can’t wait to be the underdog again tonight.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
isnt the grub for first place the misquto event? something has to come of it if anyone actually completes it lol
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
green may appear to be the easiest to defend because the “winning” server is always on it. which means they may have the most population they need to be able to maintain it’s properties
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
causing the loot to drop on the floor actually makes players play a bit more reserved. If you get instant loot in your bag all the time, you would just have players throwing themselves mindless into zergs and jut spam everything they have, and wait for the loot to pour in.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
RED = 3rd place server. So they have objectives which are closer to each other, and given the advantage of the overwatch keep, which has a clear advantage to capture it’s nearby towers with somewhat ease(veloda, and orgewatch), heck even SM is an easy cap for them with the trebs reaching from overlook to SM outter wall.
BLUE = 2nd place server. their structures are reasonable close, but with no true advantage towards their near by towers. Durios has a minor SM treb position, but nothing to great. Heck all the other near by towers offer the same, but durios seems to be the tower of choice..
GREEN = 1st place server. has no real advantage towards SM, also has the most easily attackable lowlands keep. 2 watergates, main door which is placed far far from the inner, so you can’t really use the siege on inner to protect the outer, and basiclly all the walls can be easily walked to and knocked down. Thus making green zone the hardiest to defend.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
So my question to you is, is WAR a guild that is willing to work well with others and cooperate or is it the sort of guild that prefers to do their own thing? If the answer is the former, that’s great, whisper me in game and let’s talk about how to communicate better. If the latter, that’s ok, just let me know so I know what to expect.
We work very well with others that are respectful to other players, and gameplay styles. Our first “working together” experience was with Silvia Nicoles(sp?) in EB 2 weeks ago, and when he needed assistance, he would yell/curse it out in team chat 30 seconds before he got rolled. He then would proceed to blame war and our 15 man group for his failure. Because we should have had our command dot near him, instead of fighting off the HoD army that was pressing the other side of the zone.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Regarding to many commanders… yes the zerg does run with to many commanders, i have seen like 5 commander dots in 1 spot many many times with many of the “alliance” zergs.. i often ask myself why? just to really show the purgers, this is where the zerg is at?
when i use my command dot, is for my guild members to have a much easier time knowing exactly where we are when then join the fight.. and for players that don’t wish to run with the massive zerg.
To reinforce the last point, if a server has enough people to take two objectives at once, then as Testpig says, two commanders should be running their icons and moving in opposite directions around the map or to differing objectives (one commander deals with quick tactical supply camp/dolyak strikes while the other knocks down supply starved doors). It would be absurdly easy to defend a map by keeping spies reporting the maneuvers of a single massive Zerg following a single commander around the map. That is a horrible strategy.
A single massive zerg is not always a bad strategy. In fact, many times, we lose control of a map due to our inability to form a single massive zerg because people think they’re so cool that they can’t play with the other kids.
No, we lose control of a map, when….
-one zerg army that has been getting no resistances finally faces some minor resistance, and jumps zones because they don’t know how to fight other players.
-one commander has his feelings hurt because he can’t make the small man guild turn off their commander dot, and follow him and his zerg instead, so he turns off his command, and pulls him and his alliance out of the AR borderlands, ONLY to return when the remaining small man guild, and the KREW alliance remain in the lake, and fight overwhelming odds, and come out on top.
-one commander things the best way to defend 4 objectives in 4 different parts of the map, is to move as 1 massive zerg, while our 4 objectives are being hit all at the same time.
anywho, zerg on.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
I’m not a fan of the NPC assist helping on taking a down a def structure in the zone. That is not the type of handout they need. That just creates something which wont actually help them recover, in fact, it will just make it appears as you can’t really push a team off a map, without being punished for it, because they are getting a freebee, which is making them harder to kill. Something about that is just wrong.
I like the dolyak spawning at the waypoint, and offering supply(thats great!). Because supply is hard to aquire when greatly out numbered.
So i would like to make a suggestion that actually supports the “outmanned” realm instead of just the realm that got pushed off the map. Because honestly, if 2 teams are even population, and one gets pushed off the map, then the only issues is those players skill, and not population, and thus, they should not be rewarded with a free NPC god to help them take a tower that the other skilled players worked for.
Now IF it’s a population issue, adjust the outmanned buff. But don’t increase the power of the players at all, or the players def ability. No, keep it something reall does help them, and not just help them when they are finally pushed out the map, but something that helps them during the entire fight while they are out manned. And this can also go side by side with ORBs of power when they are returned to the game.
OUTMANNED:
-33% magic find/xp/coin (thats fine)
-When outmanned, all your realms siege equipment deals 200% damage.
-When outmanned, all your realms siege equipment takes 50% less damage.
That change above would still allow the outmanned players to still stand a fight, and take objectives successfully, and be able to defend and hold them.
ORBS of POWER:
-Each orb your realm controls provides a 5% increase to damage/healing, for a max of 15%
-For each additional ORB controlled beyond 1, your realms walls/doors take an additional 10% damage. So if your realm controls 2 Orbs, your walls/doors take 10% more damage. If your realm controls 3 Orbs, your walls/doors take an additional 20% damage.
This allows the idea of great power also comes at a price of weaker structures.
Please don’t give free handouts with some NPC commander. it’s not a good idea, and actually does not help anyone.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
The game needs a few WvW fixes:
-Commander should be a Guild Influence points unlock.. that cost like 40k in the politics lines. A guild can purchase as many as they can afford at 40k a pop.
-Warband function: where 4 groups that join together and see where each other are on the map, and all appear as brown dots on the mini map, with the warbandlead being in a different color then the rest.
Regarding to many commanders… yes the zerg does run with to many commanders, i have seen like 5 commander dots in 1 spot many many times with many of the “alliance” zergs.. i often ask myself why? just to really show the purgers, this is where the zerg is at?
when i use my command dot, is for my guild members to have a much easier time knowing exactly where we are when then join the fight.. and for players that don’t wish to run with the massive zerg.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Luckily I saw in chat, everyone form up in Diasharo, and I just followed and had a good time, still didn’t know what to do, but it was fun. No one called me a noob and I clearly was one. .
And thus the zerg is formed.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
If the fights keep up at this pace, i would love for this to be the next match up for the next few weeks. I really don’t want BP to be the top dog.
The fights in AR were wild.
At one point some players from BP couldn’t handle the pressure of SF and AR hitting us in that lake, so they vanished! only to reappear when the remaining 2 commanders have already streamlined the zone.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
My small man, runs with whatever anyone is feeling like playing atm. We tend to allow maybe 2 lowbies in our 10 man.
But our group makeup on avg consist of….
3 Warriors (2 2hander sword Warriors, 1 support warrior mid)
2 Guardians (hybrid bunker burn/front line support)
2 Thieves(murder spec)
1 Ele(range)
2 Rangers (entangled! range)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
-Backstab should cost int.
-If your attack from stealth is blocked/dodged you should lose stealth
-a player should not slowly fade into stealth when no longer stealthed.
-damaging a player from stealth should reveal yourself instantly, and THEN start the restealth cooldown
-taking damage while stealth should “blink”(but transparent) the player on and off but keeping them in stealth
-I would love to be able to use a 2hander sword.(like the shadowblade from DAOC!)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
My guild left our last server because it was doing to well. We like being the underdogs. Winning all the time is not fun. Borlis Pass ATM is not enjoyable.
We departed from Sanctum of Rall because we moved up to high in the tiers, and WvW became purely numbers vs numbers with insane que times. I hope Borlis does not turn into this.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
its a WvW zone. why should they let you get free access to tools which will help you hinder them?
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
80, full exotic.
yea i see a major problem here.. you were hit with 13k kill shot.. when you clearly have 15k health. They either need to rename the skill to “Not really a Kill Shot” OR increase it’s damage to 100% of the targets life.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Puggers follow a dot, because they don’t have a guild lead to follow. Doesn’t mean it’s a good commander. It’s a Rally point that moves.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
On another note, if you’ve been pushed off the ledges to your death in the EB Jump Puzzle by a tough to kill Guardian (who usually starts busting out some sweet dance moves) with spikey pauldrons, a guild shield and long black hair… sorry but I like to troll when I get bored.
I haven’t run into anyone hard to kill from your entire guild. I just assumed you guys were PvEers.
I find that very humorous because we were thinking the same thing about your group. Perhaps our better players haven’t crossed paths yet.
Don’t mistake us for another guild on BP server with nearly the same tag: [WAR] Ascension
The two dot’s above the ‘a’ is what I was using to tell the difference, is that not the case?
I have killed a bunch of you guys all in 1vX, and on saturday you had a group chasing me around the back field of EB while the rest of my server let themselves be camped. Your two thieves, which seriously need better WvW specs, would save each other by preventing me from capping, and that would last till the full group responded and I would have to laugh and move on.
[WäR] looks and fights nothing like Ascension[WAR]. =)
@warlord lu bu… No, we do not want to merge guilds, and no will not join your guild. [WAR] does not take part in the large zerg. We stand apart.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
And then all of our commanders gave up when the other servers began fighting back? WTH happened?
there were still 2 commanders online i think .. The Ascension crew were just 15 guild members holding down the northern fronts, our commander dot is mainly so that our guild members know exactly where we are, being that the game doesn’t support warbands well.
People need sleep =)
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Eternal Battlegrounds: 7pm eastern – 11:30pm eastern
At server reset, the fight was strong in BPs favor, taking a big foothold on the zone, 2 commanders were present, Sliva, and Dinas(representing Ascension [WAR]) Sliva took his troops to SM, and were able to battle it out for control against SF, and possibly like 2 HoD players lol. Then Sliva began to press into SF, flipping control over the lowlands many times.
Dinas took his guild command of 15 to the northern parts of the map, to lockdown HoD enough so that they leave the zone for a bit, so we could press it to SF (as they appeared to be the dominate server for the prev weeks). Lots of great fights, Felt a little bad for HoD so we let them push out here and there, just to crush them afterwards. They pulled out some large numbers, but would not keep them together during transport, which allowed our 15 man command, to roll in, and cut them down.
By the end of the night, HoD had a huge force out, and stonemist was looking shaky, it was just a hairline away from instant upgrade that would have repaired it all. We saw things were looking poorly, and decided to push against SF more then HoD in the 11pm SM fight. Seeing that HoD might have a much harder time holding it. Rather give it to them then SF =)
Good fun tonight.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
To the Gom players in the GOM borderlands outside of bay thanks a ton for the fun fights
Snacks, that was some impressive fighting. I’ve never met a fighter that adapted as quickly as you do.
Great fights!
Cheers (I was the warrior with sword/sword)
was some fun fights indeed!
i was the guardian and the thief that showed up.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
The only “Numbers” we have noticed added to the roster of BP is [WAR] and they just do their own thing anyway, have no engagement in the server plans for the week. This is the same guilds week to week, working out a plan, executing a plan. GOAT SBZY KREW CORE SOUL BURN BP DKZ and Others.
It’s not that we do our own thing, we just don’t run with the “main” force. When a request is made, we respond(you might not see a response in /t chat, but you will see our command dot(when his active) move towards requested area.
Yes, we do not take part, or know of any server plans, we tend to go where the fight is. If a zone is not in our color, we will hit it. very simple =). The server might have a feud war with AR and that is why you might have been in their borderlands. We tend to just pick a random color, and thats who we decided to hit for the reset.
Now, what i recall from the friday night reset is simple. 5 commander dots were in Anvils Borderlands. 4 of those dots, stayed together. and tried for about 2 hours to take briar tower. 1 of those commander dots, entered the zone, saw all those dots fighting at 1 tower, and went the total opposite direction to the north. Took 4 upgraded supply camps(choking their resources), and took down and held 2 towers, all before those 4 command dots to the south, were able to take briar.
Not saying you guys didn’t have an easy task, you were constantly facing against the AR zerg. And doing a fine job keeping them very distracted, while we went off, and took objectives to help generate points for our realm.
Also, we stayed in AR, til we were the only command dot left in the lake, holding/farming from refuge against insane AR numbers. So maybe your list of guilds made the choice to abandon the AR borderlands early, which is totally fine, but to suggest that [WAR] is just doing our own thing? is silly.
There are many tactics that work very well in this game. And yes, 1 large massive army is one of them. When i randomly decide to turn on the [WAR] command(when there is none in the zone i port into) the pugs do follow, and we do engage the enemy. That’s whats very great about this server, it has many willing players, that are willing to follow the command dot. Servers need that, leaders need that.
But i also understand the value, the very important value of the small man groups. Those are the groups that while they are hidden in the shadows, they are taking an active role, in a small way that helps the bigger picture.
How i manage the power pugs, is by having them focus on major objectives. Upgraded Towers/Keeps, ignoring keeps that have no upgrades on them, because why should i waste the time of a powerful massive player army on a poorly upgraded tower/depo, that any small man group can easily take, when my massive army engages on some larger targets, and keeps the main enemy force distracted?
Anywho, Friday night was fun in the land of AR!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
shesh, was fighting out in AR tonight, my 10 man group managed to flip a few towers/depos, knock down a castle door. but my goodness, AR had so many defending their lands. We had some good fights AR. outside Bay, we ran into 3 other guild groups, in 3 waves. was a long fight, shocked we came out on top against those back to back waves.
Eventually, AR won their lake, and kicked us the heck out!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
shesh, was fighting out in AR tonight, my 10 man group managed to flip a few towers/depos, knock down a castle door. but my goodness, so many. We had some good fights AR. outside Bay, we ran into 3 other guild groups, in 3 waves. was a long fight, shocked we came out on top against those back to back waves.
Eventually, AR won their lake, and kicked us the heck out!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
have portal work on 5 players max per use?
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
@Kard
Yes, anytime GoM or AR control SM in EB, my guilds focus changes to cutting and draining your supply. we keep those objectives under our control, and just keep poking at all your walls/doors forcing repairs, and hoping just hoping some pugger comes around, and selects some upgrade that will never happen on those objectives and help us drain the supply even more.
That has been something which i have notice that this server doesn’t quite do yet, is pick on the big boy. In EB, it’s whoever controls SM. in the lakes, it used to be whoever controlled the orbs. Now i guess in the lakes it’s whoever is in the pointlead(or has their lake untouched).
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
@GoM/DP/AR: my statement above still holds true about all 3 servers, they all zerg. And it has nothing to do with me being better then you, and not being better then you etc etc. There is no egos here.
I know the zerg has it’s place, i tend to call them the power pugs. Players need a place to go. I just don’t think the best place to go, is “everyone should be at the exact same spot”. Having 4 commanders at the same spot sort of defeats the purpose of the commander tool. Yes you can counter a zerg with zerg. And the victor tends to be whoever lagged out less. lol.
@Dia
Yes, we have run in the same battlegrounds, and you do know my guilds tactics when we are in the lakes, or when we turn on our commander. You would also know that our commander dot was very aggressive in the lake, as well as very much tried to keep our 2 armies away from each other. Not that we don’t want to work together, but 2 armies can work very well together, from different fronts. Afterall, this is a 3 way war. And yes, we did move to this server last week, so it will be a little more time before we can apply guild buffs to the buildings we capture =), we also don’t claim them yet, as we can’t apply any buffs to. But we certainly do upgrade/defend.
@Haden,
Thats not the case at all.
@Kard
Ok, good to know the small scale is in BP lands. I was thinking they were in AR, because their objectives seem to be all low level, making them nice objectives for small groups to fight over. BP stuff and GoM stuff seems to always be fully upgraded.
@Plok
I hear ya, we only turn on our commander dot when it’s clear the pugs need some simple guidance.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
I would love if there was just one day during the week, that no commanders turn on the icon during WvW.
You might actually get players doing other things besides being a herd. Players might actually learn to always have supplies on them, to always have a ram/cata/bal on them at all times. They might learn to stop auto attacking a wall, because you can’t damage it!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462