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Old Sep 30, 2007, 12:40 PM // 12:40   #181
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Although the very defensive builds aren't that much fun to play with, play against or to watch playing, I can understand why they are being run. The format just asks for builds like that, just like HvH asks for assassins. And except for some very serious nerfing of many defensive skills, it isn't going to change. As long as the best way to kill a Guild Lord (which is the final goal after all) is waiting for him to come to you, the same builds will be used. There are 2 options to change that. 1) nerf all defensive skills (Blinding Surge, Aegis, WY, Shields Up, DA, SoR, SoD, WaM) to the point that they aren't worth being used. 2) buff lots of offensive skills so that the current available defense isn't enough to handle them anymore, as long as you can still counter those skills by playing well. Like actually getting people to kite again, using snares against warriors instead of blinding them. Rebuffing energydenial would be a good start.
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Old Sep 30, 2007, 03:35 PM // 15:35   #182
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The very defensive builds are being run because people are bad.
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Old Sep 30, 2007, 03:41 PM // 15:41   #183
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Originally Posted by DutchSmurf
Rebuffing energydenial would be a good start.
I'd support this.
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Old Oct 01, 2007, 04:23 AM // 04:23   #184
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WTB -10 energy Debil shot again
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Old Oct 01, 2007, 06:12 PM // 18:12   #185
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The paragon is one of the most nerfed classes in game..and it should have been in the start, but now if you nerf anything else there wil be 0 of them in GvG..I do not think that is a good option. Aggressive refrain works great to build adrenaline for your spear skills and shouts/chants are great for energy, but blind a paragon and all he can do is use energy shouts because no adrenaline for the others, put empathy, insidious, etc on them they can shout and that is it. I play a paragon in GvG sometimes and teams that that try to kill/blind/hex me do a good job of minimizing my effect on my party, but the teams that leave me alone for the most part usually regret it...so it seems that everyone here is bitching about a class that is "too powerfull" but never attacking it. Try playing against a mesmer but nobody target them, then they would become "too powerfull" and same could be said for any class. Paragons are not that hard to counter and you do nto need a skill that is only usefull against paragons to do it..most teams have blind, most teams have curse, etc..but they are busy putting those on the warrior. If you started attacking the paragon that way the next thing you know everyone here will be crying about how "overpowered" warriors are.
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Old Oct 01, 2007, 06:26 PM // 18:26   #186
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There are some great posts in this thread, and a lot of good points and suggestions. I agree with a lot of what is being said, and I appreciate how this thread is very productive, and insightful. I'm including a link to this thread in our community summary so the designers can see your point of view.

Thanks guys.
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Old Oct 01, 2007, 07:45 PM // 19:45   #187
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The only problematic skill around right now at the stand is ward against melee, as it's unstrippable, has a short cast time, too long a duration at 9-10, and with weapon swapping can overlap itself. every other block skill is just people crying.
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Old Oct 01, 2007, 07:54 PM // 19:54   #188
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Quote:
Originally Posted by Keithark
The paragon is one of the most nerfed classes in game..
I thought I would stop having to address this ridiculous "point" when I left WoW. Nerfing is a relative change, and you can not use it as an argument for balance without mentioning the starting point (which, in the case of Paragons, was "absurd"). It's like saying that I could throw a new stereo into a rusting Geo Metro, and saying that makes it better than an unmodified brand new Mustang because it's been "buffed more."

The fact that you're suggesting Empathy and Insidious is a joke. Neither see use in higher-level play for a reason: You can practically ignore them. If a Paragon gets Empathy on them, it's weak damage that's easy to heal and will probably get recovered incidentally from LoD alone. Insidious is crap damage and the cost makes it insane for anything but self-defense.

Quote:
so it seems that everyone here is bitching about a class that is "too powerfull" but never attacking it.
Because it's a waste of time. Attacks spent on Paragons are far less likely to result in a kill or even strain the monks' energy the way an attack on a squishy midliner with almost 40 less armor would do. Throwing hexes and blinds and such on them means not throwing them on the frontliners who demand far more attention for such things, especially with the shortened durations that prevent just fire-and-forgetting on the Paragon.

Most of what Paragons do is not reasonably counterable. All they have to do is be able to hit something and they have a virtually unlimited supply of energy at their disposal. They don't have to position themselves to hit. They barely have to worry about the opposing offense because they're armored like a SWAT van. Their most important abilities can't be interrupted or removed. Paragons are a class without reasonable counters, which is why they're terribly-designed and overpowered in general.
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Old Oct 01, 2007, 07:58 PM // 19:58   #189
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Quote:
Originally Posted by Thom Bangalter
The only problematic skill around right now at the stand is ward against melee, as it's unstrippable, has a short cast time, too long a duration at 9-10, and with weapon swapping can overlap itself. every other block skill is just people crying.
Pretty sure shields up is a bigger problem.
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Old Oct 01, 2007, 08:21 PM // 20:21   #190
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Quote:
Originally Posted by Riotgear
I thought I would stop having to address this ridiculous "point" when I left WoW. Nerfing is a relative change, and you can not use it as an argument for balance without mentioning the starting point (which, in the case of Paragons, was "absurd"). It's like saying that I could throw a new stereo into a rusting Geo Metro, and saying that makes it better than an unmodified brand new Mustang because it's been "buffed more."

The fact that you're suggesting Empathy and Insidious is a joke. Neither see use in higher-level play for a reason: You can practically ignore them. If a Paragon gets Empathy on them, it's weak damage that's easy to heal and will probably get recovered incidentally from LoD alone. Insidious is crap damage and the cost makes it insane for anything but self-defense.


Because it's a waste of time. Attacks spent on Paragons are far less likely to result in a kill or even strain the monks' energy the way an attack on a squishy midliner with almost 40 less armor would do. Throwing hexes and blinds and such on them means not throwing them on the frontliners who demand far more attention for such things, especially with the shortened durations that prevent just fire-and-forgetting on the Paragon.

Most of what Paragons do is not reasonably counterable. All they have to do is be able to hit something and they have a virtually unlimited supply of energy at their disposal. They don't have to position themselves to hit. They barely have to worry about the opposing offense because they're armored like a SWAT van. Their most important abilities can't be interrupted or removed. Paragons are a class without reasonable counters, which is why they're terribly-designed and overpowered in general.

I like how you cut me off in the first quote where I said "and it should have been in the start".... But you have failed to answer the main point, if the class gets nerfed any farther what would it be good for at all? So we should just delete it? Then some other class would take it's place and be nerfed into nothingness and then deleted and so on until you have only one class in the whole game and I bet you would probably then reason that it was an overpowered class because nothing can beat it. I have had both empathy and insidious on me in gvg as well as wreckless, price of failure, and lots of other mesmer hexes etc. Also you helped make my point...you say putting blind and hexes on paragon is useless because it needs to be put on warrior or whatever in frontline...but you are still suggesting that a paragon is overpowered. I would think that if a class is overpowered then it would make a great deal of sense to try to shut it down wouldn't it? Oh, that's right but then you wouldn't be able to shut down a warrior who would kill people on your team....so what you are saying is that you should only have to worry about stopping frontliners and ignore everyone else? What do you call "high-level GvG"? rank 1-100? So we should only cater to whatever skills .000001 % of the players use? You say those skills I mentioned are no good (except blind..you did say all paragon had to do was be able to hit something which makes blind a perfect counter that almost all gvg teams have) but then you say a paragon is too good?? If there are skills that will basically shut down the paragon and the paragon is "too good" then doesn't that make those skills "too good" (deductive reasoning ftw) Also, there are stances, aegis, kiteing, positioning, etc that will cause a paragon to miss other than blind.

Last edited by Keithark; Oct 01, 2007 at 09:22 PM // 21:22..
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Old Oct 01, 2007, 08:34 PM // 20:34   #191
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Quote:
Originally Posted by Thom Bangalter
The only problematic skill around right now at the stand is ward against melee, as it's unstrippable, has a short cast time, too long a duration at 9-10, and with weapon swapping can overlap itself. every other block skill is just people crying.
I don't buy this for a second. If Ward melee is a problem, take some AoE. I really hate to say things like "lern2adaptlolz," but honestly in this case I feel it's more than justified. And, unlike many scrubs who say such things, I put my money where my mouth is and take some AoE into our builds. It has been quite effective.
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Old Oct 01, 2007, 08:49 PM // 20:49   #192
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Originally Posted by DIH49
I don't buy this for a second. If Ward melee is a problem, take some AoE. I really hate to say things like "lern2adaptlolz," but honestly in this case I feel it's more than justified. And, unlike many scrubs who say such things, I put my money where my mouth is and take some AoE into our builds. It has been quite effective.
And actually, that would be one reason why the smoke trapper condition build is strong right now. However, it is still overpowered.
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Old Oct 01, 2007, 09:26 PM // 21:26   #193
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Shields and to a lesser extent ward melee are the 2 most imba skills atm. In my opinion just because they are unstripble and the effects are very great. Shield up especially.
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Old Oct 01, 2007, 09:29 PM // 21:29   #194
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Originally Posted by Keithark
But you have failed to answer the main point, if the class gets nerfed any farther what would it be good for at all?
There have been "nerfs" that have been buffs(look at aegis). Who is to say that a reworking of agressive refarin might not make paragons a more versatile class? Currently gons are a slow moving force but the payoff for running them(a perfect place to slot shields up, other unstrippable party buffs, and strong melee pressure) make him worth running for any team that wants to slow down the pace of a battle. Since aggressive really is the foundation of a paragon, maybe making it a one second cast with a short recharge and a small duration(so that you could maybe get the echo effect once or twice reliably) would allow for a more mobile guy. Probably not, but even if they nerfed aggressive, you could probably just run fenzy and soldiers Defence or some other stance. You lose a slot and the gon has to think a little more, but the IAS is more and you can still run shields up, def anthem and whatever else you need to support a "healing monk" playstyle.
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Old Oct 01, 2007, 09:48 PM // 21:48   #195
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Quote:
Originally Posted by DIH49
I don't buy this for a second. If Ward melee is a problem, take some AoE. I really hate to say things like "lern2adaptlolz," but honestly in this case I feel it's more than justified. And, unlike many scrubs who say such things, I put my money where my mouth is and take some AoE into our builds. It has been quite effective.
I honestly don't know how to respond to this. Ward versus Melee the defintion of passive defense. lrn2counter nub isn't a very compelling argument; I'd expect better from david the hammer to be honest.

Quote:
Originally Posted by Burton2000
Shields and to a lesser extent ward melee are the 2 most imba skills atm. In my opinion just because they are unstripble and the effects are very great. Shield up especially.
Quote:
Originally Posted by Yue
Pretty sure shields up is a bigger problem.
the problem with shields up is, leadership and aggressive refrain need retooling before you can play around with the hard counter, as relatively passive offense (paragons) is just as bad as passive defense. One could argue the overpowering effect they have on rangers; but obviously you're bringing a ranger for the extra utility it provides in a split situation; if you just wanted interrupts at the stand you could run a second dom mes or a p-return paragon.

Last edited by Thom Bangalter; Oct 01, 2007 at 09:54 PM // 21:54..
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Old Oct 01, 2007, 10:08 PM // 22:08   #196
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Originally Posted by Keithark
So we should just delete it?
That's a pretty good idea!
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Old Oct 01, 2007, 11:19 PM // 23:19   #197
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Quote:
Originally Posted by Thom Bangalter
the problem with shields up is, leadership and aggressive refrain need retooling before you can play around with the hard counter, as relatively passive offense (paragons) is just as bad as passive defense.
I think the problem with shields up is shields up. I would run it on midliners other than gon if the chars could support the spec and not need the secondary for something else. Paragon is a great place to put the skill, but it isn't because they save energy on the skill, just that it is easy to put it there.
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Old Oct 02, 2007, 12:16 AM // 00:16   #198
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the problem with shields up is, leadership and aggressive refrain need retooling before you can play around with the hard counter, as relatively passive offense (paragons) is just as bad as passive defense.
Or you could just give shields up a cast time.

Quote:
One could argue the overpowering effect they have on rangers; but obviously you're bringing a ranger for the extra utility it provides in a split situation; if you just wanted interrupts at the stand you could run a second dom mes or a p-return paragon.

Pretty sure you bring a ranger for the extra utility it provides EVERYWHERE, not just the split. Even then, nothing beats a ranger when it comes to interrupts at the stand either.
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Old Oct 02, 2007, 12:53 AM // 00:53   #199
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Originally Posted by Lorekeeper
Bit bored and i havent posted in a while so i wanted to add my thoughts on this topic.

What do i think is wrong with the meta? Well its a combination of several things.

1. Fast Cast Ward against Melee Combo
2. SoR/SoD base defense
3. Shields up + Defensive Anthem Combo
4. Lack of build innovators
5. Lack of real incentive to excel at GvG

I think its wrong to say that passive defense is outright bad. The reason why passive defense has gained such negative connotations is due to the nature of passive defense that has plagued the GvG meta for seasons and seasons. Im talking mainly about the old aegis chains and the prenerf anti melee hex stacks. The impact on these slowed the game down considerably, they were a form of passive defense which required a concerted effort to counter. Rangers and mesmers had to watch carefully for casters to put up aegis. But this was not so easy with the prenerfed aegis because its range was not limited to earshot. Flag stand casters could put up their aegis and kite away from potential interrupters, a third aegis was on the flag runner which was basically unstoppable. It gave the mainteam 11+20% seconds of 50% block.
The problem with the aegis chain cannot be understood in isolation. It was all about layers of defense. The problem was peeling each layer away. The problem was not having enough shutdown or utility to peel enough layers to force kills. Of course, taking out aegis chains was possible, but in countering aegis chains you still had SoD, blinds, and wards to cope with. The number of layers in the defense was overwhelming.

The solution came when the range of aegis was reduced to earshot range. No longer could a flag runner provide a link in the aegis chain on the other side of the compass. Flag stand casters have to stay within range of the enemy in order to catch as many allies under the aegis... meaning interrupting aegis is far easier. The aegis chain has lost its reliability, which would have opened up the highly defensive GvG meta excellently.

As long as it wasnt replaced with something else.

But it was. The fast cast ward. When the aegis nerf landed, i think the majority of GvG monks were caught with their pants around their knees. They had been spoiled by the previous defensive metas. Reliable Aegis chains... wards... blinds... sod... what more could a monk want? It took some real effort and some bad mistakes for a full team wipe to happen. Monks became complacent, they didnt need to be THAT good. So when the aegis nerf landed... things got interesting. Positioning became important (like it should be), good pre protting became important (like it should be), good SoD monks became important (like it should be). But in the defensive meta... positioning was no problem, everyone was covered by aegis. Preprotting was not so necessary because the amount of passive defense gave monks the much needed time to react to spikes, and pressure was nigh on impossible to inflict. SoD monks had much more time to react to spikes too.

The aegis nerf left a vacuum and forced the average monks to face the reality of high level play. But instead of adapting to the new demands, instead of accepting that the defensive meta was a abberation, people tried to find ways of replacing the aegis chains. They couldnt imagine GvGing without the amount of passive defense they had become so used to.

And so we see the old MoR mesmers, who used to be Mes/Monk or Mes/Rit for hard rez, changed to Mes/Ele with ward against melee. The ward against melee offers the same if not better passive defense than the aegis chain. Mainly because it is impossible to remove once it is cast. The old aegis chains were partially counterable by enchantment removal. Ward agaisnt melee can only be stopped by interrupt/kd. But on a fast cast mesmer with earth items, interrupting the ward is impossible. Voila... we have the replacement for the aegis chain.

The ward not only is a problem for the meta because of the passive protection it provides... which is on par with the old aegis chains... it also encourages ward camping, which means that position play is suffering. Your average top 100 GvG match is incredibly boring to watch and play. Teams are so reliant on passive forms of defense that they happily camp wards until the end of the game.

With MoR the casting of ward melee is not so easy to predict because its downtime is lower than its duration. And because it is so hard to counter, it allows teams a comfort zone on the battlefield. The comfort zone makes a job easy for a SoD monk because catching a partymember being spiked within the ward relatively easy. The only time when the SoD monk needs some proper awareness is if a party member ventures outside of the ward. But take a look at the characters who would dare to do such a thing. Frontline characters like warriors and melandrus dervishes - which generally are very difficult to spike out anyway. Or the midline paragon, which generally has over 100 armour and is just as difficult to spike as a frontliner. Its not hard to catch a spike on these party members even if they do venture outside the ward against melee. The only time a SoD will be sorely tested is if a softer party member spends alot of time outside the ward and they are being harassed by a diversion spamming mesmer (notice how i say ''spamming'' rather than a ''good mesmer with diversion''). But if this happens, that marks 3 faults, the first being the SoD monks failure to spot a vulnerable soft party member, the second being the soft party member not being more careful with positioning and the third being the teams inability to stop the enemy mesmer from locking down the SoD prot.

The defensive layers have also been augmented by the single paragon midliner who was a rare sight in the prenerf aegis meta. In those seasons if you saw paragons in a build it was usually in twos, so they could replace aegis chains with a defensive anthem chain. But today, the single paragon with defensive anthem and shields up adds just enough passive defense to give teams a bit of protection against any ranged interrupts and a little bit of extra protection against melee. With DA, being outside the ward is not such a risky activity. And the absence of aegis chains has not meant that mesmers have become interrupt fodder for rangers either.

The aegis nerf was needed and i applaud Anet for finally hitting it. But unfortunately the nerfed skills that made up the components of the defensive layers that were so popular just got replaced by other forms of passive defense. This is aa unfortunate symptom of Anets inability to balance the bigger picture. Skill balances only tend to deal with problematic skills that are in use and dominating the meta. MoR+Ward against melee was always a possible combination in need of balancing, but it wasnt dealt with because it was not in use. It was not in use because it was overshadowed by the aegis chains. Now aegis chains have gone... MoR+Ward melee is in use. Its a tireless and unnecessary battle against the tide caused by Anets balancing policy.

What was needed was a comprehensive look at ALL forms of passive defense. Failing that, Anet need to recognise much quicker that they missed something. Like i said earlier, the aegis nerf was great, but in order to fully achieve the motivation behind the nerf (that being a metagame less dominated by passive defense), the combination of MoR+Ward melee needs to be dealt with too. And maybe the paragons ability to spam high energy shouts like Defensive anthem and shields up.

Another problem with the meta is a symptom of the fact that we have lost a large proportion of the higher tier guilds that occupied the top 50 in 2006. For many reasons, which can be argued over forever, the top 50 of today looks very different to the top 50 of 2006. One thing i am sure of, is that the top 50 of today is generally made up of the guilds who were kept out of the top 50 by the guilds who are not gone. Now those older top 50 guilds are gone, the guilds who were kept out of the top 50 have taken their place. I know i grossly oversimplify a complex situation but i strongly believe that the current meta is suffering from the absence of the better players and a dominance of yesterdays meta build players.

Just look at the builds being run by the top 50 guilds. Forget for the moment the over reliance on layers upon layers of passive defense because i do realise that has a huge influence on build diversity. Another factor is the lack of real innovators. Innovation in GvG is not easy. It takes a huge amount of experience and confidence in skill for a team to run an innovative build. vD not only maintains number 1 slot on the ladder by running a slightly modified meta balanced build better than anyone else, but they also run different builds from time to time. The Ex-Reno players whos current guild name i cannot replicate, maintain their high rank with non-meta builds which take advantage of their experience in playing GvG, they mainly consist of a very strong split with a highly destructive flag stand team which is extremely difficult to fight against at VoD.

Im sure there are a few other examples of teams, like Be Team and their condition build with a smoke trapper, who are not only willing but able to run non-meta builds in GvG. But the overwhelming majority of teams do not.

Unfortunately, although these guilds might claim to have the willingness to run something else, they usually explain their reliance on meta builds on the lack of diversity in skills. But the reality, which we can see from the rare guilds who can run non-meta, is that they just are NOT ABLE to run anything else but the most defensive of balanced builds. They are not good enough. They stick to meta because it works, and what works gains them ladder rating and rank. Non-meta builds can work, but they require alot more dedication, and the desire to excel at the game. However, running effective meta builds and farming ladder rating and ranks is the overwhelming focus of guilds out there.

What i think has caused this is the lack of any real incentives to actually diversify as a individual player and therefore as a team. In the past the Gold and Silver cape was generally awarded to the best of the best. iQ, EW, vD, EviL, RenO. But with gold and silver capes being awarded monthly, they have lost their value. Fail to get one this month? No problem, you can get one the next month. And the next, and the next. So whats the point of diversifying in build and skill? If it becomes just a matter of time and perseverence, its no wonder that the GvG meta has become so stale. In the past, gold and silver capes were awarded on such rare occasions that guilds who seriously wanted to compete for them had to make sure they were equipped and experienced enough to put all the aces on the table in the seasonal championships because if they could not compete at the level of other guilds they would have a long wait until they got another chance.

i really think that anyone who focuses on the tools in the game as the problem with the metagame have lost touch of the other important factors that affect the meta.

it is possible to run non-meta.

ward camping is meta... so run something to punish the static positioning.

run a proper split build, they cant put up wards in two places at once.

the amount of teams running dedicated splits is pitiful.

the amount of teams running stuff that punishes ward camping is pitiful.

If you stick to meta to fight meta, you have no right to complain about it, you are actually part of the problem.

Get good enough to run counter meta, or non-meta, prove that it cannot be done, then complain. But until then, dont.

thankfully there are a handful of guilds left who can do it. And gosh, they are the ones i like to watch most on obs mode most.

/yawn at all the other guilds

Lorekeeper

This post won the interwebs. Every Anet employee should read this.

Nerf Bsurge!

Last edited by You just got tomahawked; Oct 02, 2007 at 01:07 AM // 01:07..
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Old Oct 02, 2007, 01:04 AM // 01:04   #200
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This post won the interwebs. Every Anet empliyess should read this.
Imo, not really. A decent summary of recent GW pvp, with a few good statements at the end.
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