It's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.
I'll be able to mitigate siege damage with my build. I was already preparing for the next patch using Siege shield and it works great. My group already runs a low amount of barriers, too. Half the time I call for them I don't get one. Hell half of the time we only have like 2 healers. We are still learning, but we go in and out of our bombs a lot now to make up for not having a bunch of barriers. We know we can't just stand there and hope to wipe numbers double our size because we can't rotate mitigation and heals. TBH I like it more that way. When we had a full raid defending our guildmate's Emp it was boring for me. I didn't have to worry about anything, and not even lag really. I could just go out in the lag and come back basically unscathed.
IMO Barrier the way it is now (even though I love it) dumbs the game down and doesn't encourage people in the group to be more than just a cog in the machine. That's not even me hating on large groups, just how barrier works for groups of any size I feel like.
I would still use it at 6cap, just differently. 12 would be a good middle ground though.
Also, with the purge change I can't see them keeping siege effects unpurgeable. I also expect them to do something about the low TTK that somewhat balances with this change, and helps improve capabilities that certain classes have with survival.
But, if Barrier is changed to only affect groups members... what is people like myself is going to do?
I don't belong to any organized PvP guilds, I don't normally have access to group play while in Cyro, but I'm a support/utility/healer and I like keeping people alive... that's why I can enjoy in PvP at all.
So, that change would mean that I cannot enjoy the PvP in this game anymore?
That's utterly bollocks... that's one extra part of the game that's going to the drain for me just because """bomb groups"""" or ""train groups"" or """zergs""", whatever you want to call them, are lagging your servers and you don't know how to deal with them.
I think 12 is a reasonable cap, and the shield should be vulnerable to Negate Magic.
Brian and wroebl have put forward significant dmg increases and survivability nerfs for 24men ballgroups, I really haven't seen them talk about counter improvements for mitigation and survivability. If anyone thinks that all of the proposed changes coupled together isn't going to result in players just being blown up quicker for every playstyle and group size, I question their capacity for foresight.
It's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.
I'll be able to mitigate siege damage with my build. I was already preparing for the next patch using Siege shield and it works great. My group already runs a low amount of barriers, too. Half the time I call for them I don't get one. Hell half of the time we only have like 2 healers. We are still learning, but we go in and out of our bombs a lot now to make up for not having a bunch of barriers. We know we can't just stand there and hope to wipe numbers double our size because we can't rotate mitigation and heals. TBH I like it more that way. When we had a full raid defending our guildmate's Emp it was boring for me. I didn't have to worry about anything, and not even lag really. I could just go out in the lag and come back basically unscathed.
IMO Barrier the way it is now (even though I love it) dumbs the game down and doesn't encourage people in the group to be more than just a cog in the machine. That's not even me hating on large groups, just how barrier works for groups of any size I feel like.
I would still use it at 6cap, just differently. 12 would be a good middle ground though.
Also, with the purge change I can't see them keeping siege effects unpurgeable. I also expect them to do something about the low TTK that somewhat balances with this change, and helps improve capabilities that certain classes have with survival.
Brian and wroebl have put forward significant dmg increases and survivability nerfs for 24men ballgroups, I really haven't seen them talk about counter improvements for mitigation and survivability. If anyone thinks that all of the proposed changes coupled together isn't going to result in players just being blown up quicker for every playstyle and group size, I question their capacity for foresight.
Here, fixed it for you
Brian and wroebl have put forward significant dmg increases and survivability nerfs for 24men ballgroups, I really haven't seen them talk about counter improvements for mitigation and survivability. If anyone thinks that all of the proposed changes coupled together isn't going to result in players just being blown up quicker for every playstyle and group size, I question their capacity for foresight.
Here, fixed it for youIt's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.
I'll be able to mitigate siege damage with my build. I was already preparing for the next patch using Siege shield and it works great. My group already runs a low amount of barriers, too. Half the time I call for them I don't get one. Hell half of the time we only have like 2 healers. We are still learning, but we go in and out of our bombs a lot now to make up for not having a bunch of barriers. We know we can't just stand there and hope to wipe numbers double our size because we can't rotate mitigation and heals. TBH I like it more that way. When we had a full raid defending our guildmate's Emp it was boring for me. I didn't have to worry about anything, and not even lag really. I could just go out in the lag and come back basically unscathed.
IMO Barrier the way it is now (even though I love it) dumbs the game down and doesn't encourage people in the group to be more than just a cog in the machine. That's not even me hating on large groups, just how barrier works for groups of any size I feel like.
I would still use it at 6cap, just differently. 12 would be a good middle ground though.
Also, with the purge change I can't see them keeping siege effects unpurgeable. I also expect them to do something about the low TTK that somewhat balances with this change, and helps improve capabilities that certain classes have with survival.
Omg well said Manoe, best post 2016!
vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
PosternHouse wrote: »Brian and wroebl have put forward significant dmg increases and survivability nerfs for 24men ballgroups, I really haven't seen them talk about counter improvements for mitigation and survivability. If anyone thinks that all of the proposed changes coupled together isn't going to result in players just being blown up quicker for every playstyle and group size, I question their capacity for foresight.
Here, fixed it for youIt's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.
I'll be able to mitigate siege damage with my build. I was already preparing for the next patch using Siege shield and it works great. My group already runs a low amount of barriers, too. Half the time I call for them I don't get one. Hell half of the time we only have like 2 healers. We are still learning, but we go in and out of our bombs a lot now to make up for not having a bunch of barriers. We know we can't just stand there and hope to wipe numbers double our size because we can't rotate mitigation and heals. TBH I like it more that way. When we had a full raid defending our guildmate's Emp it was boring for me. I didn't have to worry about anything, and not even lag really. I could just go out in the lag and come back basically unscathed.
IMO Barrier the way it is now (even though I love it) dumbs the game down and doesn't encourage people in the group to be more than just a cog in the machine. That's not even me hating on large groups, just how barrier works for groups of any size I feel like.
I would still use it at 6cap, just differently. 12 would be a good middle ground though.
Also, with the purge change I can't see them keeping siege effects unpurgeable. I also expect them to do something about the low TTK that somewhat balances with this change, and helps improve capabilities that certain classes have with survival.
Omg well said Manoe, best post 2016!
I have seen you tag along with 50+ on the normal. Why do you hate on 24 man groups when you do that? Seems pretty hypocritical.
s7732425ub17_ESO wrote: »vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
Stupid is as stupid does. If players want to waste 5 minutes of their time just to get a max barrier up, go ahead. Would pretty much be insta-kicked from my raid group, though.
I dunno, just seems like I'm not on the same page as everyone else. I fought 90 stacked EP last night. 90. tagged 96 on the flags at Bleakers. It took everything I had to actually win at Aleswell, multiple pushes, barriers, retreats and more pushes. Timed ult dumps with novas, negates and bats. Stacking as much mitigation, offense, and maneuverability as I could to beat a group much, much larger than the 18 I had with me.
And than to hear people just rag on about ball groups and talk about crippling my effectiveness. Jesus. You may not like being run over by raids like mine but well-coordinated groups like mine are literally the only counter to huge-ass zergs that doesn't include bringing your own huge ass zerg.
You guys
This next patch gonna be brutal. Numbers game, baby
s7732425ub17_ESO wrote: »vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
Stupid is as stupid does. If players want to waste 5 minutes of their time just to get a max barrier up, go ahead. Would pretty much be insta-kicked from my raid group, though.
Seems like EP has gone into the zerging direction the past week or two. And I know who does it. I haven't got them in my teamspeak yet to give them some advices and training but I'm looking forward into it next wednesday. Gonna show them that not only numbers can crush larger numbers. This zerging mentality has to stop.
Im glad 24 mans won't be able to constantly mitigate all damage through AoE caps and barriers.
I said it back during summer (granted the game literally didn't work at the time), that mitigating 50% damage from AoE caps on a barrier, is dumb.
Ill feel pretty confident a coordinated 8-12 man can effectively wipe a 24 man with the up coming barrier changes. Not ideal, but its closer to favoring good players than we have had since dynamic ulti gen.
As said, I am pretty sure siege effects not being able to be purged is something that can not happen. Ill keep my fingers crossed.
Seems like EP has gone into the zerging direction the past week or two. And I know who does it. I haven't got them in my teamspeak yet to give them some advices and training but I'm looking forward into it next wednesday. Gonna show them that not only numbers can crush larger numbers. This zerging mentality has to stop.
It's not new, everyone does it and always has. I just don't bring it up often.
The point is that a well-coordinated group can still overcome numbers like that if they play well and their enemies are... well... stupid. Really stupid.Im glad 24 mans won't be able to constantly mitigate all damage through AoE caps and barriers.
I said it back during summer (granted the game literally didn't work at the time), that mitigating 50% damage from AoE caps on a barrier, is dumb.
Ill feel pretty confident a coordinated 8-12 man can effectively wipe a 24 man with the up coming barrier changes. Not ideal, but its closer to favoring good players than we have had since dynamic ulti gen.
As said, I am pretty sure siege effects not being able to be purged is something that can not happen. Ill keep my fingers crossed.
You can already do that, if you play well. Asking for mechanics to be nerfed so that enemies are easier to beat is literally what got us from "ze good old days" to now. A twelve man bomb is incredibly effective, a 24 man raid probably only has about 12 full DPS ults (the rest dedicated to Barriers, Novas, Negates, etc). If you can't bomb 24 people with 12 and win right now, something is wrong but it's not the game.
Seems like EP has gone into the zerging direction the past week or two. And I know who does it. I haven't got them in my teamspeak yet to give them some advices and training but I'm looking forward into it next wednesday. Gonna show them that not only numbers can crush larger numbers. This zerging mentality has to stop.
It's not new, everyone does it and always has. I just don't bring it up often.
The point is that a well-coordinated group can still overcome numbers like that if they play well and their enemies are... well... stupid. Really stupid.Im glad 24 mans won't be able to constantly mitigate all damage through AoE caps and barriers.
I said it back during summer (granted the game literally didn't work at the time), that mitigating 50% damage from AoE caps on a barrier, is dumb.
Ill feel pretty confident a coordinated 8-12 man can effectively wipe a 24 man with the up coming barrier changes. Not ideal, but its closer to favoring good players than we have had since dynamic ulti gen.
As said, I am pretty sure siege effects not being able to be purged is something that can not happen. Ill keep my fingers crossed.
You can already do that, if you play well. Asking for mechanics to be nerfed so that enemies are easier to beat is literally what got us from "ze good old days" to now. A twelve man bomb is incredibly effective, a 24 man raid probably only has about 12 full DPS ults (the rest dedicated to Barriers, Novas, Negates, etc). If you can't bomb 24 people with 12 and win right now, something is wrong but it's not the game.
Im not talking about bombs. Im talking about, straight up beating them down because 24 mans get a much larger benefit from barrier than any other ultimate in he game, hands down.
Bombing gameplay has its place, but its not my favorite.
And no, this situation is not what got us where we are now. This is being done to stop the insistent barrier spam that saves groups when they make a mistake, and in turn should of died. If they do the "smart" mechanics, its now reactionary and not a complete savior.
This change honestly needed to happen along time ago.
Brian and wroebl have put forward significant dmg increases and survivability nerfs for 24men ballgroups, I really haven't seen them talk about counter improvements for mitigation and survivability. If anyone thinks that all of the proposed changes coupled together isn't going to result in players just being blown up quicker for every playstyle and group size, I question their capacity for foresight.
Here, fixed it for youIt's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.
I'll be able to mitigate siege damage with my build. I was already preparing for the next patch using Siege shield and it works great. My group already runs a low amount of barriers, too. Half the time I call for them I don't get one. Hell half of the time we only have like 2 healers. We are still learning, but we go in and out of our bombs a lot now to make up for not having a bunch of barriers. We know we can't just stand there and hope to wipe numbers double our size because we can't rotate mitigation and heals. TBH I like it more that way. When we had a full raid defending our guildmate's Emp it was boring for me. I didn't have to worry about anything, and not even lag really. I could just go out in the lag and come back basically unscathed.
IMO Barrier the way it is now (even though I love it) dumbs the game down and doesn't encourage people in the group to be more than just a cog in the machine. That's not even me hating on large groups, just how barrier works for groups of any size I feel like.
I would still use it at 6cap, just differently. 12 would be a good middle ground though.
Also, with the purge change I can't see them keeping siege effects unpurgeable. I also expect them to do something about the low TTK that somewhat balances with this change, and helps improve capabilities that certain classes have with survival.
Omg well said Manoe, best post 2016! Glad to see someone who used to talk against siege damage finally realizing how great siege shield is.
It's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.
I'll be able to mitigate siege damage with my build. I was already preparing for the next patch using Siege shield and it works great. My group already runs a low amount of barriers, too. Half the time I call for them I don't get one. Hell half of the time we only have like 2 healers. We are still learning, but we go in and out of our bombs a lot now to make up for not having a bunch of barriers. We know we can't just stand there and hope to wipe numbers double our size because we can't rotate mitigation and heals. TBH I like it more that way. When we had a full raid defending our guildmate's Emp it was boring for me. I didn't have to worry about anything, and not even lag really. I could just go out in the lag and come back basically unscathed.
IMO Barrier the way it is now (even though I love it) dumbs the game down and doesn't encourage people in the group to be more than just a cog in the machine. That's not even me hating on large groups, just how barrier works for groups of any size I feel like.
I would still use it at 6cap, just differently. 12 would be a good middle ground though.
Also, with the purge change I can't see them keeping siege effects unpurgeable. I also expect them to do something about the low TTK that somewhat balances with this change, and helps improve capabilities that certain classes have with survival.
Ok.
Firstly, your build may be great against siege damage, but that's because it isn't buffed yet. And I'm not super worried about the straight damage as I am about the unpurgable effects (which are currently still what is coming). Sure your build is tanky. How tanky is it when you have no stamina, and are snared and can't move? How tanky is your group in that situation when you can't even rely on an emergency barrier to let you try to get the fight under control?
The key part of your paragraph about defending was the part about defending. Defending is easy, and it will only become easier. If you're defending an emp keep with an emp and a full raid and all the pug support there.... yeah, it's going to be easy mode. That's not a knock at you, that's just how it is. The night you were defending emp, we had amazing open field fights with you, it was a lot of fun.
As to barrier specifically, I'd argue that currently it does the opposite. The easiest thing in the world to do is bomb a group. Proxes, bats, GO. Done. Those fights feel good but they don't satisfy. Barrier is what tends to keep most fights from becoming that. The best fights I've had with you or Haxus or anyone else that can give me a run for my money are the fights where initial bombs are mitigated, and it becomes a battle of attrition and maneuvering. Right now, bombs are strong but they aren't an I Win. I can pop a barrier or two, spread out, get re-situated, push back. Without mitigation it's just going to be "who can bomb who first". I don't see any other way. First one to get their DPS ults off wins. That's dumbed down gameplay.
The reason I can't believe you're for this is you know how fights are now. Most of them are done inside 10 seconds. Sometimes less. And our solution to this is to remove mitigation and further decrease TTK? That's crazy to me.
There's a few things we can talk about once I get off work.
As for my point of view... I've survived plenty bombs without rattling off 5 barriers. If you maneuver yourself into a situation, or are slow enough to react where the only option is to rotate enough barriers so that the other group's bomb just has no effect at all... I think you should have died in that situation honestly. We will figure out a way to get through breeches and take well-defended keeps. I can't imagine a keep being harder to take than a keep with 20 ground oils all over the top and back flag.
Seems like EP has gone into the zerging direction the past week or two. And I know who does it. I haven't got them in my teamspeak yet to give them some advices and training but I'm looking forward into it next wednesday. Gonna show them that not only numbers can crush larger numbers. This zerging mentality has to stop.
It's not new, everyone does it and always has. I just don't bring it up often.
The point is that a well-coordinated group can still overcome numbers like that if they play well and their enemies are... well... stupid. Really stupid.Im glad 24 mans won't be able to constantly mitigate all damage through AoE caps and barriers.
I said it back during summer (granted the game literally didn't work at the time), that mitigating 50% damage from AoE caps on a barrier, is dumb.
Ill feel pretty confident a coordinated 8-12 man can effectively wipe a 24 man with the up coming barrier changes. Not ideal, but its closer to favoring good players than we have had since dynamic ulti gen.
As said, I am pretty sure siege effects not being able to be purged is something that can not happen. Ill keep my fingers crossed.
You can already do that, if you play well. Asking for mechanics to be nerfed so that enemies are easier to beat is literally what got us from "ze good old days" to now. A twelve man bomb is incredibly effective, a 24 man raid probably only has about 12 full DPS ults (the rest dedicated to Barriers, Novas, Negates, etc). If you can't bomb 24 people with 12 and win right now, something is wrong but it's not the game.
Im not talking about bombs. Im talking about, straight up beating them down because 24 mans get a much larger benefit from barrier than any other ultimate in he game, hands down.
Bombing gameplay has its place, but its not my favorite.
And no, this situation is not what got us where we are now. This is being done to stop the insistent barrier spam that saves groups when they make a mistake, and in turn should of died. If they do the "smart" mechanics, its now reactionary and not a complete savior.
This change honestly needed to happen along time ago.
Still not gonna happen.
Fact is that there's probably... maybe... 3-4 groups in the game you wouldn't be able to take on 12v24 now? Those same groups aren't magically going to start wiping to you without barrier, an elite group fighting an elite group the bigger one will have the advantage, every time. So I dunno what you're on about, you'll be beating down the same groups you're used to beating down, the good groups always adapt. It's kinda odd to hear this coming from you, considering how hard you always leaned on past metas (negate meta ring a bell?), and now act like barriers have been this unique crutch.
And you can talk barrier spam, but you should know as well as anyone that in a group fight it's usually just 1-2 barriers. Intro barrier + secondary for insurance. Fights like rarely last long enough for me to pop more than 2 barriers. Where barriers matter is keeps, where fights are long and you're constantly fighting in enemy siege and probably heavily outnumbered as well. This is where I mostly care about barriers/purge/siege because keep fights would be nightmares with siege buffs and Purge/barrier nerfs.
Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.
We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
MormondPayne_EP wrote: »Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.
We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
Here's an idea, stop zerging...
Just saying.
The Siege buffs cannot come soon enough, the ball groups need to be broken up... just like the big banks! #FeeltheBERN