Valindor Magnus wrote: »Would also like to address this suggestion of increasing siege damage. If siege damage is increased enough to be effective against zergs then what's gonna stop solo players from using it against other small man groups? I don't think the solution is as simple as just giving anyone and everyone a way of destroying a large group of enemies. Any change that makes killing enemies easier just means more horse simulator online. It's a tough balance act of keeping everyone happy and quite frankly is pretty much impossible at this point.
Like take Steve for example, he learns to actually slot Vigor after getting rekt 1v1 by Alduith.Nah that's how bad guilds play. The good ones recognizes weaknesses and learn from defeat. Continually change and adapt
Except, out of those three guilds, no one makes BS claims about how many are actually in the group just because their fragile egos get hurt when the group wipes and it's easier to try and convince whoever you lost to that the other dead 16 reds that moved with the group and stealth bombed with the group didn't actually exist and it was a valiant effort for the 'small' man against the zerg.
I remember whenever a breach happened in a keep, one or two players would become the 'wall' or the 'seal' of said breach. Tanky and disruptive, to prevent as many of the enemy pouring in as possible....[snip]
https://www.youtube.com/watch?v=sNUvFaewq74
Except, out of those three guilds, no one makes BS claims about how many are actually in the group just because their fragile egos get hurt when the group wipes and it's easier to try and convince whoever you lost to that the other dead 16 reds that moved with the group and stealth bombed with the group didn't actually exist and it was a valiant effort for the 'small' man against the zerg. I mean, I know the 2-bar DC pop is a tough thing to fight against, but maybe the solution is to just take your "8" man group up to 9. You can just invite from the pool of dead reds that always seem to be right next to you guys after a wipe - it should be easy considering most of them are somehow in your guild roster.
Valindor Magnus wrote: »@Jules
This whole forum section is just a bunch of grandstanding lol. No point in trying to just point him out for doing it. I mean what was even the point of this post to begin with? To complain to like minded people for support? Or to just try and convince people to play the game how you think it should be played? This forum section is the very definition of grandstanding.
xANTIxMATTERx wrote: »So many edited posts
Jessica Folsom wrote:It's a very grey area.
Except, out of those three guilds, no one makes BS claims about how many are actually in the group just because their fragile egos get hurt when the group wipes and it's easier to try and convince whoever you lost to that the other dead 16 reds that moved with the group and stealth bombed with the group didn't actually exist and it was a valiant effort for the 'small' man against the zerg.
No guild I've ever talked to has accurately accounted for all of their numbers, plus other guilds, plus pugs. VE almost never accounts for total combatants, even when stacked with proper zerg guilds like NPK/CN.
I remember whenever a breach happened in a keep, one or two players would become the 'wall' or the 'seal' of said breach. Tanky and disruptive, to prevent as many of the enemy pouring in as possible....[snip]
Yeah i'm not buying it.. nothing changed in terms of roots, stuns etc. Tanks are still very effective on the breach if your group has a sound strategy and is organised..
This group that rushed the breach had barrier, purges, rapids etchttps://www.youtube.com/watch?v=sNUvFaewq74
All I'm reading here is people who are in a super guild, which makes them better and more deserving of AP than the masses they try to face, and it's an injustice of some kind.
Edit: and there is some kind of helplessness too, as though it is victimization that must be corrected by the developers. When certain top guilds think they are David there is some kind of siege mentality warping their world view.
Minnesinger wrote: »Of course, numbers matter. It would make a lot less sense to have small groups wipe huge zergs by the help of mechanics. There is a certain amount of fixes that should be addressed anyways. AoE cap as has been debated over mamy times. It is just benefiting zergers. If you zerg you should be in danger if stacked in one place. Think of how silly that is? Why isn´t AoE damage inflicting everyone in some small area?
Minnesinger wrote: »Of course, numbers matter. It would make a lot less sense to have small groups wipe huge zergs by the help of mechanics. There is a certain amount of fixes that should be addressed anyways. AoE cap as has been debated over mamy times. It is just benefiting zergers. If you zerg you should be in danger if stacked in one place. Think of how silly that is? Why isn´t AoE damage inflicting everyone in some small area?
Of course numbers matter. No ones saying they shouldn't. The issue is that numbers themselves give a huge advantage, and the game supports large stacked numbers with the mechanics stated above. It makes large stacked groups infallible.
All I'm reading here is people who are in a super guild, which makes them better and more deserving of AP than the masses they try to face, and it's an injustice of some kind.
Edit: and there is some kind of helplessness too, as though it is victimization that must be corrected by the developers. When certain top guilds think they are David there is some kind of siege mentality warping their world view.
You are delusional.
Ghost-Shot wrote: »
Except, out of those three guilds, no one makes BS claims about how many are actually in the group just because their fragile egos get hurt when the group wipes and it's easier to try and convince whoever you lost to that the other dead 16 reds that moved with the group and stealth bombed with the group didn't actually exist and it was a valiant effort for the 'small' man against the zerg.
No guild I've ever talked to has accurately accounted for all of their numbers, plus other guilds, plus pugs. VE almost never accounts for total combatants, even when stacked with proper zerg guilds like NPK/CN.
How could we stack with NPK/CN when we dont even play on the same server?
All I'm reading here is people who are in a super guild, which makes them better and more deserving of AP than the masses they try to face, and it's an injustice of some kind.
Edit: and there is some kind of helplessness too, as though it is victimization that must be corrected by the developers. When certain top guilds think they are David there is some kind of siege mentality warping their world view.
You are delusional.
If you want a game where it makes more sense to bring fewer people to a fight than your opponent then you can join the club. It's a war game. Numbers matter but they are not automatically decisive like you seem to think. I have been in groups where Haxus has wiped a full-raid (HK) plenty recently. So I don't know what more you want. You get respect for being able to accomplish with ten players what some 24-player groups do, but I don't see why you think you need any more advantage via game mechanics -- Haxus is already stacked with some of the best players in the game with the most experienced players.
edit: In summation, I don't think being a better smaller group entitles anyone to win battles. Bring more people if you want to win.