Feedback talk:User/Curse You/Fort Aspenwood
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You must be a luxon.-- anguard 22:11, 6 September 2009 (UTC)
- Yes, I am. Frankly, I know for a fact that the Luxon side has a disadvantage. I've played both sides and frankly, if the Kurzicks just all went monks, the Luxons could never win. This idea somewhat compensates for that while also having a logical reason; Gunther should be hindered slightly in his construction by constant hammers to the face. --Curse You(talk|contribs) 22:48, 6 September 2009 (UTC)
- Luxons don't have a disadvantage. They have a siege cannon with enormous aoe that removes enchantments. That alone breaks a lot of things in FA. ~Shard 22:52, 6 September 2009 (UTC)
- Neither team has an advantage. The whole arena is broken, it needs to be redesigned from the ground up, imo. This is the only arena where the only thing -- the only thing -- either team has to do is heal. That's it. You seen a Luxon team with 2 monks on each turtle? The Kurzicks drop fast. On the other hand, 5 monks healing a juggernaut = green not going down. Oddly, I have not seen a match where both teams have retarded amounts of healing. Oh, the fact that DP and ressing don't matter also breaks a lot of things. It's a joke format, everybody knows that at this point. JQ is too, though not as bad since both sides are mostly the same. —Jette 23:09, 6 September 2009 (UTC)
- No, healing doesn't help that much from the Luxon side. Nuking does. -~=Sparky (talk) 23:20, 6 September 2009 (UTC)
- As another user has pointed out in their suggestion, the Siege Turtles are a joke. They can just barely kill off a horde of minions or spirits and any decent monk can out-heal their damage. Since it takes forever to fire each shot they actually have rather low DPS. Even both Siege Turtles firing at the same target can't down it if there's at least 2 monks healing. Besides, the enchantment removal is a joke when fighting Ritualists or pure healing monks. --Curse You(talk|contribs) 07:37, 7 September 2009 (UTC)
- If players on both sides were less retarded, FA wouldn't be so gay. The fact is that people don't realize that MELEE SUCKS HERE, except for scythes on the Kurzick side. The Kurzick NPCs are almost all entirely anti-melee, and to a lesser extent anti-attacker in general, and so half the Luxon team is useless right off the bat. The Kurzicks also don't seem to realize that Dervishes and Assassins are too squishy to try and take on pretty much anything important alone, and that Paragons are useless in general. People are just stupid, but nothing can really change that. Continuously buffing one side or the other will just make the place more of a joke, to the point where players are entirely useless. The only real solution is a complete revamp of the area, making it less NPC-dependent. There should, for instance, be a limit to the number of enchantments that a player can place on an NPC - the build I run on my monk is literally so broken here that only 2 teams have ever been able to break through the side I was holding, and then only because more than half their team was attacking it and they were all casters. That shouldn't be able to happen. Likewise, there should be a limit to the amount of damage the turtles or other NPCs can do in a given second, because if both turtles get to Green, Kurzicks have basically lost anyway (Dwayna knows how they were stupid enough to let them get there in the first place) because when the turtles both attack, everything in Green dies. That brings me to the point you made on your page. To put it bluntly, you're completely wrong. Once the Luxons get through Green, if they're decent at all, then they'll win 95% of the time. No, FA needs a symmetrical design, in my opinion, with both teams attacking and defending. Also, a system needs to be put in place to prevent players under level 20 or players with pets under level 20 or players with non-full skill bars or skill bars with a resurrection skill from entering, because the place is just a joke. Imo, it should have 2 forts opposite each other, each side having the same NPCs, the goal to kill the enemy commander; and it needs a GM or someone with a similar function watching all the time to monitor player abuse, and... well, I could go on, but
- TL;DR: The whole place is a terrible design, and it needs to be fixed. --Gah_ 18:59, 7 September 2009 (UTC)
- I know very well that melee sucks in both Competitive Missions, they always lack killing power, survivability or both. Yet for some reason, places like PvX Wiki have 18 vetted Warrior build, 6 of them rated "Excellent", all of which have no counters for hexes or conditions. People seem to think that just because it works in RA or GvG, it should be fine for a CM. However, you can't control what people use, so there will always be noobs with terrible builds.
- I've played Fort Aspenwood so many times, I've likely seen almost any and all possible combinations and outcomes. Very often, I'll see Green Gate fall purely because of players attacking it while the Turtles shoot randomly/get killed. Sometimes this leads to a victory, sometimes it doesn't, but either way, it always causes the Kurzick team to fall back a little. Many times, I have seen games where Green Gate is down, the Luxons are attacking Gunther and friends and then time runs out, simply because the Kurzick side had a single Monk or Ritualist. Add to that how stupidly easy it is to kill off the Turtles before they can get to Gunther or at least stall them, and it can get really hard to get a good push into Gunther. With a small amount of time being added, it allows the Luxons a little more time to get that push in, but won't cause a victory if the Kurzick side is already strongly fortified. --Curse You(talk|contribs) 21:34, 7 September 2009 (UTC)
- Neither team has an advantage. The whole arena is broken, it needs to be redesigned from the ground up, imo. This is the only arena where the only thing -- the only thing -- either team has to do is heal. That's it. You seen a Luxon team with 2 monks on each turtle? The Kurzicks drop fast. On the other hand, 5 monks healing a juggernaut = green not going down. Oddly, I have not seen a match where both teams have retarded amounts of healing. Oh, the fact that DP and ressing don't matter also breaks a lot of things. It's a joke format, everybody knows that at this point. JQ is too, though not as bad since both sides are mostly the same. —Jette 23:09, 6 September 2009 (UTC)
- Luxons don't have a disadvantage. They have a siege cannon with enormous aoe that removes enchantments. That alone breaks a lot of things in FA. ~Shard 22:52, 6 September 2009 (UTC)
- and half the time people don't attack those monks/rits healing them, once you put alittle pressure on them the game is done. doesn't take long for green gate to fill up with luxons, + 2 turtles blowing chunks at you. stopping the turtle before they get there is all well and good, but at least one monk at the turtle will make it hard, and it's not like you can get at the monk itself when it hids out of react of your spells and bow range, and protected by at least 4 warriors/who ever decide to go with that monk. and a healer might be able to keep a gate up with only a turtle attacking it, but won't take long for the monk to fold once a mesmer or ele gets added to the mix. --BobbyT 00:15, 20 September 2009 (UTC)
- Pressuring the healers takes time, something I'm trying to give the Luxon team if they get that far. Also, I can say from experience that currently it is laughably easy to stall the turtles. Just simply sitting at the edge of their range, even with a wall in the way, will make them keep trying to shoot you. When that happens, all a monk can do is heal, they can't do anything about the person stalling the turtle. Lastly, any monk that can't hold a gate against a turtle and a single mesmer or elementalist, needs to get a better build. --Curse You(talk|contribs) 04:54, 20 September 2009 (UTC)
in theory yes, one healer can hold one gate from one mesmer/ele and turtle, problem is you can't hold 2 gates at the same time, and guess what? the side you are not protecing is the side that they enter from, now from that you can just head to green and keep that up, but then you lost a good advantage. usually not a problem for me as i stay outside green healing juggy other npc and people, but once the middle guys are gone the turtles can just sit there and it fire at anyone exiting from the portal, and a single mesmer/ele isn't bad, but add 3 more and that gates not going to last, don't matter how good you are.--BobbyT 19:57, 30 September 2009 (UTC)
- Isn't that the point? A single healer should never be able to hold out against more than 3 people for an extended period of time, that's simple game balance. If you want to hold both sides, there needs to be at least 1 healer per side. Of course you can't control the builds other people are using, but that's also part of the idea; it's random. My concern is with the time part; sure that one monk/ritualist will eventually run out of energy/die, but very often the match ends before that can happen. There are so many ways for the Kurzick side to stall the Luxons and yet there are no ways for the Luxon side to speed their own progress into the fort, short of just running ahead of the very slow and stupid turtles. All I want is to try balancing them out so the Luxon side has a way of combating the Kurzick side's ability to stall them so easily. --Curse You(talk|contribs) 17:51, 1 October 2009 (UTC)