Feedback talk:User/Previously Unsigned/Fix Fort Aspenwood

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1. Luxons can go around behind the mine areas, and arrive at the same time as the Kurzicks can. I've seen an Elementalist with "Fall Back!" get there faster than Kurzicks which used "Fall Back!" too.

Might have to keep that in mind but it still defeats the purpose since they rez at the way beginning. Previously Unsigned 12:49, 29 November 2009 (UTC)

2. I also think the Elementalists shouldn't have Sliver Armor and Ward Against Melee but I think they have it for the Luxon Warriors. I can see how the Kurzick Rangers are problems, but I'm not seeing how the Necromancers are problems.

That's true. Change the NPCs and the other NPCs would probably change too. Previously Unsigned 12:49, 29 November 2009 (UTC)

3. I have seen them mob up, but I also see them run away if the Turtle gets a Ray of Judgment on him or something.

Nah, they are ultra predictable. Slap anything on them, they are easy to see. Previously Unsigned 12:49, 29 November 2009 (UTC)

4. Yeah, it is pretty large.

5. Well, the Luxons are supposed to defend the Turtle until it breaks down the walls. They also deal some high damage, so I think that's why ANet made them easy to kill with skills that degenerate. Stalls the Luxons for a short period of time.

Well the way the game is now played it "Screw the turtle, lets all do our own thing and try to rush green even before killing the center. The turtle can take care of itself (aka die)." Previously Unsigned 12:49, 29 November 2009 (UTC)

6. I guess ANet found that the Luxons get to Gunther pretty fast, and I'm guessing they did some calculations or something and determined the 5 minutes. What update was this anyways? That's a lot of time.

I don't remember the exact time but it is listed on the FA page I think. Previously Unsigned 12:49, 29 November 2009 (UTC)

7. Happens in Alliance Battles too, but that's because of a point system. I've never seen it in Aspenwood, do you have a screenshot or something?

I have had it happen myself. Thought we lost but oh look, we won. Not deserved however. I read somewhere that it checks to see if he's alive instead of checking if he's dead so if he dies before the next check right as it spills over to 100, Kurzick win even though Gunther is dead. Previously Unsigned 12:49, 29 November 2009 (UTC)

As for the Kurzick side stuff

1. The shrine's capped, and it's just as hard to recap it by Luxons. 64.222.106.112 12:44, 29 November 2009 (UTC)

But what incentive would that be? Luxons don't use it, the NPCs are unused, it serves almost no point, except to run over to get another turtle which you can easily run around for. It's rarely used. Previously Unsigned 12:49, 29 November 2009 (UTC)

2. I didn't now this. I think it's to prevent bonds on Gunther. Or even a Spellbreaker as I've seen in the past.

It's pretty widely known. Always takes the top enchant off so you can cover it, but it is still annoying. Why they like to cast patient spirit right before it hits. Previously Unsigned 12:49, 29 November 2009 (UTC)

Either side stuff

2. What staircase is this? Is this the area with the portals on the Kurzick side? Than 08:52, 29 November 2009 (UTC)

No, this is the staircase that is on the side of the wall past the first gate. If you follow it up you can use it as a ranged attack point but it's so easy to avoid and mostly made for rangers. I believe they can hit the shrine NPCs from there with a longbow but nobody else can. Previously Unsigned 12:49, 29 November 2009 (UTC)


easy way to fix everything (leechers and all): make random sides, luxons can get the fort too. That's all there is to it.--Silven 08:59, 19 December 2009 (UTC)

In my opinion FA is pretty balanced, i play from Kurzick side and we don't always win, actually if Luxons get a decent monk or Rit than thay can easily win, just heal the tutles (they deal 300 dmg if hit and minimum like 50 even if you are mad far away, hard hitting sons of a b****) Arctic105 02:28, 11 February 2010 (UTC)


The way some games end its like Luxon could really do with the 5 minutes more...even if we dont win we stood a better chance against them.

I find it frustrating when the turtles waste time by trying to attack players on the wall as they could have done with something maybe like they attack only gates, inner area npcs, & gatekeepers and Gunther...they'd still be easily killed as they but would be a bit more useful.

Healers would be a problem with this *sigh* is there nothing to make things work where healers would cause balance issues...and they would be even more prone to getting stuck (unless this current problem gets fixed and stays that way)

There are other things such as adjustments to Amber Chunks to Gatekeepers or Gunther with something like this

For a long time ive played on Kurzick side and im done playing that side forever and want to be able to enjoy playing Luxon without all these bugs, glitches & other things.Stormcaller 13:05, 11 September 2010 (UTC)

I agree with a few of the things said above. First, yes, the Turtle range is waaay to much. They spend spend most of their time shooting at kiters and tanks (the sole purpose of those builds is to take advantage of the turtle's large aggro range). For example, just today, a kurzick ranger was standing on the cliff between their teleports, degening one of the turtles, and the turtle stood well within range, shooting back at this ranging, doing minimal damage because of the large warning the ranger got. Another trick is for a tank to stand between the two turtle paths , slightly under the orange bridge, and take minimal damage from the shots there. I think the turtle ai should be expanded to tell them to prioritize guard npcs, gatekeepers, and Gunther. Otherwise they fire on non-priority targets and give the Kurzick a huge advantage. FleshAndFaith 18:38, 13 June 2011 (UTC)