Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Apr 23, 2011, 10:51 AM // 10:51   #61
Frost Gate Guardian
 
Join Date: Jan 2010
Location: New Zealand
Profession: W/
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Elnino View Post
There is a very easy way to combat monks if you are playing on the luxon side . . . Dom Mesmers. You can pretty much shutdown a monk completely just by maintaining diversion and shame on them.
They don't like Arcane Languor much, either.
Grav is offline   Reply With Quote
Old Apr 23, 2011, 01:53 PM // 13:53   #62
Frost Gate Guardian
 
Alex of Ashford's Avatar
 
Join Date: Dec 2009
Location: Romania
Guild: [NAM트], [420]
Profession: W/
Default

Yea, i think its kinda unbalanced aswell, imo, it will always be to the kurzicks...
Alex of Ashford is offline   Reply With Quote
Old Apr 25, 2011, 01:53 AM // 01:53   #63
Frost Gate Guardian
 
Join Date: Feb 2011
Profession: R/D
Default

Quote:
Originally Posted by Artisan Archer View Post
Pretty sure turtle damage is AoE and WoH is single target.
Why were you grouped up in the first place?

3 seconds recharge for WoH. Plus a 3/4 a second cast to WoH.

10 second recharge for the Turtle attack plus 3 seconds to cast.

Is that so hard to at least heal 3-4 people before they learn that there is a turtle nearby and should spread out?
Miteshu is offline   Reply With Quote
Old Apr 25, 2011, 02:45 AM // 02:45   #64
Ascalonian Squire
 
Join Date: Nov 2010
Default

I play on both sides of Fort Aspenwood quite a bit. The Kurzicks definitely have the advantage. Turtles can be easily be glitched, exploited, and taken down. Luxon's always have a bunch of warriors, assassins, rangers, and dervishes who think they can contribute to the team until a competent monk is behind a gate - then they are rendered completely useless. Also, all the Kurzicks have to do is run around outside the base and half of the Luxon team will try to chase you down which causes the game to last longer and NPCs not being attacked.

All the Kurzick team needs is a good monk to win. The Luxons rely on much more than that. Every 2-3 games I participate in the turtles glitch. It makes things tougher than you think.

Also, the Kurzicks have a height advantage and also have easier NPCs to kill.

I wish it weren't the way it is - but sadly that's just how things are. And they won't change.

Jade Quarry is much better imo.

Edit: Lost 4 rounds in a row due to 2-5 monks behind walls. Trust me, the Kurzick side is unbalanced if anything.

Last edited by Eramon; Apr 25, 2011 at 05:57 AM // 05:57..
Eramon is offline   Reply With Quote
Old Apr 25, 2011, 06:18 PM // 18:18   #65
Desert Nomad
 
mrmango's Avatar
 
Join Date: Oct 2006
Location: Southern California
Guild: Charter Vanguard [CV]
Profession: Me/Rt
Default

The ledges on the edge of the outer gates let rangers attack at least one of the basic amber sites. Unfair.
mrmango is offline   Reply With Quote
Old Apr 26, 2011, 10:05 AM // 10:05   #66
Pre-Searing Cadet
 
Join Date: Feb 2011
Guild: Serpents of Death & Disorder (SoDD)
Default

It's a fort so there will be turrets to shoot from. Even seen Luxons using them in game to thier advantage.

Yes, the map is probably more biased towards the Kurzicks, but bottom line is the team.

Get a good team on either side and that's the game.

I've seen many a good Luxon team come in and take down Gunther in 10 or so minutes.
Get the underhand Toucher or SF'er in, and that goes down to '2mins game over', especially if you have new players on Kurz who haven't got any idea of what a toucher is capable of.
Lux teams usually full of monks, each healing each other and the turtle.
So pro's and cons to defending and attacking strategies. Each match is different.

The best matches are when both sides have equally good teams, then it's fight to the death, up against the clock; last minute and nail biting. Match could go either way. Doesn't happen often enough sadly, and bias doesn't come into it then. Just pure clean fun

By far the worst thing is the high amount of leavers on Luxon side. No team no game. Let's the whole luxon team down, and always spoils the match
Raynebow is offline   Reply With Quote
Old Apr 26, 2011, 01:15 PM // 13:15   #67
Frost Gate Guardian
 
Join Date: Aug 2009
Profession: D/
Default

As much as people complain about the monks on Kurz side and the thing being unbalanced, I'm still amazed that people don't bring more healer hate and Necros. Soul bind is kinda fun to watch bad monks behind the wall suicide healing the jugg and go wtf?!? If nothing else, it forces the monk to stop healing for a second and either heal himself or remove the hex.
Whirl E Vic is offline   Reply With Quote
Old Apr 26, 2011, 02:26 PM // 14:26   #68
Frost Gate Guardian
 
Join Date: Nov 2010
Default

I often used to bring soul bind as luxon, but it doesn't change things. You don't even need healers. Tie up one turtle for half the game, you've won. Constantly run amber, win. It's really, really easy to win as kurzick. Really easy. I used to run the stupid defy spear warrior turtle tank and just tie up one side. Even if they brought enough hate to kill me, I respawned in 5 seconds and was back at the turtle before he killed any npcs. If you lose when defending FA, you have at least 6/8 really really bad players on your team.

Last edited by Azazello; Apr 26, 2011 at 02:28 PM // 14:28..
Azazello is offline   Reply With Quote
Old Apr 26, 2011, 05:21 PM // 17:21   #69
Ascalonian Squire
 
Join Date: Sep 2010
Profession: Mo/
Default

Quote:
Originally Posted by tocool4muffins View Post
I know for a long time, Fort Aspenwood has been long unbalanced.

Before the Luxon Paradigm (where everyone decides to farm Luxon Faction over Kurzick Faction), Fort Aspenwood was favored in the Kurizcks, due to how easily the seige turtle can be interrupted.

Being a Kurzick follower, I didn't mind it too much, though Fort Aspenwood was easy to win thanks to this. A ranger could just sit on top off of the highest point on the fort and interrupt below.

Now, with post-kurzick paradigm, it is seemingly unbalanced to the luxon side. The seige turtle takes more than 3 interrupts to stop (which can't be done from one class except mesmers). Due to this, the Luxon's have an advantage because the kurzick gates get destroyed with ease...or at least in my opinion.

My question is, do you think Fort Aspenwood will always be unbalanced? or do you think it is/was balanced now/in the past?

My opinion: always unbalanced, when it favored the kurzicks and now favors the luxons.
eh kurzicks have a huge advatange st has became popular in fa now which greatly slows down luxons the turtle no longer can just rofl stomp the gates and a st rit makes a luxon team go from instantly nuking a gate to taking around 5-6mins just to tear down the outer gates with all of them focusing on one side

add a bonder/healer to each side with st rits and you basically have a perfect defence build that you wont even have to leave the gates
zan the healer is offline   Reply With Quote
Old Apr 28, 2011, 01:15 PM // 13:15   #70
Jungle Guide
 
refer's Avatar
 
Join Date: Jan 2009
Location: US
Default

I play FA more than anything in GW and Kurzick have a HUGE advantage. Why do you think their outpost is beyond full and it takes them forever to enter, meanwhile Luxon is dead and always losing? Cause everybody knows that Kurzick is more reliable.

From what I see, Luxons usually have no teamwork and I really do question their collective intelligence. I didn't come to this conclusion through a match or 2, I'm talking a couple years playing the side and seeing everything. And I play Luxon more too so this is from experience:

Too many leeroys + fragmented teams, bad splits, way too many "Ok we broke the second gate, lets run to green immediately!" (what about the damn center!?), and not releasing the turtle or telling anybody if it was released (I constantly have to ask). I am not exaggerating in the least, Luxons are not the smartest and most teamwork friendly bunch, at least in FA. You want things done, you gotta grab the ropes in team chat and lead or taunt your way to victory.

Luxons also seem to have a fixation on pure damage whenever I play that side. It's all about huge nukes and numbers game, blah blah. I rarely see people come prepared with things to make things die easier like cracked armor, healing reducers, Fragility, Curses in general. It's all about the huge numbers which are usually typed damage (bad). The nukers should be instead playing Wastrel Mesmers if they want real damage. And even though it's armor ignoring, it's still easier easier to defend. YOU NEED vulnerability skills yet I never see anybody take them. Alone, damage is not enough.

Keeping with the "KILL EVERYTHING IN SIGHT!" mentality, I also see a lot of players go for broke on the Luxon side... sometimes no self heal, no heal for the turtle, just rush in and hit the whole bar. This is just beyond stupid and it never goes away. If you want to spam and go for broke, then you should be playing Kurzick - THEY have the spawn point/quick death advantage. On Luxon it is ALL about pacing yourself... given how far you have to travel to get to Gunther, rushing and being reckless only splits up the group and wastes you time when you have to run back. Yet I totally see it happening 24/7. On Luxon side, the team has to be incredibly dynamic and adaptable the current situation at the moment, Kurzicks can go for broke since death isn't that time consuming, and be monotone in whatever they want to do successfully more often - hold a single thing, concentrate on on tasks.

Luxons also don't understand how vulnerable they are as either... lose a mine or 2 and you are seriously disadvantaged, lose a turtle or two and you can the reward will be 1200 or less if they have a competent healer. Most times you NEED a turtle, and running ahead or being reckless just gets them killed.

Good teams go slow and steady, protect the turtle but adapt to NPCs when it's safe.

Kurzick, well you have so many easy tools at your disposal: degen in general, turtle stalling, snaring to prevent new squads, Migrane to slow siege attack, WW/WD spam on turtle, spirit spam, Air of Enchantment stacking.

It is much harder to get the team to switch onto a target and go for the kill... usually I literally scream NOW and magic happens, but if I'm not doing that, forget winning. How often do you have somebody in your match calling when Monks/Rits are down? I am the only one I've seen do it in FA and it's crucial to winning against good teams, so if nobody else does it, goodbye chances. Nobody else also calls diverted skills and they don't leave Mo/Rt alive but disabled in green.

Last edited by refer; Apr 28, 2011 at 01:24 PM // 13:24..
refer is offline   Reply With Quote
Old Apr 28, 2011, 07:05 PM // 19:05   #71
Lion's Arch Merchant
 
Crimso's Avatar
 
Join Date: Jul 2006
Guild: PCformatforums[PCFF]
Profession: Me/Mo
Default

A major problem with the match up is how the team dynamics work. Especially so in the Luxons case, it's easy to say "Just run a domination build, go anti-monk and remove enchantments" but there's been cases when that falls flat on it's face, when multiple members of your team just happen to do that. Your teams offense becomes very low and all the skill diverting and enchantment removal doesn't make up for the lack of damage/pressure you cause. It's especially bad if you're running hexes and a team mate is running the same ones as you.

Same with monking, Luxons work well if there's a monk or two to protect the turtles(if they don't get stuck) but go as a monk, a couple other people might as well. Then there's situations where you end up with teams where you have 3-4 healers and your party can't out damage the Kurzick defenses/healing.

On the Kurzick side as long as there's atleast 1 healer you can't go too wrong with builds, you can kill foes or play defensively and hold them back. If you go as a monk or ritualist and if there's 3-4(or more) other Monks/Ritualists in your team you've just exponentionally increased your chances of winning.

I'd say it's mostly unfair because the more Ritualists and Monks the Kurzicks have the better their chance of winning. Whereas an optimal Luxon team can't have too many of a single class.
Crimso is offline   Reply With Quote
Old Apr 28, 2011, 07:35 PM // 19:35   #72
Ascalonian Squire
 
Join Date: Oct 2007
Guild: Project PaRaSiTe
Profession: N/
Default

Its not imbalanced.... it depends on who is playing at the time.

You can interrupt a siege turtle.... ok. You can't get rid of the person interrupting it?

You can bond/heal the siege turtle.... which is much more annoying in my opinion.

The only bond/heal worthy npcs are the kurz juggernaut and master architect (and by that time its a little too late).
The Black Leach is offline   Reply With Quote
Old Apr 28, 2011, 08:24 PM // 20:24   #73
Ascalonian Squire
 
NapTooN's Avatar
 
Join Date: Dec 2010
Default

First of all:

It is possible to unstuck the Turtle yourself but you need Aura of the Lich, Verata's Aura and a skill that removes enchantments from you.

-Place yourself behind the Turtle, cast AotL and VA remove VA with your Ench Remover. The free Minion that came with AotL will turn into "neutral hostile", then the Luxon Warriors will run through the Turtle to attack the Minion behind it and the Turtle is free to move again.

Second:

It is possible for Kurzicks to interrupt the Turtle with just 1 single "interrupt": any Hammer-Skill that knocks down will interrupt the turtle instantly (without knocking it down of course).
NapTooN is offline   Reply With Quote
Old Apr 30, 2011, 12:13 AM // 00:13   #74
Ascalonian Squire
 
Join Date: Jul 2005
Default

As an enchant spam monk I have held an outer gate, on my own, for an entire match simply because the lux didn't have any way of shutting me down.

Now, you would think this would be auto-win for the kurz. But it isn't. I've sat there holding that gate against a turtle and a couple lux as I watched the opposing outer gate, then inner gate, and then the green gate fall. I'm like, wtf, there's 7 of you on that side, what are you all doing. Answer: not running amber, not killing turtles.

FA is not about PvP, it is about the meta game and working towards objectives.

For the Lux it is about slowly creeping the turtles forward, killing everything in your path, and once you get inside the inner gates, locking down that central area to prevent the Kurz from getting out to the amber mines.

For the Kurz, as has already been mentioned, it is about running amber, which has the duel benefit of forcing the Lux to walk further and repairing gates which screw up the attack flow of the Lux.

As to unbalanced, the turtle bugs I think are the biggest unbalancing factor. Granted I have won plenty of times with a bugged turtle, but it requires a much more solid team. A luxon team with a bugged turtle and a few crappy players is pretty much a lost cause. Kurz just need a few solid players to make a game out of it. But that is the reality of an offense/defense type of map.
travathian is offline   Reply With Quote
Old Apr 30, 2011, 12:46 AM // 00:46   #75
Jungle Guide
 
Carboplatin's Avatar
 
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
Default

an defy pain warrior can stall the turtles at the outer gates by standing in the middle up top.

The turtles are happily firing away without any LOS.

Sure you can try killing the warrior, but with endure pain, defy pain, signet of stamina, various self heals, it is a big PITA.
Carboplatin is offline   Reply With Quote
Old Apr 30, 2011, 03:30 AM // 03:30   #76
Jungle Guide
 
Nilator's Avatar
 
Join Date: Dec 2005
Profession: Mo/
Default

Well defending is inherently easier than invading.
That being said, FA will never be perfectly balanced.
There's no way it can be.
Nilator is offline   Reply With Quote
Old Apr 30, 2011, 04:56 AM // 04:56   #77
Ascalonian Squire
 
NapTooN's Avatar
 
Join Date: Dec 2010
Default

Quote:
Originally Posted by travathian View Post
As an enchant spam monk I have held an outer gate, on my own, for an entire match simply because the lux didn't have any way of shutting me down.

Now, you would think this would be auto-win for the kurz. But it isn't. I've sat there holding that gate against a turtle and a couple lux as I watched the opposing outer gate, then inner gate, and then the green gate fall. I'm like, wtf, there's 7 of you on that side, what are you all doing. Answer: not running amber, not killing turtles.

FA is not about PvP, it is about the meta game and working towards objectives.

For the Lux it is about slowly creeping the turtles forward, killing everything in your path, and once you get inside the inner gates, locking down that central area to prevent the Kurz from getting out to the amber mines.

For the Kurz, as has already been mentioned, it is about running amber, which has the duel benefit of forcing the Lux to walk further and repairing gates which screw up the attack flow of the Lux.

As to unbalanced, the turtle bugs I think are the biggest unbalancing factor. Granted I have won plenty of times with a bugged turtle, but it requires a much more solid team. A luxon team with a bugged turtle and a few crappy players is pretty much a lost cause. Kurz just need a few solid players to make a game out of it. But that is the reality of an offense/defense type of map.
To be fair, there is at least 1 fatal bug on the Kurzick side aswell:

- Both Gatekeepers leaving green and running almost out of one of the Inner Gates and getting stuck in a Wall on the way back. (I'm not talking about being pulled by a Luxon). It happens sometimes when you run amber, I am sure you have noticed that at least once.
NapTooN is offline   Reply With Quote
Old Apr 30, 2011, 04:00 PM // 16:00   #78
Ascalonian Squire
 
Join Date: Jul 2005
Default

Quote:
Originally Posted by NapTooN View Post
To be fair, there is at least 1 fatal bug on the Kurzick side aswell:

- Both Gatekeepers leaving green and running almost out of one of the Inner Gates and getting stuck in a Wall on the way back. (I'm not talking about being pulled by a Luxon). It happens sometimes when you run amber, I am sure you have noticed that at least once.
Indeed I have, but the rate of occurrence of this bug is miniscule compared to the luxon turtles bugging out, at least from my experience.
travathian is offline   Reply With Quote
Old Apr 30, 2011, 04:53 PM // 16:53   #79
Krytan Explorer
 
Ka Tet's Avatar
 
Join Date: Nov 2006
Guild: Pita Bread And Scud Missiles Ai[iiii]
Default

If you have two competent teams in FA, they will split wins. However, FA is largely filled with incompetent players, and it's easier to compensate for bad players on the Kurzick side.
Ka Tet is offline   Reply With Quote
Old Apr 30, 2011, 05:02 PM // 17:02   #80
Lion's Arch Merchant
 
Crimso's Avatar
 
Join Date: Jul 2006
Guild: PCformatforums[PCFF]
Profession: Me/Mo
Default

Quote:
Originally Posted by NapTooN View Post
To be fair, there is at least 1 fatal bug on the Kurzick side aswell:

- Both Gatekeepers leaving green and running almost out of one of the Inner Gates and getting stuck in a Wall on the way back. (I'm not talking about being pulled by a Luxon). It happens sometimes when you run amber, I am sure you have noticed that at least once.
That's not exactly fatal because you can fix that by paying attention and re-opening and closing the gates when that happens. On the other side you can't just click on something to get the turtles moving again.
Crimso is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:04 PM // 20:04.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("