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Old Nov 12, 2009, 01:00 AM // 01:00   #1
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Default Ideas to improve Fort Aspenwood

I believe Fort Aspenwood is extremely unbalanced and unfair to Luxons. Thus, I made this suggestion thread to improve it. Let me know your opinions on this subject and my ideas. (Please do so without flaming or trolling!)

Here they are:

1) 1 (one) monk can hold an entire gate solo just by healing an NPC gate guard. My suggestion is give a -50% healing done to the gate NPC's (that's right! Reduce it by half on NPC's). However, I believe PvP on Guild Wars should be based on skill, so the healing done to players should still be normal.

2) Switch the sides up! Due to the popularity of the Turtleblocking glitch, I believe the sides should be random. Give the Luxons a chance to defend and the Kurzicks a chance to attack!

3) Increase the time limit by an additional 5 or 10 minutes. A match doesn't last near long enough!

Just my ideas, let me know if you think they will make it more balanced! Also, if anyone has additional ideas, feel free to post below.



It's been stuck like this for like 3 weeks now, due to the fact that Luxons can't do diddly, no matter how good of a team we have.

(If any ArenaNet or NCSoft member reads this, please make Fort Aspenwood more fair!)
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Old Nov 12, 2009, 01:41 AM // 01:41   #2
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Quote:
Originally Posted by Mesmerist Man View Post
1) 1 (one) monk can hold an entire gate solo just by healing an NPC gate guard. My suggestion is give a -50% healing done to the gate NPC's (that's right! Reduce it by half on NPC's). However, I believe PvP on Guild Wars should be based on skill, so the healing done to players should still be normal.
Then people will just use two monks. Same result.


Quote:
Originally Posted by Mesmerist Man View Post
2) Switch the sides up! Due to the popularity of the Turtleblocking glitch, I believe the sides should be random. Give the Luxons a chance to defend and the Kurzicks a chance to attack!
This I like. It would let everyone experience both sides of the mission.

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Originally Posted by Mesmerist Man View Post
3) Increase the time limit by an additional 5 or 10 minutes. A match doesn't last near long enough!
The problem, as I understand, is not that luxons don't have enough time, but that they simply cannot overcome the defenses of the kurzicks. Therefore, I don't see this making any real difference.

Also, if you can't win as luxon, then your luck must be as bad as mine. I've almost never won at FA, even when I bring a monk. The luxons always overcome my healing and get to Gunther, at which point there is no stopping them. The stupidity on both sides is the major determining factor in who wins. Kurzicks may have a mechanical advantage, but it only matters if the players are skilled enough to take advantage of it (which in my experience almost never occurs).
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Old Nov 12, 2009, 01:56 AM // 01:56   #3
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Time limit is fine.

Switch sides every few hours will be a good fix., fix turtle spawning bug where you can have 8 warriors running around, and don't make it so you can stand still inside the gate not getting hit and block turtle teams.

Luxons should always bring heavy enchantment removal, name of the game, don't need lower healing. Stop running idiotic builds and throw a rend on your bar.

EDIT: Lol @ hammer bar with ranger support, no wonder umad.

Last edited by IronSheik; Nov 12, 2009 at 02:47 AM // 02:47..
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Old Nov 12, 2009, 02:00 AM // 02:00   #4
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First of all, a single monk can NOT hold out a gate alone by healing a single NPC. Facing any sort of offense or competence whatsoever on the Luxon side, a monk can only hold out for a minute or two tops healing alone.

If by lengthening the matches you mean increase the time it takes for the bar to fill up, then no. The bars take plenty long to fill up as it is, and making the time it takes for it to fill to take longer would just cause less people to want to play it at all.

Anet has recognized the luxon disadvantage in the past by buffing turtles, etc. I suggest that you skip the ZQuest if it's taking too long, and if you're looking for good faction, to go and try JQ or AB as a luxon. JQ is generally better faction as it is and is a lot more balanced.

Last edited by Divine Ashes; Nov 12, 2009 at 02:04 AM // 02:04..
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Old Nov 12, 2009, 02:05 AM // 02:05   #5
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I don't know what you've been doing, but a turtle, four warriors, and any nuker can easily overcome a monk. Just pressure the monk with spells as the turtle/warriors kill NPC's. The monk will either mess up and allow you through, or run outta energy and allow you through. The only problem I see with Aspenwood is the turtle team's AI. The Luxon warriors don't attack anything that is not in their aggro bubble, making them useless for the first half of the game. And the turtle will stop and attack anything in its range, so a lone character can stop the movement of an entire turtle team.

I do agree with switching out the sides every so often however.
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Old Nov 12, 2009, 02:18 AM // 02:18   #6
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Best thing you can do is make the BEST build YOU can in order to KILL faster. I am an avid FAer and honestly a hammer warrior on lux side can easily be countered making you ineffective. Kurz play defense remember. There have been hundreds of times we have gotten smoked on the kurzick side due to good builds on lux side.

Switching sides is actually a nice idea tho.

Last edited by Seraphim Angel; Nov 12, 2009 at 02:25 AM // 02:25..
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Old Nov 12, 2009, 02:58 AM // 02:58   #7
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Quote:
Originally Posted by Mesmerist Man View Post
I believe Fort Aspenwood is extremely unbalanced and unfair to Luxons.
Bit of an overstatement. Luxons have a disadvantage but it's definately not extreme.
Quote:
1) 1 (one) monk can hold an entire gate solo just by healing an NPC gate guard. My suggestion is give a -50% healing done to the gate NPC's (that's right! Reduce it by half on NPC's). However, I believe PvP on Guild Wars should be based on skill, so the healing done to players should still be normal.
meh
Quote:
2) Switch the sides up! Due to the popularity of the Turtleblocking glitch, I believe the sides should be random. Give the Luxons a chance to defend and the Kurzicks a chance to attack!
I actually wouldn't mind this. It would make players bring more versitile builds if they didn't know which side they'd be playing for.
Quote:
3) Increase the time limit by an additional 5 or 10 minutes. A match doesn't last near long enough!
bleh
-More quitters
-Limited servers + longer games = longer wait times
-End-game faction reward would have to be increased as well
Quote:
It's been stuck like this for like 3 weeks now, due to the fact that Luxons can't do diddly, no matter how good of a team we have.
Might be you...
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Old Nov 12, 2009, 03:12 AM // 03:12   #8
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1) meh, idk. If ur rip prot enchants, it shouldnt be easy at all to red-bar heal npc's with 3-4 people pounding on it + turtle siege+lux wars.

2) absolutely. i don't know about re-doing the whole map so that it would look more appropriate, but it would be more fair if teams switched up attack and defense mode.

3)Meh. You don't want matches too short but you also don't want long, drawn out matches.
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Old Nov 12, 2009, 03:39 AM // 03:39   #9
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1. I've seen Kurzicks hold gates. I've done it a million times on my necro/rit. It isn't hard, but any caster should be able to injure the monk enough to heal itself and not the NPC. That'll bring down the gate in no time. Doesn't take much, either.

2. They just need to fix the AI on the turtles. After x amount of seconds (Say.. 10? 20?) the turtle moves on if there are no gate NPCs blocking his way. They need to fix the eight warrior glitch, too. As much as I like it on the Luxon side, I hate it more on the Kurzick.

I don't know about the switching sides, thing. Lore wise it'd be impossible to do. Why would Luxons be defending a Kurzick fortress (Besides going, "nurr, we have a kurzick fortress."). That's at least mildly believable. Why would Kurzicks be starting in a Luxon area? That's the part that gets me. They'd have no advantage, and the Luxons wouldn't either in a Kurizick fort. They'd need two maps and, keke, not happening.

I do like the idea of switching roles, but, realistically I don't see it actually, or lore-wise happening.

3. I think the timer is fine as it is. If I recall correctly they shortened the time in a past update specifically to let the Kurzicks have a faster win.


I'm an avid FAer. I play both sides, and to be honest, I win both sides nearly the same amount. It almost entirely depends on your team and the team you're going against. If the Kurzicks have no monk, unless they have a ton of amber runners, they're done. If the Luxons aren't aggressive and rely mainly on support from the turtles, they're done.


The only thing I really see needing to be fixed is:

Gunther, Poletski and Radik -love- to run outside green. I don't think they should be able to run past the door. The green gate "breeches" when the Juggernaut is inside. This shouldn't be, either.

The turtles need to be edited. Simply standing up by the portal can render them useless the entire game. I've done it on the Kurzick side a zillion times, and while useful to them, it's entirely unfair to the Luxons. You can't do something like that with the Juggernaut.
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Old Nov 12, 2009, 03:39 AM // 03:39   #10
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Just wanted to say that switching sides is a great idea. Playing one side all the time gets boring, and sometimes I used to play with the Kurzicks so I would be able to use new builds and playing styles. Being able play something different without losing faction would be awesome.
As for the other two:eh, not really needed.
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Old Nov 12, 2009, 04:06 AM // 04:06   #11
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Fort Aspenwood is about as improvable as Hero Battles or Team Arenas.
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Old Nov 12, 2009, 04:11 AM // 04:11   #12
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Quote:
Originally Posted by Mesmerist Man View Post
It's been stuck like this for like 3 weeks now, due to the fact that Luxons can't do diddly, no matter how good of a team we have.
Why don't you just switch over the the other outposts? It's not like AB where you have to change alliances.
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Old Nov 12, 2009, 05:14 AM // 05:14   #13
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Originally Posted by Mesmerist Man View Post
It's been stuck like this for like 3 weeks now, due to the fact that Luxons can't do diddly, no matter how good of a team we have.
Play on Kurzick side, hand in quest, receive suxon faction.
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Old Nov 12, 2009, 06:44 AM // 06:44   #14
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Idea #2 is a good one imo. Switching sides would be pretty interesting. But honestly I think FA is pretty balanced, the players there...not so much. As for improvements I would say Turtle and Juggernaut AI could be better.
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Old Nov 12, 2009, 09:31 AM // 09:31   #15
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If you can't overcome a single healer, you probably forgot to spend your attribute points. A protter is a different matter, I've seen protters hold a gate on their own for almost an entire match. Which is why I now always bring enchantment removal to FA. I'm Luxon, and I love the map just as it is. You win some, you lose some, and that's how it's supposed to be.
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Old Nov 12, 2009, 11:43 AM // 11:43   #16
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I like the idea of switching around sides... but I think that that would have to be at random. If it were somehow foreseeable that between 1pm and 2pm it's the luxons defending, and between 2pm and 3pm it would be kurzicks, then nobody would play on the intruding side or whatever. Or vice-versa.

If you are tired of monks holding down the fort, then maybe bring something anti-monk. Maybe you could play mesmer or something. Tbh, I've handed the quest in twice now and I'm Luxon too. Perhaps I am just lucky and get good groups at good times.

As for increasing the time limit, I think that that is a bad idea. As was mentioned before, we have enough people ragequitting already. As for leechers, there are enough of them as well. You'd either have to hold out longer with a leecher or whatever. I think the time limit is fine. It's long enough to establish the winner of the map. If you are nowhere near infiltrating and killing the 3 kurzick NPC's at 75 or 90%, I don't think another 5-10 minutes are going to help you either.
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Old Nov 12, 2009, 12:58 PM // 12:58   #17
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Just yesterday during a game on luxon side with one leaver. There was also a kurzick guy holding both of the turtles so they did not do anything during whole game. Another one was killing commanders and two others guarding the mines. We just ignored all this fun and rushed to the fort - thanks to the guy who was just coordinating all attack in TC. We won in half time - with one leaver and no turtles. If you want to balance FA you should learn people how to play first... I played on both sides and it usually is close to 50% wins for both of the sides depending how many retards happen to appear in another (mending sins LOL). Wins there come from people who know what to do and dare to talk in team chat. I do not see anything unbalanced in FA it all depends on people you get.
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Old Nov 12, 2009, 02:59 PM // 14:59   #18
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mending sins
OMGHAX!

Mending warriors, while a loooong way from good, at least "work" because they can get by on adrenal skills and forget about the mana. Mending sins just don't make sense at all :S
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Old Nov 12, 2009, 03:49 PM // 15:49   #19
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Solution:

Make it moar fun. Revamp it.
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Old Nov 12, 2009, 04:45 PM // 16:45   #20
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my idea is to put Gunther out in front of the gates, without te gatekeepers, and he only uses frenzy and healing signet.
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