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Old Nov 30, 2008, 07:12 PM // 19:12   #221
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Originally Posted by cthulhu reborn View Post
Well all I know that as a Kurzick player all the Luxons needed to do is bring a couple of monks to keep the turtles alive as they advance. It's a rare thing that Kurzick players (sad but true) actually grasp the concept of working together to kill the monk(s) and then the turtle. So my advice to you is to play a monk and concentrate on healing the turtle and running arround dodging damage.
Seems to work all too well.
The problem with that is that a single ranger can stand inside the central kurzick area and indefinitely hold up a turtle and its warriors. Yeah, the monk can keep it alive, but the turtle is useless if it's just sitting outside orange gate.
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Old Nov 30, 2008, 07:17 PM // 19:17   #222
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They need to change the turtle AI to where it ignores if someone is standing up there.

Maybe also make the amount of time to complete God's Vengeance increase per gate broken down by the Luxons. (Just a thought.)
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Old Dec 01, 2008, 02:03 AM // 02:03   #223
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The problem is ANet tend to play favorites when it comes to kurzicks and luxons. Fort Aspenwood is a prime example, and the Kurzick FFF is another.

All kurzicks need to do in aspenwood is to bring a bunch of monks and protectors, run amber to keep repair gates, and the architect would never ever die.

I am a kurzick that have played on both sides and I can definitely confirm that it is extremely easy to win as a kurzick but extremely hard to win as a luxon. Many luxons even gave up and just leech through the game. Poor luxons almost always lose. At least AB is more balanced.

Last edited by Daesu; Dec 01, 2008 at 02:07 AM // 02:07..
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Old Dec 01, 2008, 03:50 AM // 03:50   #224
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The problem is ANet tend to play favorites when it comes to kurzicks and luxons. Fort Aspenwood is a prime example, and the Kurzick FFF is another.
Where is that eye rolling emote....

If you don't get it, ANet doesn't give a flying crap which "side" is "winning". Actually, anyone calling themselves a luxon or a kurzick at this point is lulz-worthy; you can play preferentially for one side or the other based on what your guild is because that's the best way to max the title, but zealously championing your chosen side and making the "kurdicks" and "suxons" jokes got old about 2 seconds after the game was released.
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Old Dec 01, 2008, 04:34 AM // 04:34   #225
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Originally Posted by Skyy High View Post
Where is that eye rolling emote....
Call it what you will but there is indeed an exploitable imbalance right now. Every aspenwood game I go to, 10 out of 10 kurzick wins over luxon and that is an obversation over the entire thanksgiving weekend.

Luxons are so discouraged that about half the team are leeching most of the time. If something is so imbalanced then why not exploit it?

Last edited by Daesu; Dec 01, 2008 at 04:38 AM // 04:38..
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Old Dec 01, 2008, 04:43 AM // 04:43   #226
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The noobs like to go on luxons thinking that all they should be able to do is cast some weak aoe spells or bring some ra build and win. There are easy ways to win and screw over all the kurzick healers.

Ranger spirits are among the best, natures renewal and edge of extinction for starters. There all humans, once you get it past 90% health your gonna have a stream of deaths coming from luxons and kurzicks so their pretty much guaranteed a death. Bring a Pain of Disenchantment necromancer, even add rend if you need it. Or bring a soul bind necromancer and watch all the healers hurt themselves under 90% and then eoe will explode them with the rest.

There is 2 easy options to aid in a pretty easy win. Combine a lot of partywide pressure, with soul bind and edge of extinction on say gunther, and watch as every single death brings it closer to being exploded.

It is funny when your team pressures the entire team and about 10 deaths go off at once from eoe, exploding gunther with it.

I would suggest using a beastmaster build(with EoE of course). I think I used an enraged lunge build with the one cry which makes pets attacks unblockable. So even guardians and stances couldn't prevent the damage.

Last edited by MercenaryKnight; Dec 01, 2008 at 04:56 AM // 04:56..
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Old Dec 01, 2008, 04:50 AM // 04:50   #227
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Originally Posted by MercenaryKnight View Post
The noobs like to go on luxons thinking that all they should be able to do is cast some weak aoe spells or bring some ra build and win. There are easy ways to win and screw over all the kurzick healers.

Ranger spirits are among the best, natures renewal and edge of extinction for starters. There all humans, once you get it past 90% health your gonna have a stream of deaths coming from luxons and kurzicks so their pretty much guaranteed a death. Bring a Pain of Disenchantment necromancer, even add rend if you need it. Or bring a soul bind necromancer and watch all the healers hurt themselves under 90% and then eoe will explode them with the rest.

There is 2 easy options to aid in a pretty easy win. Combine a lot of partywide pressure, with soul bind and edge of extinction on say gunther, and watch as every single death brings it closer to being exploded.

It is funny when your team pressures the entire team and about 10 deaths go off at once from eoe, exploding gunther with it.
As long as the Kurzick knows how to get amber and repair their gates, and as long as they have good healers, Kurzick would almost always win.

The only time luxon stand a chance is when kurzick team composes of mostly noobs and dont know how to repair gates.
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Old Dec 01, 2008, 05:00 AM // 05:00   #228
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Luxons should be able to snare or out right kill most of the runners and control the mines. Not to mention if your busy pushing with soul binds being thrown around and eoe going your going to break through those gates so quick that you'll be in after gunther and his 2 little healers that even if they repair it'll still be so much pressure they will have to stop running amber and try to thin out the mob.

That's the thing, they can run amber all they want but if you can kill their monks and be bombing anything under 90% health, you would be able to get stuck inside the gate and win most likely.

If you just give up all the mines after every round or let amber runners (who generally only have a speed boost and perhaps a self heal) go right by then theres a problem). But for the most part you can just steamroll through as long as you learn to counter their healers and don't just let amber runners run forever. I play kurzick quite a bit and it's sad to see me stroll right by a bunch of enemies who are busy attacking some juggernaught who's being healed by 3 healers.

I have played in plenty of games where we had a few healers and still lose to overwhelmed tactics. Luxons can push so hard that as soon as people respawn we would just continue fighting inside our base. No chance to run amber or to split up because of the firepower. So a good luxon team can beat a good kurzick team, just got to actually strategize a bit and use certain advantages (EoE and Soul Bind should be a must in a team for the most part).
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Old Dec 01, 2008, 05:13 AM // 05:13   #229
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That's the thing, they can run amber all they want but if you can kill their monks and be bombing anything under 90% health, you would be able to get stuck inside the gate and win most likely.
Killing kurzick monks doesn't help much since they res quickly inside their gates where they are mostly needed anyway to protect the gatekeepers.

Quote:
If you just give up all the mines after every round or let amber runners (who generally only have a speed boost and perhaps a self heal) go right by then theres a problem). But for the most part you can just steamroll through as long as you learn to counter their healers and don't just let amber runners run forever. I play kurzick quite a bit and it's sad to see me stroll right by a bunch of enemies who are busy attacking some juggernaught who's being healed by 3 healers.
If you have ranger with a long/flatbow, you can even hit the NPCs guarding the mine from the ledge.

Playing Kurzick is dead simple to win most of the time. Winning with Luxon CONSISTENTLY would be difficult.

Quote:
I have played in plenty of games where we had a few healers and still lose to overwhelmed tactics. Luxons can push so hard that as soon as people respawn we would just continue fighting inside our base. No chance to run amber or to split up because of the firepower. So a good luxon team can beat a good kurzick team, just got to actually strategize a bit and use certain advantages (EoE and Soul Bind should be a must in a team for the most part).
Most of the Luxon side are leechers right now, time for some kurzick FFF in aspenwood.

By the way, one way to counter the leech reporting system is to leech with more than one account:

Quote:
When you report a teammate for leeching, that player will receive 2 dishonor points for each report against him. If over half your team reports a player for leeching a further penalty will be incurred preventing any XP or Faction gain during the match. Players who report a team member for leeching without a third of their team also reporting that player will also receive 2 dishonor points. Players with over 10 Dishonor points will be banned from participating in any match for 10 minutes.
This means that as long as about half the team is leeching (as in the case with Luxon nowadays), the person reporting the leech against you would be hurt more than you do.

Last edited by Daesu; Dec 01, 2008 at 06:45 AM // 06:45..
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Old Dec 04, 2008, 11:49 PM // 23:49   #230
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It's fairly difficult to define exactly what constitutes a reasonable game balance in FA, given that it's a thoroughly asymmetrical map. In that sense of the word FA was made to be "imbalanced" from day one. In any case, I've played FA extensively both under the old and new time limit, on both sides (for the record, I'm in a kurzick guild). Balanced or not, there is definitely a noticeable difference in win percentage. That seems as good a measure of balance in this case as anything.

My impression of the current state of FA can be summed up fairly easily:

If both sides have bad teams (limited or no healing, low(er) quality of players, etc), kurzicks tend to win. Because of the reduced timer length, an unorganized effort on part of the luxons will no longer get them through. There is a lot more pressure on the luxons to draw exactly the right amount of healing, pressure and enchantment removal combined in each game. No healers on the luxon side will especially hurt a lot, cause turtles are sitting ducks without support.

However, if both teams are good, luxons tend to win, or at least win just as many as they lose. Luxon npc's are strictly superior, no contest. Teams that know to stick by their turtle/warrior groups and let the npc's do the heavy lifting and carry them through are incredibly hard to counter, even with a good team stalling on the kurzick side.

What it boils down to is that because (semi-)bad teams are much more frequent in a place like FA, kurzicks now have the advantage imho. They are certainly not the underdog they once were. The pressure to draw the right combination of classes and skills have shifted from the kurzicks to the luxons, and that, imho, is what's making the difference.

As for the various other problems in FA, they exist on both sides. True, it's a bitch that turtles can get stuck on a player standing in certain locations, especially on the orange side. Same goes for not being able to hand in amber while your gatekeepers are fighting. Ditto for the fact that your energy sometimes gets bugged if you die while holding amber. And so on. But as I see it these are peripheral issues that don't really pertain to the reduction of the timer length to begin with.


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Old Dec 05, 2008, 05:59 AM // 05:59   #231
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Originally Posted by ManaCraft View Post
However, if both teams are good, luxons tend to win, or at least win just as many as they lose. Luxon npc's are strictly superior, no contest. Teams that know to stick by their turtle/warrior groups and let the npc's do the heavy lifting and carry them through are incredibly hard to counter, even with a good team stalling on the kurzick side.
Don't agree with that. If you take the best possible kurzick team, they can be really amazing too. Don't expect the gates to be down for too long and expect their NPCs to bonded, healed, and very hard to kill.

NPCs do not determine the outcome of the match as much as the players and kurzicks have the superior ground. They res closer to the action, siege turtles are no match for good co-ordinated degen and interrupts. Even luxon warrior AI is dumb and easily exploited.

Even the official wiki said:
Quote:
A team of all monks is advantageous as it almost ensures a win for the Kurzicks.
Kurzicks definitely has an advantage if you play both sides like I have and count the number of kurz wins over luxon wins the results will be staggering. Think about it, kurz average skill is about the same as lux average skill over a vast number of games and yet I have never experience a kurz loss as long as I am playing.

Those of us who have seen both sides of the battle know for a fact that it is indeed extremely inbalanced to the kurzick's favor.

Last edited by Daesu; Dec 05, 2008 at 06:01 AM // 06:01..
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Old Dec 05, 2008, 10:33 AM // 10:33   #232
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Don't agree with that. If you take the best possible kurzick team, they can be really amazing too. Don't expect the gates to be down for too long and expect their NPCs to bonded, healed, and very hard to kill.
True, but there are countermeasures for just about every single strategy kurzicks can employ to win. They just require more components, that's all. You need a very specific combination of healers, damage, monk hate and enchant removal to succeed. Random teams favor the kurzick side by a mile and then some.

However, if you do have those components, kurzicks can find themselves shut in, even with a good team. Pretty much all you have to do as a luxon is hug the turtles. Amber runners must still get past around half the luxon team to get through, not to mention the turtle and four warriors. Good luxon teams intercept amber runners and exert control of mines. Weapon of warding or guardian on the turtles makes interrupting a lot less reliable. Bonds are a gimmick and well of the profane (or any other decent enchant removal) owns them flat out. Once enchantments are taken off the table, healing simply cannot keep up with damage, and gates will fall, especially if pressure is applied to the monk that's keeping the gate up.

NPCs mean the world to the luxon side. Keeping them functional and moving with them is how you force a win. But it takes a lot of specific tools to get through the obstacles. And like I said, I don't disagree that FA is biased against the luxon side. And yes, it's also true that a large amount of monks on the kurzick side can make luxon victory next to impossible.


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Old Dec 05, 2008, 02:53 PM // 14:53   #233
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As a comment to this, I tested a monk on the Kurzick side of Fort Aspenwood for ten matches. I used the following build:

[build prof=mo/e protect=12+1+3 divine=12+3][blessed aura][shield of regeneration][protective spirit][spirit bond][shielding hands][dismiss condition][remove hex][glyph of lesser energy][/build]

Yes, that is two superior runes. I walked to any of the gates and protected one of the elementalists standing in front from dying.

In no case did the enemy manage to break through the two gates. Only in one case out of ten did they manage to break through the first wall. This was with only me fixing up the elementalist, every game.

In one of the games, the enemy broke through both gates on the other side and broke into Gunther. I went back to the area with Gunther and proceeded to cast all my enchantments on him, die, respawn, and repeat. Despite both the NPC monks being dead, even a concentrated effort by six offensive luxons, two siege turtles and two monks could not kill Gunther with me and one more player monk.

I think this says it all.
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Old Dec 05, 2008, 05:59 PM // 17:59   #234
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Yeah, it says that Luxons need to bring enchant removal. One copy of rend would have been enough to open a window to kill any npc you've protted up; two would have completely nullified you.
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Old Dec 06, 2008, 12:28 AM // 00:28   #235
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Rend enchantments has a 20s recharge dude. He can recast his enchants in .25 seconds. Do you have an entire team of renders ready?
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Old Dec 06, 2008, 01:12 AM // 01:12   #236
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Yeah, it says that Luxons need to bring enchant removal. One copy of rend would have been enough to open a window to kill any npc you've protted up; two would have completely nullified you.
Exactly and if you have two renders it's all over. A mesmer/necro can take out that monk build no problem.
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Old Dec 06, 2008, 02:34 AM // 02:34   #237
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Alright, with my PvE mesmer in 4 days I have only lost one battle on Kurzick side. I played half of these battles with half-brain and multitasking on comp.

The battle I lost, looked like this:
- 1 leecher
- Me taking experimental build just for the fun of it (was too boring otherwise) which consisted of Simple Thievery and those other thievery spells, Diversion etc. Really, build was total crap
- Luxon team accidently being good actually, with nukers that went straight at the gates and knew what they were doing and
- My team had no monk

..so yes, in 4 days I have seen Luxon team win. But see above what had to occur to make that possible.


I have never seen FA more imbalanced than now. I have seen in the old times Luxons plowing through Kurzick defenses and winning often in 5 minutes, while Kurzick wins were rare and much more difficult. But then it was challenging to play as a Kurzick. Nowdays, I can go on Luxon side but I dont find it challenging (unless I sync). I find it frustrating and the morale is so low that hardly anyone is trying.


Edit:

I take that back.

I played 3 games now on luxon side:


1st game = victory

2nd game = defeat
reason: 1 leecher 1 mending monk

3nd game = defeat
reason: 1 quitter ("wrong build" noob) and 2nd quitter ..right at the start


The saddest thing is, this 3rd game we almost won 6vs8. If only one quit, 7v8 we would win (only gunther remained).



Reason why Luxons lose, is not #1 map imbalance, but for some reason a huge number of noobs, idiots, and scum. Map imbalance comes 2nd as a reason.

Last edited by Servant of Kali; Dec 06, 2008 at 03:33 AM // 03:33..
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Old Dec 06, 2008, 07:43 AM // 07:43   #238
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Originally Posted by Servant of Kali View Post
Reason why Luxons lose, is not #1 map imbalance, but for some reason a huge number of noobs, idiots, and scum. Map imbalance comes 2nd as a reason.
Did you see the Kurzick builds on the occasions that you won?
How about if they ran builds equally dumb?
(I am not trying to say that the builds used by the Luxons weren't stupid - but I see my share of "interesting" moments when I go after the Kurzicks and yet those guys still win ...)


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Rend enchantments has a 20s recharge dude. He can recast his enchants in .25 seconds. Do you have an entire team of renders ready?
You should. Or at least some other form of ench removal.
One of the most insane moments was going after the protted ele - calling my Pain (keep in mind to ALWAYS call ench removal use so that the guys know who is vulnerable!) - the ele going down and then the other side asking me if I could come to the other side since they had a bonder! I was the ONLY person in the team that had ANY kind of ench removal.
There is just NO excuse for that.
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Old Dec 06, 2008, 07:49 AM // 07:49   #239
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I have seen touch rangers eat the architect

another trick is have someone die at his feet and then use well of profane,

EoE is a nasty treat to, and hated.
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Old Dec 06, 2008, 12:27 PM // 12:27   #240
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Quote:
Originally Posted by upier
Did you see the Kurzick builds on the occasions that you won?
How about if they ran builds equally dumb?
I understand your point, but let me tell you this:

In many many games on Kurzick side lately I can't remember a single quitter. On Luxon side, people quit in the very beginning, like first 20sec, and for no good reason.

Also, I have seen people semi-leech on Kurzick side, but even more so on Luxon (probably becuase they think they gonna lose anyway).

And as for builds, I have to say I noticed many experienced and great players on Luxon side. These can compensate for some who have semi-useless skillbars. So in a way you're right, but these expert players have to cope with leavers and leechers (more so than kurzicks).


However, my conclusion after these 3 games on luxon sides is that although map is imbalanced, it's playable. I can win as Luxon, with 8 active players (not necessarily pro's).
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