Jul 04, 2007, 01:56 PM // 13:56
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#21
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Academy Page
Join Date: Sep 2006
Guild: Ex Talonis
Profession: Mo/
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Quote:
- Make is so taking all shrines and mines defeates the luxons.
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mmm good idea but possibly to easy, maybe adding some generic luxon shrines that do nothing but make this objective harder to achieve would balance it out, but it may be to much trouble and simply make the map more cluttered.
Quote:
- Make it so every four amber given to Gunther adds one pip to the vengeance of gods speed up to a max of 4 pips after 12 chunks.
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Good idea.
Quote:
- Move back the teleporters and/or make them ignore Luxons.
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I think they're placement is fine atm, turtles cant reach that far from their shrines, and if your fast you can run behind the wall so you avoid most of their damage.
Quote:
- Add some monks to the kurcick side.
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Agree.
Quote:
- Make it so Luxons needs one chunk of amber to summon a new turtle team.
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Interesting. Balances out the tasks required for both teams, so that they both have to run amber, to an extent.
If not, maybe put in jade delivery points or something for the luxons and use them to aid in the implementation of the first idea?
Quote:
- MAke doors targeatable and with health bars (like the Solitary Collossus), so even after killing the NPCs, you have to destroy the door.
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Another good idea that makes the defence that bit stronger but not map breakingly strong. Maybe something akin to the Ether Seal's in RoF?
Quote:
1. For the Kurzick mines, remove the dual rits. They both use the same spirits and they override each other.
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That's.... a good point. Its kind of disheartening to see the NPCs cancel each other out after taking the mine.
And as always, Ensign hits the nail on the head.
WTB Ensign as head of Anet for GW2.
Last edited by kurtas; Jul 04, 2007 at 02:05 PM // 14:05..
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Jul 04, 2007, 02:06 PM // 14:06
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#22
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Academy Page
Join Date: Sep 2006
Guild: Ex Talonis
Profession: Mo/
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Quote:
- Make is so taking all shrines and mines defeates the luxons.
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mmm good idea but possibly to easy, maybe adding some generic luxon shrines that do nothing but make this objective harder to achieve would balance it out, but it may be to much trouble and simply make the map more cluttered.
Quote:
- Make it so every four amber given to Gunther adds one pip to the vengeance of gods speed up to a max of 4 pips after 12 chunks.
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Good idea.
Quote:
- Move back the teleporters and/or make them ignore Luxons.
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I think they're placement is fine atm, turtles cant reach that far from their shrines, and if your fast you can run behind the wall so you avoid most of their damage.
Quote:
- Add some monks to the kurcick side.
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Agree.
Quote:
- Make it so Luxons needs one chunk of amber to summon a new turtle team.
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Interesting. Balances out the tasks required for both teams, so that they both have to run amber, to an extent.
If not, maybe put in jade delivery points or something for the luxons and use them to aid in the implementation of the first idea?
Quote:
- MAke doors targeatable and with health bars (like the Solitary Collossus), so even after killing the NPCs, you have to destroy the door.
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Another good idea that makes the defence that bit stronger but not map breakingly strong. Maybe something akin to the Ether Seal's in RoF?
Quote:
1. For the Kurzick mines, remove the dual rits. They both use the same spirits and they override each other.
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That's.... a good point. Its kind of disheartening to see the NPCs cancel each other out after taking the mine.
And as always, Ensign hits the nail on the head.
WTB Ensign as head of Anet for GW2.
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Jul 04, 2007, 03:07 PM // 15:07
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#23
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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1. I agree with a longer recharge, but I think ANet has to look at how it's used. Sometimes the Turtle spams it and pins me against a wall and I die... other times you can just gank it no trouble and it'll just sit there...
2. Not sure about the refined amber... It's more subjective to the type of players you have on your team how easy or hard it is.
3. 800 faction is ok, I usually play Aspenwood cause I'm guaranteed a game and don't have to wait 5-20 minutes... Losing Aspenwood is a joke. The pitiful faction just makes people leave when the going gets tough. More so for the Luxon side cause when the Luxons get on a roll they can kill both guards and Gunther in a matter of minutes. Whereas Kurzicks still have to run amber after the Luxon attack stalls.
4. Definately agree. It's not too common an occurance though, but would be nice to change.
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Jul 04, 2007, 03:55 PM // 15:55
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#24
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Kaida the Heartless
Good point.
At the same time, I play a ranger, one of the classes you suggest should be brought, and it's quite difficult to capture some of the shrines when your damage comes from degeneration. It seems I spend more time interupting/killing the respawning hex stack necro then I do degening the NPCs.
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Most of the time a single hit with Apply Poison every 20 seconds is enough to kill any NPC in about a minute. Also, the degen abilities of rangers is one of the reasons I suggested them.
The four professions I suggested are the most useful for defending.
Monk - heal gate NPCs
Ranger - degen & interrupt Siege Turtles or run amber
Necromancer - degen Siege Turtles & take down the Luxon Warriors
Elementalist - kill NPCs with AoE or run amber
Now I see no use for any of the other professions, as they just do the job of one of those four, only less effectively.
Warrior - can tank, but easy to counter
Mesmer - can kill target, but only 1 at a time & very weak defense
Assassin - same as mesmer
Ritualist - healing minimal, spirits get demolished by Siege Turtles
Paragon - party not concentrated enough & many shouts/chants only effect party
Dervish - same as warrior
As you can see, the other professions just don't cut it.
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Jul 04, 2007, 04:19 PM // 16:19
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#25
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Desert Nomad
Join Date: May 2006
Profession: N/
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How about letting the Kurzicks spawn at the two side amber mines just like the luxons? This would be a huge advantage. I'd like it if the luxons had to do something other than mindlessly run in and attack random targets, such as defend crucial points.
Last edited by Kaida the Heartless; Jul 04, 2007 at 04:34 PM // 16:34..
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Jul 04, 2007, 05:45 PM // 17:45
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#26
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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Quote:
Originally Posted by Kaida the Heartless
How about letting the Kurzicks spawn at the two side amber mines just like the luxons? This would be a huge advantage. I'd like it if the luxons had to do something other than mindlessly run in and attack random targets, such as defend crucial points.
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How are you supposed to protect Gunther if he's under attack and you spawn outside the fort???
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Jul 04, 2007, 06:32 PM // 18:32
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#27
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Forge Runner
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Actually, I've been playing an assassin in FA lately, and it's pretty effective. Using Black lotus->death blossom->back spider->death blossom then attacking the other ranger is an extremely fast way to cap shrines. Siphon strength is just way too fun, and spamming death blossom every 6 seconds is pretty nice AoE damage. Dash also makes running fast. It's a fun build, but the regular SP sins I agree do suck.
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Jul 04, 2007, 06:57 PM // 18:57
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#28
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Frost Gate Guardian
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I personally think that the best way to go is ne/any with some modifications to the build reaper of humility. The build is good for gvg but if u modify it a lil' bit it can be very effective so u don't even have to worry about the portals, gates, and the turtles cause u kill the turtle before it even has a chance to hit the door once, yet alone destroy it. But assasin works well 2, but only when u have a tank or another assasin on your side and when u both target the same foe. But the most effective of all is the ranger with a modified HB Burning Aroow build (i repeat modified/i won't tell u how to modify it cause its my lil' secret).
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Jul 04, 2007, 11:41 PM // 23:41
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#29
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by TheOneMephisto
Actually, I've been playing an assassin in FA lately, and it's pretty effective. Using Black lotus->death blossom->back spider->death blossom then attacking the other ranger is an extremely fast way to cap shrines. Siphon strength is just way too fun, and spamming death blossom every 6 seconds is pretty nice AoE damage. Dash also makes running fast. It's a fun build, but the regular SP sins I agree do suck.
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I bet an Elementalist with Savannah Heat could do the same thing a lot faster and with just one spell (Savannah Heat). My point is, yes the other professions work, they're just not as effective/efficient.
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Jul 05, 2007, 12:09 AM // 00:09
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#30
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Desert Nomad
Join Date: May 2006
Profession: N/
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The point of the Kurzicks spawns would place them at the amber. Just like any other respawn point, if Gunther is in danger, then you will use the one closest to him. An example would be if you are trying to cap the "turtle" shrines and you kill someone, they will respawn at the centermost shrine, nearly right next to you.
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Jul 05, 2007, 02:38 AM // 02:38
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#31
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Kaida the Heartless
The point of the Kurzicks spawns would place them at the amber. Just like any other respawn point, if Gunther is in danger, then you will use the one closest to him. An example would be if you are trying to cap the "turtle" shrines and you kill someone, they will respawn at the centermost shrine, nearly right next to you.
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First I'll quote myself.
Quote:
Originally Posted by Curse You
2. Maybe you shouldn't be killing people when they're right next to their spawn point. Take the shrine, then kill them. If you can't tank the person, then maybe you should get moving.
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Ignoring that, there is the fact that the Kurzicks are defending and the Luxons are attacking. Hence, the Luxons get to revive all over the place, while the Kurzicks revive next to the person they're supposed to be defending.
Making the Kurzicks spawn according to the amount of danger Gunther is in simply wouldn't work. It's too hard to code and would simply over-complicate things. The map was laid out over a year ago, they're not going to change it now.
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Jul 05, 2007, 09:44 PM // 21:44
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#32
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Desert Nomad
Join Date: Oct 2006
Location: Southern California
Guild: Charter Vanguard [CV]
Profession: Me/Rt
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I agree with whoever said that most people are suggesting a bit too many things to favor the kurzicks, it's not that imbalanced if you ask me, and I like FA more than AB. But I'm Luxon and that might say I like the winning too much... but I still don't think it's 75-25 in our favor or anything other than 50-50.
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Jul 06, 2007, 12:20 AM // 00:20
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#33
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Desert Nomad
Join Date: May 2006
Profession: N/
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I switched over to the Luxon side for that map recently. I've gained about 20k so far and I have only lost two rounds. This is opposed to the time I spent on the Kurzick side, where my 20k was earned over the course of 3 days losing.
The map is unbalanced. I'll break out a tally sheet if it's necessary.
Edit: Just lost another match. We had a no-loader, a quitter, a disconnect, and two leechers and we nearly won. We were killing the second monk and eyeballing gunther when we lost. Now, I'm not sure what the other team had (wrong), but I think thats extraordinary.
Last edited by Kaida the Heartless; Jul 06, 2007 at 12:57 AM // 00:57..
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Jul 06, 2007, 01:20 AM // 01:20
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#34
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Kaida the Heartless
I switched over to the Luxon side for that map recently. I've gained about 20k so far and I have only lost two rounds. This is opposed to the time I spent on the Kurzick side, where my 20k was earned over the course of 3 days losing.
The map is unbalanced. I'll break out a tally sheet if it's necessary.
Edit: Just lost another match. We had a no-loader, a quitter, a disconnect, and two leechers and we nearly won. We were killing the second monk and eyeballing gunther when we lost. Now, I'm not sure what the other team had (wrong), but I think thats extraordinary.
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Oh noes, after playing for 1 day you see one side win more. It's not like there's a possibility that today was just a good day for the Luxon side.
Really, if you want conclusive evidence, you have to play for more than just a few hours one day. Factor in all leechers, leavers and any other grievers, and then you have some real numbers.
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Jul 06, 2007, 03:07 AM // 03:07
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#35
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Desert Nomad
Join Date: May 2006
Profession: N/
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Well, I agree that for the best test results, more trials are always needed, but when I win 1 in 5 on Kurzick, and switch to Luxon for a 11/12 ratio, I think the evidence still begins to point towards an imbalanced map. The worst I've done in a sitting on the luxon side is a 1/3 loss ratio.
I'm still going to fight for the luxons a bit longer, but I don't expect a drastic losing spree.
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