What do you think will be in store for our favorite controversial competitive mission in the upcoming PvP update? Since FA existed, pretty much every update has been targeted at buffing Luxons and nerfing Kurzicks. Here they are (from looking up Wiki updates):
-Removed Death Nova on Kurzick Necromancers. This one is understandable because the stupid AI will chase a dying player into the fort to cast it, making the gate unbreakable.
-Increased the range of the turtle's siege attacks. Pretty self explanatory buff.
-Gatekeepers and Gunther no longer run outside green/leave their posts.. But as we all know that was either a lie or a very terrible fix.
-Changed the 4 warriors' AI so that they won't get stuck/run back and forth outside the fort/etc. Occasionally the warriors still get stuck, but not nearly as much now as before. Still, if they could fix this, why couldn't they fix the juggernaut getting stuck?
-Green gate no longer closes when the Juggernaut is inside. Okay, so one mistake by the Kurz opening green pretty much means game over? I thought FA was a casual arena that is forgiving of mistakes. It even says so on their website!
-Stopped minion griefing by giving Gunther his gaze. Nice fix, except that the griefing started in Febuary (2009) but had pretty much stopped by end of March since Kurzicks learned to counter them by bringing Verata's. The update to this was done in May, way too late of a fix. Also shows how Kurzicks can adapt so quickly while Luxons STILL won't bring Enchant removal after all these years.
-Reduced the timer by 5 minutes for Kurzicks to win. This was pretty much the only buff that the kurzicks got, although IMO it was more of a "balance" since now Kurzicks don't have to hold out for ~20 minutes while the Lux can win in 5. Both sides can now earn faction at almost the same rate.
-All those changes to make the uber turtles godlike. Self explanatory, understandable. But were they really necessary?
-Several skill changes that saw "Watch Yourself" smiter's boon'd (Gunther and the Kurz warriors use this), Healing signet buffed, Ward Against Melee nerfed, and Sundering Attack buffed (Lux rangers). Self explanatory, although indirect they still affected the npc performance of their respective sides.
Yet despite all these changes, the Lux still can't win... so going by Anet logic I can see them going the extra mile and giving Luxons:
1) A permanent speed boost to turtles.
2) Allowing turtles to march automatically when they respawn.
3) Adjust turtle AI to fire only at npc's.
What will Kurzicks get? I can't see many things happening because Kurzicks already win so much. And yes, I realize that I am being biased against the Luxons, but seeing as how there have been so many Luxon players b****ing on the forums lately, I thought I'd balance the perspective a little bit (I play both sides). Also Luxon player skill comes into play in determining why they lose so much, but that's another story.
TD;LR version: What changes do you foresee or hope will change in the update?
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