Fort Aspenwood update?

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G
Giga_Gaia
Lion's Arch Merchant
#1
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?
worstnameevar
worstnameevar
Academy Page
#2
Wrong forum much?

Also, FA is only as good as the players playing it.
Hyperventilate
Hyperventilate
Krytan Explorer
#3
Quote:
Originally Posted by Giga_Gaia View Post
-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.
Out of everything, this makes me Q_Q the most. >.>

I really hope they take another look at FA when the "PvP Love" update rolls around, but I'm really not holding my breath. When compared to other formats, Fort Aspenwood isn't exactly choice pickin's in the PvP world.
icedwhitemocha
icedwhitemocha
Krytan Explorer
#4
could be out of the loop but i thought codex + henchman/hero changes was the pvp update.
Nereyda Shoaal
Nereyda Shoaal
Frost Gate Guardian
#5
FA was the only PvP I played regularly. Until last April

Thank you.
F
FoxBat
Furnace Stoker
#6
Last comminication made it sound like there were simply "AI/code issues" and that they'd "want the test krewe" to test them.

Turtles only targeting NPCs would be just enough I think. Seems like 80% of my luxon losses happen once the green gate is down cause turtles too busy nuking people running out instead of gunther and co. There will still be imbalanced cheap losses on both sides, but I think the win ratio will even out. Maybe even nerf the turtles slightly (like, only remove NPC enchants).

Of course I wouldn't mind if they just delete FA and JQ, and reimplement random pairing in AB. The heavy NPC focus of CMs leads to such degenerate builds.
worstnameevar
worstnameevar
Academy Page
#7
Quote:
Originally Posted by FoxBat View Post
Of course I wouldn't mind if they just delete FA and JQ, and reimplement random pairing in AB.
FA and JQ are in the lore, sooo I don't think they'll be deleting those formats anytime soon. I'm confused about your suggestion though; when was AB random party?

Quote:
Originally Posted by FoxBat View Post
The heavy NPC focus of CMs leads to such degenerate builds.
The truth, for real.
jonnieboi05
jonnieboi05
Forge Runner
#8
I just stick to JQ... Kurzicks, imo, always win FA. Out of 10 matches for example, I only won 2 times. :\



~LeNa~
upier
upier
Grotto Attendant
#9
Everyone that feels that the map is balanced is running monks on the Kurzick side, right?
prinzess of life
prinzess of life
Banned
#10
[/QUOTE]
-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.
[/QUOTE]

A Kurzick win takes 10 minutes without running any amber.
When did a game ever last 20 minutes .... if they reduced it by five a game should last 15 minutes now, learn to calculate...
Shayne Hawke
Shayne Hawke
Departed from Tyria
#11
I hope they just scrap the arena altogether. Trying to balance an arena with an asymmetric map between sides is a joke.
Painbringer
Painbringer
Furnace Stoker
#12
Me myself would be happy with spells not being able to target an ally through a closed gate. Change that and you can weaken the turtles all you want
Seanybabes
Seanybabes
Ascalonian Squire
#13
Quote:
Originally Posted by JonnieBoi05 View Post
I just stick to JQ... Kurzicks, imo, always win FA. Out of 10 matches for example, I only won 2 times. :\



~LeNa~
sync fa! and get a teammate to bring AoD mes it's super good
Jetdoc
Jetdoc
Hell's Protector
#14
Quote:
Originally Posted by upier View Post
Everyone that feels that the map is balanced is running monks on the Kurzick side, right?
Yep. If you aren't running a monk on the Kurzick side and complain about losing, you are basically the equivalent of a Luxon complaining about losing because no one had the foresight to bring mass enchantment removal.

Those two aspects, in and of themselves, make FA a balanced arena. Honestly, I can count on one hand how many FA matches I've participated in where the Kurzicks lost if they had 3+ decent monks/ritualists.
CagedinSanity
CagedinSanity
Wilds Pathfinder
#15
Wow, entire post was ridden of imbalance in the luxon's favor.
Luxons can win, and they do, relatively often. I like JQ/FA even better than AB for the balancing factor. The matches seem quicker, and you get more faction. AB can feel like forever, only to waste your time and lose.

So let me run down these laughable suggestions.
(I've omitted a couple, as I had nothing to say about them)

-Increased the range of the turtle's siege attacks. Pretty self explanatory buff.
Why? The siege turtles can already bomb me from half a country away, in my base. Through walls. And still do massive damage.

-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.
NPC's move. Fascinating concept.

-Changed the 4 warriors' AI so that they won't get stuck/run back and forth outside the fort/etc.

Okay this one I can kind of agree with. Turtle guards are a bit retarded.

-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.
So, why are you even complaining so much?

-All those changes to make the uber turtles godlike. Self explanatory, understandable. But were they really necessary?
They're killable. Very killable. Rangers. Unless a monk is in the area, which is a possibility. A small fact you need to accept.

-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.
So?

In the longrun, the CM's are mid-skill to me, and some of the most balanced. It's forgiving, but requires intelligence.
Earth
Earth
Always Outnumbered
#16
Quote:
Originally Posted by CagedinSanity View Post
Wow, entire post was ridden of imbalance in the luxon's favor.
Luxons can win, and they do, relatively often. I like JQ/FA even better than AB for the balancing factor. The matches seem quicker, and you get more faction. AB can feel like forever, only to waste your time and lose.

So let me run down these laughable suggestions.
(I've omitted a couple, as I had nothing to say about them)

-Increased the range of the turtle's siege attacks. Pretty self explanatory buff.
Why? The siege turtles can already bomb me from half a country away, in my base. Through walls. And still do massive damage.

-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.
NPC's move. Fascinating concept.

-Changed the 4 warriors' AI so that they won't get stuck/run back and forth outside the fort/etc.

Okay this one I can kind of agree with. Turtle guards are a bit retarded.

-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.
So, why are you even complaining so much?

-All those changes to make the uber turtles godlike. Self explanatory, understandable. But were they really necessary?
They're killable. Very killable. Rangers. Unless a monk is in the area, which is a possibility. A small fact you need to accept.

-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.
So?

In the longrun, the CM's are mid-skill to me, and some of the most balanced. It's forgiving, but requires intelligence.
The stuff you just commented on were changes already made by Anet. They're not his suggestions.
L
Lifestyle
Academy Page
#17
Quote:
Originally Posted by CagedinSanity View Post
Wow, entire post was ridden of imbalance in the luxon's favor.
Luxons can win, and they do, relatively often. I like JQ/FA even better than AB for the balancing factor. The matches seem quicker, and you get more faction. AB can feel like forever, only to waste your time and lose.

So let me run down these laughable suggestions.
(I've omitted a couple, as I had nothing to say about them)

-Increased the range of the turtle's siege attacks. Pretty self explanatory buff.
Why? The siege turtles can already bomb me from half a country away, in my base. Through walls. And still do massive damage.

-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.
NPC's move. Fascinating concept.

-Changed the 4 warriors' AI so that they won't get stuck/run back and forth outside the fort/etc.

Okay this one I can kind of agree with. Turtle guards are a bit retarded.

-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.
So, why are you even complaining so much?

-All those changes to make the uber turtles godlike. Self explanatory, understandable. But were they really necessary?
They're killable. Very killable. Rangers. Unless a monk is in the area, which is a possibility. A small fact you need to accept.

-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.
So?

In the longrun, the CM's are mid-skill to me, and some of the most balanced. It's forgiving, but requires intelligence.
Quote:
Originally Posted by Earth View Post
The stuff you just commented on were changes already made by Anet. They're not his suggestions.
I'm laughing too much to write anything witty about cagedinsanity, so I'll just quote cuz' this made my day ;>
T
The Drunkard
Wilds Pathfinder
#18
They're going to update FA? That's news to me. I though they were just letting it fall apart like with what they've done with the rest of the pvp areas.
B
Bob Slydell
Forge Runner
#19
Quote:
Originally Posted by Giga_Gaia View Post
TD;LR version: What changes do you foresee or hope will change in the update?
Update 12/21/2012
Fort Aspenwood has been removed from the game.
KageNoShi
KageNoShi
Academy Page
#20
Quote:
Originally Posted by Chrisworld View Post
Update 12/21/2012
Fort Aspenwood has been removed from the game.
I can definately see it happening.