Fort Aspewnwood is in serious need of a rebalance. At the moment the power is all in the Kurzicks hands. After a number of recent buffs and skill balances, as well as a couple terrible changes to the siege turtles and Kurzick win time, the arena has become very one sided. Below is my analysis of the arena as it currently is and the problems I see when playing it. I will start by saying I am a Luxon player but I have played both sides. It is my personal belief the arena gives a greater advantage to Kurzick players and the only objective evidence I can give is the wait times on Z Coin days being greater for Kurzick players due to easier wins. Most of the advantages are due to a play style which rewards killing anything for Kurzicks (compared to Luxons with specific objectives to win but not all team members work torwards them) and a general abuse of bad AI combined with crippling bugs. This is a large post.
Problems
If a Luxon player attacks a Kurzick, unless it's a monk or a high priority target like an easily killable turtle staller etc, they are playing the arena wrong. There is very little incentive for Kurzick players to run amber to win the arena, if they put on enough pressure or defense they can win. Luxons need to worry about sending in turtles, breaking gates (and to a lesser extent, killing other NPCs inside the base) and usually keeping at least one mine so they don't have to run as far after dieing (The more the Luxons advance, the less distance Kurzicks need to travel usually resulting in 10 seconds or less before you need to deal with them again making defensive pressure high).
Turtle AI Abuse
There are many abuses of terrible AI used by the Kurzick team. There is a warrior build which is VERY difficult to kill without a very specific counter or more than 3+ people and several minutes of time (and if you do manage to kill him he will respawn moments later and just go back to doing it again, with 20 minutes to win, even 6 minutes spent outside killing him will usually result in your loss). This build stands in the middle of the field outside the Kurzick base and thus aggros both siege turtles which will fire at it for the entire match. The turtles both do about 6 damage and because of a combination of defensive skills and dervish heals, the warrior is incredibly difficult for Luxons to kill quickly or at all sometimes. This results in 8 Luxons vs 7 Kurzicks and their entire base designed to give a defensive advantage.
There is another build that a ritualist uses which abuses communing magic and defensive spirits. This build stands near the orange teleporter in a location which can aggro the siege turtle but is out of casting range or eye sight, so no Luxons can attack it until both of the orange gates are down and even then you have to deal with pressure from the other Kurzicks. The ritualist casts a non stop chain of Displacement, Shelter, Union and other spirits in a location which is able to hold siege turtle aggro outside the base and be untouchable by both seige attacks and Luxon players. I have personally used this build for Z Coins and I won 28 out of 31 matches, all I did was disable one turtle and add passive defence to one gateway.
Finally there is an elementalist build which abuses Obsidian Flesh, Glyph of Swiftness, Stoneflesh Aura and a bunch of cover enchantments to tank and stall the turtle with nothing the Luxon players can do about it. They are permanently immune to spells and even when they aggro the warrior squad they take almost no damage because of all their stacked enchantments and defence.
Luxon Melee Classes are Near Useless
The arena is balanced in a way that makes melee classes a significant disadvantage on the Luxon side, with ramparts and walls making opposing players unreachable without spells or ranged attacks and gate NPCs which have a plethora of both passive and active defense to completely shut down melee classes. Between Reckless Haste, Sliver Armor, Ward Against Melee and Unsteady Ground, melee classes are rendered nearly useless for a large amount of the battle.
Lucky Defense/Healing Spawns
Because the Kurzicks simply need to outlast a certain amount of time, when they spawn with 3+ healers, the match is usually very one sided. I have seen matches where bad healers were beaten easily even with more than two, but far more often I see 3-5 healers win with very easily. When they resurrect within 5 seconds and can reach the battle area in another 5, killing them is almost pointless. Trying to kill a gate NPC or a juggernaut is almost impossible when you are competing with 3-5 very powerful healing/protecting builds. Doing so without dieing to their dps is also very difficult, then you need to focus on two gatekeepers and Gunther, which is a lot of work against monks assuming you made it that far in the first place.
Bad History of Nerfs
There have been a number of nerfs to the Luxon side which have made games much more difficult, the first was Siege Turtle range being increased and years ago they caused it to stop when aggroed instead of moving forward gradually. Why is this a bad thing? The Siege Turtle will not advance when it is aggroed. All it takes to aggro it is to stand somewhere near it. This means, as long as one of the 8 Kurzick players stands in range of a turtle, the only way the Luxons will move forward is if they kill it, when the Kurzicks respawn so quickly and can be back within 10 seconds, killing their players becomes significantly less rewarding and often near impossible with enough healers to back them up. The turtle itself is very vulnerable to hexes and conditions and only takes a few seconds to kill with degen if there is no healer on the Luxon side. The warrior squad will usually be picked off by the mammoth amount of anti melee at the gates or just be tanked by a super defensive warrior.
The other significant nerf to the Luxon side is the time limit. It used to take 30 minutes for Kurzicks to win a match, now it only takes 20 minutes. That was a huge disadvantage for the Luxons. The only buff Luxons got at the time was enchantment removal on siege attacks. This was in addition to the increased range nerf.
Bugs
Now onto the bugs. There are several bugs in Fort Aspenwood and most of them are not in the Luxon's favour. The most obvious bug is the turtle stall bug. This causes a siege turtle squad to stall on the location of one of the gates even when there is no player to aggro. In my current experience this happens about 50% of the time. When the pressure from a siege turtle on one side of the arena is taken away, that is a huge loss for the Luxon side. This means Kurzicks usually only have to defend one side of their base causing a permanent aggro stall of the turtle on that side and a huge amount of pressure they can place on the players trying to advance on that side.
There is another bug which causes the Luxon warriors to just stop moving at random locations. I usually only see this after the squad has advanced past the orange and purple gateways. They will stop attacking and just stand still until they are killed. Most of the time they simply won't be killed and a new turtle squad will not spawn, resulting in the above one sided pressure situation.
The most I can say about favourable bugs for the Luxons, there is one where 8 warriors will spawn instead of 4. This happens in about 1 in 40 games and I think it has something to do with Kurzick players attacking the command post at the time of the respawn.
Suggestions
So now I have described what I believe are the biggest flaws in the Fort Aspenwood Arena. Here are my suggestions for rebalancing it.
Turtle AI Change
Reduce the siege turtle attack range and force it to advance even if there are npcs in front of it. This results in a more active and aggressive siege turtle which can't be stalled simply by existing in a location. The warrior squad rarely does anything but prolong respawn times or protect the monk nearby the turtle. If the siege turtle actively moves forward even when npcs are still alive this will act as a shield for Luxons to play more aggressively, moving forward with the turtle and advancing like they need to. The warriors will also occasionally contribute to helping to break gates being healed by monks. To me this was the biggest turning point in the Luxon play style. Once the turtle stopped advancing, so did the players as running forward into enemy player fire and npcs with your elementalist was usually a terrible idea. Because the turtle never moves forward, often very little is accomplished and the match is lost.
Turtle Defense Vulnerability
Give the turtle some kind of resistance to conditions or hexes, or an active way to remove them. Skills like Turtle Shell could act like a weak Peace and Harmony and give 5 health regeneration for 10 seconds or something but put it on a 20 second recharge. The turtles are sitting ducks for anything with Apply Poison.
Less Melee Defense
Alter the builds or NPC combinations used by the gates to become more friendly to melee classes. It's simply not fair that players who use melee classes are rendered useless for most of this arena (and usually end up wailing on a defy pain warrior in the middle of nowhere for the entire match, helping no-one).
Timer Change and Amber Running Buff
Return the auto win time to 30 minutes but increase the reward for returning amber Gunther. As it is, the only time a Kurzick player ever gives amber to Gunther is after the first spawn where they all rush the purple mine. The rest of the match it is spent on repairing gates. If the amount of time reduced by amber runs to Gunther was increased, Kurzicks could win the arena faster but with more skill or effort required to balance defence and amber running. A flat out reduction in time didn't change anything but cause Luxons to lose more. An increase in time reduction gained from amber running will cause Kurzick players to plan for a balance between defending and running amber. The green mine also gives a bigger bonus than purple or orange, but the time it takes to run to it and back to Gunther is almost twice as long as the other two mines, negating the benefit of a successful run. Alternatively, requiring a minimal amount of amber to be run before the weapon can be completed would force them to run some amount of amber.
Fix the Bugs
As above.
Conclusion
As the arena currently stands, if a match it won by the Luxons, it's usually due to the efforts of one or two people targeting the right NPCs (if they are lucky enough to not be interrupted) while the rest of the party wails on the Defy Pain warrior or the 10 second respawning mesmer and assassin that keeps blowing them up. Come on guys, there are so many abuses people have been doing in this arena for ages and it's gotten to an unwinnable state when people use them.
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