[Fort Aspenwood] Where's that Luxon Warrior fix?
Spazzer
Correct me if I'm wrong, but I could have sworn one of these more recent updates stated that it fixed the Luxon Warrior exploits. Unfortunately, they're still just as easy to glitch as ever.
It's dissapointing that after over a year, Arenanet still hasn't fixed them. Even more annoying is that they are glitched after it was stated they were fixed.
This gametype does have the potential to be fun. It's just too bad it is overlooked and avoided for all of these issues.
Make luxon warriors reset target if they are attacking someone who runs through a portal, or make the warrior go through the portal.
It's dissapointing that after over a year, Arenanet still hasn't fixed them. Even more annoying is that they are glitched after it was stated they were fixed.
This gametype does have the potential to be fun. It's just too bad it is overlooked and avoided for all of these issues.
Make luxon warriors reset target if they are attacking someone who runs through a portal, or make the warrior go through the portal.
Seef II
True, right now you can just stand there and hit them in melee and they won't hit back if they're locked onto a target. They've always had a very sticky AI.
jayce
there's always the jade quarry, thats is if the suxons weren't afraid of a more level playing field without their spike hitting warriors and turtles.
Spazzer
Guild Wars
A competative online role playing game
A competative online role playing game
Alderin
They also need to fix the Kurzick gate keepers and Gunther so they stop running out of the base....

Navaros
I don't get why no one talks about the stuck turtle glitches, as if those don't exist. One where the turtles get stuck in place forever. Another where the turtle simply stops firing at all for ~5 minutes then magically starts again out of the blue. Those glitches likewise needs a bug fix just as much as the warrior one.
ryanryanryan0310
Quote:
A bug known to happen is that a new set of Siege Team (a Siege Turtle and 4 Luxon Warriors) spawns whenever a Luxon command post was retaken by the Luxons even though the previous Siege Team was still alive. Thus, there are 2 Siege Teams (2 Turtles and 8 warriors) attacking the same gate.( |

Spazzer
It would be "even" if all of the bugs and glitches were random. However, it's very very easy to glitch a luxon warrior on purpose.
When it crosses that line, it becomes an exploit.
When it crosses that line, it becomes an exploit.
ryanryanryan0310
If it was ever 8 vs 8 then it would be even.....damn leechers
Cathode_Reborn
That place is already favored for the Lux as it is. If the warriors were fixed it'd be more imbalanced just it's just that bad. The lux don't have mission-specific npcs that occasionally like to roam around only to get themselves killed >_>
NinjaKai
Quote:
Originally Posted by Alderin
They also need to fix the Kurzick gate keepers and Gunther so they stop running out of the base....
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Crimso
Quote:
Originally Posted by ryanryanryan0310
If it was ever 8 vs 8 then it would be even.....damn leechers
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Kool Pajamas
And the gatekeepers will go way out of the green gate making them easy kills.
Lord Oranos
Quote:
Originally Posted by jayce
there's always the jade quarry, thats is if the suxons weren't afraid of a more level playing field without their spike hitting warriors and turtles.
Jayce Of Underworld ------------------------------------------------ Animate Soul Lich Energy: 25 Cast: 3 Recharge: 0 Elite Skill. Animate a level 1...14 Soul Lich at your location and you lose all energy. You suffer -1 energy regeneration for each Soul Lich you control. Whenever a Soul Lich you control deals damage, you gain 2 energy.(Soul Reaping) |
on the note of the glitching ai, ive noticed that they glitch out more now than ever, they now get stuck inside the base when the turtle dies.
would love a fix
Lord Oranos
Quote:
Originally Posted by Crimso
It still woulden't it would be more like 11(8 players,gunther, poletski and radik) vs18(8 players,8warriors,2 turtles all respawning) whereas the kurzick have "gate Npc's" who don't know how to stay out of aoe and a juggernaught who moves so slow a single character can solo it.
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Scary Raebbit
This still happens though. Took it yesterday after trying to just gain some faction for R1.
Personette
My guild is luxon so i usually play there, but for the past couple of days I've been doing aspenwood on the Kurzick side and I have to say, I find it a lot more fun as a kurzick. Maybe because I prefer playing a defensive vs. offensive role.
In any case - whatever the glitches, any seige situation pretty much defacto gives the advantage to the city siegees, vs. the siegers.
In any case - whatever the glitches, any seige situation pretty much defacto gives the advantage to the city siegees, vs. the siegers.
The Hand Of Death
Quote:
Originally Posted by NinjaKai
Don't forget the juggernaut. That large pile of walking brambles can be lured right outside the kurzick gates.
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Cathode_Reborn
Quote:
Originally Posted by Lord Oranos
funny, the kurzicks easily win there with a good team, qq more or stop playing with idiots
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The kurz have to do alot more to win than the lux do, and because you're teamed with random people who usually go there only to get 10k for the quest, the kurz team loses alot.
jayce
Quote:
Originally Posted by Lord Oranos
funny, the kurzicks easily win there with a good team, qq more or stop playing with idiots
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Jayce Of Underworld
------------------------------------------------
Animate Soul Lich
Energy: 25
Cast: 3
Recharge: 0
Elite Skill. Animate a level 1...14 Soul Lich
at your location and you lose all energy. You
suffer -1 energy regeneration for each Soul Lich
you control. Whenever a Soul Lich you control
deals damage, you gain 2 energy.(Soul Reaping)
Hyper.nl
Quote:
Originally Posted by Alderin
They also need to fix the Kurzick gate keepers and Gunther so they stop running out of the base....
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Servant of Kali
Leechers are #1 problem, but Gaile said ANet doesnt care about leechers.
AI fixing is really not that important, i mean, if you're fighting an 8 vs 5 battle the main problem really isnt AI..
AI fixing is really not that important, i mean, if you're fighting an 8 vs 5 battle the main problem really isnt AI..
Lord Oranos
Quote:
Originally Posted by jayce
stop playing with idiots, thats a good one lol. i can tell you right now that if there was no player involvement and the npcs were left to go at it on their own, the the luxons would wipe aspenwood everytime. the same can not be said about quarry. but as you have said the kurzick would need a good team to win there. the kurzick need an even better one to win at aspenwood.
Jayce Of Underworld ------------------------------------------------ Animate Soul Lich Energy: 25 Cast: 3 Recharge: 0 Elite Skill. Animate a level 1...14 Soul Lich at your location and you lose all energy. You suffer -1 energy regeneration for each Soul Lich you control. Whenever a Soul Lich you control deals damage, you gain 2 energy.(Soul Reaping) |
Im serious about the idiots comment though, I feel like Im the only one that noticed the shift of wins during the day.... I believe it happens because of the shift of experience that occurs.
Id love to see carriers defense gone forever though, that skill is one of the more annoying parts of the defense.
hochi
The warrior bug is still here and stuck warrior use heal signet....
guerrier luxon=luxon warrior
guerrier luxon=luxon warrior
Diablo???
This is the most hilarious thing I've seen, but ya damn leechers should be taken cared of first...
Voltar
in aspenwood, if you have 8 lame kurzicks and 8 lame luxons zerging each other, the luxons will win everytime. if you have 8 kurzicks that know what they're doing and 8 luxons that know what they're doing, the kurzicks will win every time. it's harder for the kurzicks because people zerg by nature (and the teams are random). as a luxon, i can pretty much tell what the kurzicks need to be doing and i can only imagine that it's also more obvious for the kurzicks as well. what seems to be happening (turtles aside) is that we're getting games with at least a few kurzicks that know what they're doing and luxons who still think the wammo mindset will carry them through.
idk what the turtles are doing these days. i've only recently been forced to spark them up myself and they act like they're off their meds. i should take my monk to kurzick aspenwood and check it out from the other side. i already know what my toolbar would look like.
and ditto on the leechers. that's a pretty unnecessary variable.
idk what the turtles are doing these days. i've only recently been forced to spark them up myself and they act like they're off their meds. i should take my monk to kurzick aspenwood and check it out from the other side. i already know what my toolbar would look like.
and ditto on the leechers. that's a pretty unnecessary variable.
mage767
Since each team is random, I have seen someone spend 30 secs of the initial countdown explaining what the team needs to do to win, and who should do what role. This clears a lot of doubts to new players who could cost your team a win.
I have noticed that as an organized team, I have been winning a lot more often.
And I won't tell you which side I'm on.
I have noticed that as an organized team, I have been winning a lot more often.
And I won't tell you which side I'm on.
Miral
Quote:
Originally Posted by jayce
there's always the jade quarry, thats is if the suxons weren't afraid of a more level playing field without their spike hitting warriors and turtles.
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Voltar
Quote:
Originally Posted by Miral
play a restoration rit or a monk on kurzick side and unless you really suck you'll probably win.
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Miral
Quote:
Originally Posted by Voltar
qft (btw, 108 today down here in tucson...how's it in phoenix?)
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anyways... as for jade quarry, isn't that also horribly imbalanced towards kurzicks? I've never gotten a game there but I'm told that kurzicks can run out and grab mines before the timer even starts while the luxons have to wait for the timer...
Servant of Kali
Quote:
Originally Posted by Miral
what are you talking about? aspenwood is horribly favored towards the kurzicks
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Still, it's favored to luxons with the current setup.
BTW if you can't handle the gates and monks, you don't deserve to win. Until you do.
ps: I play on both sides so i know what im talking about.
Miral
Quote:
Originally Posted by Servant of Kali
He is right, ask whoever you want. Aspenwood has been favored to Luxons, but somewhat less so because AI Luxon Warrior bug got worse with recent "upgrade".
Still, it's favored to luxons with the current setup. BTW if you can't handle the gates and monks, you don't deserve to win. Until you do. ps: I play on both sides so i know what im talking about. |
I've had a few matches where just one gate npc is left at the yellow gate for the entire match, me playing a restoration rit on kurzick side, and no amount of zerging or siege attacks can take that NPC down. it was horribly easy, stay just outside of spell range, cast protection spirits, use mend body and soul and spirit light thing to heal as needed.... easy victory. most of the luxon victories only happen when no one bothers to protect the NPCs.
Kale Ironfist
It favours the Luxons in getting 10 extra NPCs to fight (5 per side), and all amber mines belong to them in the beginning. Kurzicks get 2-3 NPCs per chokepoint, with the Gatekeepers and the Juggernaut easily pullable to outside the fort (and the Luxon Warriors having the AI of, well...).
Add in random parties and general player mentality (offence is the best defence) and you end up with Luxons having the advantage (since the map is designed so that Luxons are offensive and Kurzicks are defensive).
Protection is easy, but requires that the Kurzick team have two people dedicated to it (not easy in a random party of 8), and that the others know the importance of amber running to restore the gates over creating Vengeance.
Add in random parties and general player mentality (offence is the best defence) and you end up with Luxons having the advantage (since the map is designed so that Luxons are offensive and Kurzicks are defensive).
Protection is easy, but requires that the Kurzick team have two people dedicated to it (not easy in a random party of 8), and that the others know the importance of amber running to restore the gates over creating Vengeance.
digimonizm
Quote:
Originally Posted by Kale Ironfist
It favours the Luxons in getting 10 extra NPCs to fight (5 per side), and all amber mines belong to them in the beginning. Kurzicks get 2-3 NPCs per chokepoint, with the Gatekeepers and the Juggernaut easily pullable to outside the fort (and the Luxon Warriors having the AI of, well...).
Add in random parties and general player mentality (offence is the best defence) and you end up with Luxons having the advantage (since the map is designed so that Luxons are offensive and Kurzicks are defensive). Protection is easy, but requires that the Kurzick team have two people dedicated to it (not easy in a random party of 8), and that the others know the importance of amber running to restore the gates over creating Vengeance. |
It's almost impossible to win. It doesn't matter how many turtles or warriors you have, if the gates never open your screwed. I say fix THAT first.

Spazzer
^ That is truth, and they can pull very far. As long as the gate doesn't open, they won't try to reset their position (just like the gatekeeper bugs).
It should also be noted that Luxon Rangers have only 70 armor vs elemental damage. The Kurzick counterparts have the correct Ranger AL rating. This however may not be a bug but may be engineered this way to make amber mines easy for Kurzicks to take.
It should also be noted that Luxon Rangers have only 70 armor vs elemental damage. The Kurzick counterparts have the correct Ranger AL rating. This however may not be a bug but may be engineered this way to make amber mines easy for Kurzicks to take.
Curse You
This bug has been getting on my nerves more and more recently. It's bad enough that it's easy for it to happen, but what's worse is that it only appeared after they supposedly "fixed" the Luxon Warriors.
I take it you haven't played on the Luxon side very much. The Gatekeepers are far from easy to pull. First you need to get their attention, a difficult task if Green Gate is in tack. Then, you have to stay alive (not always easy), while moving slow enough for them to keep agro on you. Frankly, most of the time you get killed by either one of those ever popular SP sins or an Elementalist.
Quote:
Originally Posted by Kale Ironfist
It favours the Luxons in getting 10 extra NPCs to fight (5 per side), and all amber mines belong to them in the beginning. Kurzicks get 2-3 NPCs per chokepoint, with the Gatekeepers and the Juggernaut easily pullable to outside the fort (and the Luxon Warriors having the AI of, well...).
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Ninna
leechers are the biggest problem
but here are the patch notes regarding Aspenwood
http://www.guildwars.com/support/gameupdates/
but here are the patch notes regarding Aspenwood
http://www.guildwars.com/support/gameupdates/
Quote:
Update - Thursday June 7 Bug Fixes * Fixed a bug in Fort Aspenwood that allowed the Warriors to be lured away from their destination. |
myword
Quote:
Originally Posted by digimonizm
Thats, what I call ignorace. Tell me, have you ever been in a game with a pro necro bugger? (Necrobug: saccing your health in order to pull the inner orange and inner purple gate necros to the kurzick spawn point getting them stuck so gates can't be opened)
It's almost impossible to win. It doesn't matter how many turtles or warriors you have, if the gates never open your screwed. I say fix THAT first. ![]() |
2. you do not need to be a necro class at all, anyone with a monk class can do it
grikdog
Being able to lure NPCs places is not a glitch its a strategy, and quite different from stuck NPCs.
myword
Quote:
Originally Posted by grikdog
Being able to lure NPCs places is not a glitch its a strategy, and quite different from stuck NPCs.
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a game breaking flaw in the design on ANet's part that prevents a team any chance of winning, barring help from a player on the opposite team is just that, a game breaking flaw in the game mode
you must not be familiar with the glitch either, since the Necs do try to run back to their spot at the gate but get stuck since the AI pathing doesn't have any pathnodes to navigate back
the only reason it's not been dealt with is that most people still do not know how to abuse the glitch and FA has been pretty much left to die by ANet
the warrior NPC 'fix' was obviously just a dev using some of his free time to fix it, since it's clear that no testing was done on it
this thread is in vain though, the "5 minute quickfix" was all FA/JQ gamemode will get