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Originally Posted by AKB48
We won by abusing the bugs...?? Wow I never know I won on the the Kurz. side because I exploited bugs the whole time! Amazing indeed!!
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The simple fact that there are bugs that can and do get abused should be a sign to fix them.
If you aren't abusing them - well then, you are just dumb.
Quote:
Originally Posted by AKB48
Explain how the map is unbalanced, not just "oh you know what? the map is unbalanced 'cause I lose all the time on Lux. side", ALOT more people play FA now, so the skill level can be a factor as well.
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The Luxon side is supposed top be offensive and it's supposed to kill things. In GW - casters are meant to support. The way the map is designed - the guys that should play offense, simply do not work. Which means that casters are forced into the offensive role - and they aren't really good at it.
2 to 3 monks should be able to keep a party of 8 alive. Now let's put that monk behind a wall, so that the true damage dealers can no reach him, which also enables him to make a few steps back if he gets bored of being harassed by casters, and let's make the monk know EXACTLY who the foes will attack. And keep in mind - the options used against that NPC are subpar. Because the good ones do not work.
Quote:
Originally Posted by AKB48
And btw, the Kurz. rangers on the high ground between the 1st and 2nd gate can easily be driven out by having 1-2 eles hug the wall then just spam attacks on them. (don't tell me the the Lux. side are on a Elementalist recession, cause they're not)
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That means you are using eles on classes that are the most resistant to ele damage - and that means you aren't killing the npcs or the monks behind the doors. And after the ranger dies - the monk should be able to protect/outheal the damage caused towards the NPC and then the ranger will be back again.
And then you go after the ranger again, right?
And how do you plan on getting into the castle?
You need to disable those guys. Killing means that they come back with full energy and full hp and no negative "conditions" on them. You stick a bunch of hexes and conditions on them making them useless - removing them out of the game, but without killing them. Ohh and keep in mind - you need to be able to disable those guys while still bring options that will kill.
Oh and since this is a random arena - you don't have someone healing you ass.
Man, it's a good thing we have 8 skill-slots for that!
EDIT:
Khmm, how about if the objectives would be modified?
Currently there is the issue that in order to win - the Luxons must "win".
And in order for the Kurzicks to win - they must not lose.
Which in result means that the Kurzicks just drag the battle out. And that is why something like an 8-man monk team is pretty much the optimal team you can get. Compared to a 4-4 balanced team that is optimal for the Luxons. What new objectives would do is force the Kurzicks to take a more active role.
That concept was already in the game when running amber made sense. Now, with the shorter time frame, running amber is pretty much a waste of time because you can just easily wait it out.
Basically - you want to force the guys to come out of their castle in order to win.
Otherwise - the match ends in a draw.