Should Fort Aspenwood be simply removed from the ZQuest rotation?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

The map is really broken. A balanced map allows that the team that wants to win goes in and TAKES that win. And the map does allow that for Kurzicks.
Luxons on the other hand can only win if the Kurzicks allow them to win. This is achieved by Kurzicks playing poorly.
Otherwise the Luxons can not win.

So, the question is - why does a map where one side is pretty much determined to lose needs a critical mass of players? In hopes that the stupidity of players that do not know what they are doing on the Kurzick side balances the game?

Aspy needs a massive do-over - otherwise there is absolutely no reason whatsoever for the Luxons to play this particular ZQuest. Go VQ an area, do a few AB games or do the PvE daily Zquest on more then one guy instead.
At least that way you wining won't be based on dumb luck.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

If Luxons start actually thinking like PvPers in this map (Rend enchantments + ACTUAL damage builds, not Defy pain silly tanks) Then its balanced. Just like If kurzicks Actually start running support builds to heal, and then others to run amber.

Just a matter of players, the map is balanced fine.

Honestly, I played a lot on both sides and I gotta say, its a LOT easier playing on the luxon side since all you need to do is run a good nuking build, or any kind of damage build, (I bring SH + Mantra of resolve + one enchant removal)

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

I'm Luxon, but i still don't care. PVP Zquests return more then four times every month anyway. They are easy to ignore or toss aside until you feel like playing them.

As for Aspenwood: I tought the main complaint of that place was Luxon turtles being too powerful. so if both sides complain about imba, i think its balanced enough.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

If the map is balanced, then monks need a buff.
If the map is balanced that means that there is a 50/50 % chance of each side winning. And that means that some 3-8 monks should be UNABLE to keep a SINGLE target alive while standing behind a wall where the REAL damage dealers of GW (=physicals) can not reach them.
Yes?

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by upier View Post
If the map is balanced, then monks need a buff.
If the map is balanced that means that there is a 50/50 % chance of each side winning. And that means that some 3-8 monks should be UNABLE to keep a SINGLE target alive while standing behind a wall where the REAL damage dealers of GW (=physicals) can not reach them.
Yes?

This is balanced just like JQ, RA, AB. It all depends on the team. Be thankful it isn't team organized or you WILL face 8 monks per match.

You have NO idea how many bad players there are on the kurzick side. I can give you at least 90 names of them (My guild >_>) Anything thats random is balanced.

Also of COURSE your going to get more faction from Vanquishing. Its faster then any PvP format now. Thats just something you gotta live with.

I have YET to find a team with more then 2 monks that WERENT RoJ smiters with NO healing whatsoever

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

Quote:
Originally Posted by EPO Bot View Post
As for Aspenwood: I tought the main complaint of that place was Luxon turtles being too powerful. so if both sides complain about imba, i think its balanced enough.
They still fire into walls. That enchant removal won't do any good if they won't focus fire on the npc's. So that's not too powerful at all. It's quite easy to win on the Kurzick side.

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

Quote:
Originally Posted by deank81 View Post
They still fire into walls. That enchant removal won't do any good if they won't focus fire on the npc's. So that's not too powerful at all. It's quite easy to win on the Kurzick side.
Take out that annoying ranger on the wall perhaps?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

There are bad players on the Kurzick side.
I know that. I go against them.
There are bad players on the Luxon side.
I know that. I play with them.

The problem is what the rest of the team can do. And the power that 2 or 3 Kurzick monks bring to the battle is really going to be hard to negate without the WHOLE Luxon team actually playing pretty decently. So that's 3 decent players on the Kurzick side stand a good chance of wining against an 8 man Luxon party.
That's not playing. That's farming.

keli

Krytan Explorer

Join Date: Sep 2006

Budapest

E/

Quote:
Originally Posted by upier View Post
If the map is balanced, then monks need a buff.
If the map is balanced that means that there is a 50/50 % chance of each side winning. And that means that some 3-8 monks should be UNABLE to keep a SINGLE target alive while standing behind a wall where the REAL damage dealers of GW (=physicals) can not reach them.
Yes?
Did you notice that your turtles do 350 dmg + remove enchantment?

If your team is not impotent you should be able to kill the npcs fast with the turtle (most of the npcs on this map have 400-450hp)

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by upier View Post
There are bad players on the Kurzick side.
I know that. I go against them.
There are bad players on the Luxon side.
I know that. I play with them.

The problem is what the rest of the team can do. And the power that 2 or 3 Kurzick monks bring to the battle is really going to be hard to negate without the WHOLE Luxon team actually playing pretty decently. So that's 3 decent players on the Kurzick side stand a good chance of wining against an 8 man Luxon party.
That's not playing. That's farming.
Thats EXACTLY like RA, JQ, and AB! One good team in AB can make sure the 12 other players dont win, One good monk in RA can make the rest of the teams noobness not matter, and one good monk in JQ healing npcs at the shrine can make it so they win.

So by this logic, All of these need a revamp.

Shadow Slave

Shadow Slave

Lion's Arch Merchant

Join Date: Feb 2006

..My home away from home..

Currently looking ~

N/

We already have a thread about this - (the fact that it is now a ZQuest doesn't require a new one) ~ http://www.guildwarsguru.com/forum/s...37304&page=22&

The FA concept is brilliant, but it needs a significant time investment to make it balanced and more fun as a result.

Kurzicks have the advantage - clearly - but sitting behind a gate healing npcs is no fun.

Melee should be a more viable option for the Lux, absolutely.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

A monk in other random formats means that his team is going to be hard to kill.
To win - his team NEEDS to kill the opposing team. And since they have a non-damage character in their team that means that there is one person less dealing the damage and contributing to the kill.

In Aspy - the Kurzick monk's team does NOT need to kill the opposing team. Which means that there is ABSOLUTELY NO PENALTY for adding more people that prevent Luxons from killing the guys you need to protect. It actually improves the party's chance of winning.

pinguinius

Academy Page

Join Date: Oct 2008

Quote:
Originally Posted by upier
Should Fort Aspenwood be simply removed from the ZQuest rotation?
No.

FA is fine, perhaps slightly kurzick leaning (we don't have to actually accomplish anything, just not lose), but I don't want the weekly infusion of players to stop. Some might not have played FA before, and maybe some of them will keep playing.

.HunTer

.HunTer

Frost Gate Guardian

Join Date: Jan 2009

W/E

Why the Kurzicks win?

Because they know what are the "Luxon Builds" and know how to counter it...

ROJ Monks
Shadow form Elementalist
Toucher Ranger
Turtle Bonder
Defy Wammo

That's all,now just bring an interrupt and diversion,Gratz...your build > luxon builds.
Running the same builds for years is not something very smart,and they think ROJ > Guild wars,which isn't because kurzicks can interrupt it easily.

@edit

Some "Luxon builds":

Longasc

Longasc

Forge Runner

Join Date: May 2005

Well...

Fort Aspenwood is probably more balanced than a lot of skills and other things in this game. I also have no idea how to balance it more. It is also VERY random by nature who has the advantage.

The win / loss ratio seems in my perspective a bit biased in favor of the Kurzicks indeed.


Still, why remove this mission from the ZQ rotation then?

I thought about it and Drazach Thicket Speed Clears and Jade Quarry still give more faction than FA with the quest active.


Regarding ArenaNets priorities, Fort Aspenwood is probably as fine as it can get. Trying to balance it yields no significant gains, especially in the light that there are tons of more broken things that are still not fixed either.

Enon

Enon

Lion's Arch Merchant

Join Date: Mar 2006

Taking a dip at Nundu Bay

Instead of removing it because it´s imbalanced, it should be fixed and kept as a Zaishen Combat Quest.

Unfortunately I have no clue on how to balance this. Sure, Luxons have the turtles. But even with them bombing Gunther combined with a fairly decent Luxon Team, Kurzick can still easily win as long as they have 2 - 4 monks (which they often do). And besides that, the turtles die way to easily anyway...

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

FA is not imbalanced because one side has advantage over the other. I'm sure there are plenty of arguments from both sides on why their own side is better or worse than the other. The real reason that FA isn't balanced is because both teams don't start on the same ground, or any kind of mirror ground. Luxons and Kurzicks have two different goals achieved two different ways, and that's no good.

That said, it shouldn't be removed because it's still a PvP arena. It ought to get some kind of overhaul in its design though, perhaps by turning into some what of a GvG in the sense that both sides will have walls of NPCs to break through or leaders to protect.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Shadow Slave View Post
We already have a thread about this - (the fact that it is now a ZQuest doesn't require a new one) ~ http://www.guildwarsguru.com/forum/s...37304&page=22&
The problem of ZQuests is that it brings in a massive amount of players.
This means it brings in bad AND good players.
On both sides.
And that means that getting paired against 3 decent Kurzick players pretty much means defeat for the Luxons because of the massive amount of bad players. And now these bad players need to taker it up a notch - whereas the Kurzick bad players just need to get in the way.
And it makes no sense that Kurzicks automatically win such matches.
Especially since the point is to advertise the arena. And pretty much knowing you will lose upon entry isn't the best advertising one can do.

Quote:
Originally Posted by Shadow Slave View Post
Kurzicks have the advantage - clearly - but sitting behind a gate healing npcs is no fun.
http://www.guildwarsguru.com/forum/s...php?t=10375900
I LOVE the use of the word "fun" in your post.

Quote:
Originally Posted by Shadow Slave View Post
The FA concept is brilliant, but it needs a significant time investment to make it balanced and more fun as a result.
Melee should be a more viable option for the Lux, absolutely.
This I do agree upon. I mean, if the offensive side is pretty much unable to use the best offensive characters in the game - yet the defensive side is able to use the best defensive options - something is off.


Quote:
Originally Posted by .HunTer View Post
Why the Kurzicks win?

Because they know what are the "Luxon Builds" and know how to counter it...

ROJ Monks
Shadow form Elementalist
Toucher Ranger
Turtle Bonder
Defy Wammo

That's all,now just bring an interrupt and diversion,Gratz...your build > luxon builds.
Running the same builds for years is not something very smart,and they think ROJ > Guild wars,which isn't because kurzicks can interrupt it easily.
I agree. A good mesmer goes a long way.
I was in Aspy previously and I was really annoying 3 monks. You know you are doing something right if all of a sudden a whole bunch of Kurzicks goes after you.
The problem is that annoying and disabling the monks isn't something that can be kept up 24/7 in a random format.
And that means that the team only has a few previous seconds to spike down a target.
And in a random format such as Aspy - that's going to be near impossible.

(It's the same discussion I had with a ritu today at Aspy, when I was told I am a noob and I should interrupt, blackout and KD the monks. And after telling him that I can provide something similar - I asked him if the party can provide the spike that will kill that foe in secs. And all of a sudden - he stopped giving "advice".

Oh and the ritu was dropping defensive spirits.
Yeah, you go girl!)

DreamRunner

DreamRunner

Krytan Explorer

Join Date: Nov 2006

W/

It is so easy for Kurzicks to win FA. Anyone who doesn't agree just wants Kurzicks to win more because lets face it, as long as kurzicks have a few monks that can prot the NPC's, they can win.

Tamuril elansar

Tamuril elansar

Wilds Pathfinder

Join Date: Jul 2007

N/

Turtles don't die either when the luxons have 2 decent monks.

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

When are Luxon monks going to realise they better keep their walking canons and warrior npc's alive instead of Rayway the team towards defeat?

DreamRunner

DreamRunner

Krytan Explorer

Join Date: Nov 2006

W/

Quote:
Originally Posted by Tamuril elansar View Post
Turtles don't die either when the luxons have 2 decent monks.
Oh please, a ranger can put a turtle stationary by just attacking it or a necro with weaken knee's.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Gun Pierson View Post
When are Luxon monks going to realise they better keep their walking canons and warrior npc's alive instead of Rayway the team towards defeat?
This one is really a bit iffy.
As I have said in the other thread, the problem is that the random format REALLY hurts the Luxons, while the Kurzicks really do not suffer that much under it.
The Luxon side IS the offensive side. So running defensive characters isn't really advised. Now, get one or two healing/protting guys and it's going to really help. Get more - and all of a sudden you start lacking damage.

So against normal Kurzick teams - a RoJ monky with smite hex/condition, RoD and something like Patient Spirit is probably going to be a much safer option then a full on defensive guy. (What is NOT good though are stuff like Spear of Light/Smite or similar crap. That's just bad.) You are able to provide damage, some healing that no-one really relied on - so you are able to do your job even if you end up getting paired with more monks.
Of course when going against the problematic teams - multiple Kurzick monks - you've lost either way.


Luxons rely on luck way more then Kurzicks.
And that's not good.

ruemere

Academy Page

Join Date: May 2009

FALLOUT PRIME

N/

As a long time player of Luxon's side at Fort Aspenwood, I'd like to say that this map offers a lot of fun provided that Luxon's remember to do several key things:

1. Keep turtles alive. Jade Quarry */P turtle speedsters are fine, too.

2. The key to winning are AOE attacks on Luxon's side. Any time Kurzicks attempt to defend, they are forced to operate in closed space (gates, corridors, near important NPCs). Putting a degeneration or damage over time effect there goes a long way toward lessening Kurzick's effectiveness.

3. Put pressure on Kurzick's side by using effective interrupts. This map really makes Mesmer shine - you see the fast moving player dot's, it's easy to determine whom to interrupt first. And Cry of Frustration is your friend.

4. MMs. To confuse the hell out of opponents, to spread NPCs attention among targets

5. When you get beyond last gate, put area hexes as much as you can. Use the bodies of your comrades to build Wells which put pressure on Monks (Well of Suffering, Lingering Curse). Chaos Storm is the key to deny energy (remember, you're going to fight here of several minutes - the faster your opponent's energy depletes, the easier for you to win). Burning also works wonders.
High body count is your friend. Use each body to put a nice Well into place... just remember to use those Well spells which put pressure on opponents.

6. Gatekeepers are first priority. Getting turtle to the gate to start AOE inside, is a much needed 2nd.

7. When you start hitting Gunther, look for Gunther's healer first. And kill them. And use Well of Suffering/Burning on anyone who dies nearby.

Regards,
Ruemere

Shadow Slave

Shadow Slave

Lion's Arch Merchant

Join Date: Feb 2006

..My home away from home..

Currently looking ~

N/

Quote:
Originally Posted by upier View Post
The problem of ZQuests is that it brings in a massive amount of players.
This means it brings in bad AND good players.
On both sides.
I completely understand the implication the influx of new players is going to have -

My point was FA has needed some love for a long time now, pretty much all of the issues that are going to come up in this thread have already been discussed, and regardless of whether you can get a few ZCoins from it or not - it's an enjoyable format that has a lot of potential and shouldn't be neglected.

The first 4 tiers of my luxon title came from FA alone - despite the better faction AB yielded at the time, I just played FA because I enjoyed it.

It doesn't deserve an update just because people want a bigger bag to keep their pixels in, so are going there to /load their bad build and lose. (unless you are Kurzick, in which case winning is still completely viable)

There must be other people who play FA just because they enjoy[ed] it, no?

Quote:
I LOVE the use of the word "fun" in your post.
You've lost me.

The issue of Melee being a non-viable option is in that other thread.

~~
Turtles have terrible AI that can easily be manipulated - they require players smart enough to re-send them when they die.

They are also far enough away for this to be annoyingly time consuming if you dont have an IMS - at the same time you're not doing anything else. (i.e. killing things)

Players dedicated to healing the turtlesa re still useless because of the numerous Turtle AI weaknesses and flaws, plus 1/2 Luxon monks means 1/2 less people to kill things....which can rarely be afforded because of the bad players /ease of winning as Kurz.

...now I'm just repeating myself from the other thread again.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Shadow Slave View Post
I completely understand the implication the influx of new players is going to have -

My point was FA has needed some love for a long time now, pretty much all of the issues that are going to come up in this thread have already been discussed, and regardless of whether you can get a few ZCoins from it or not - it's an enjoyable format that has a lot of potential and shouldn't be neglected.

The first 4 tiers of my luxon title came from FA alone - despite the better faction AB yielded at the time, I just played FA because I enjoyed it.

It doesn't deserve an update just because people want a bigger bag to keep their pixels in, so are going there to /load their bad build and lose. (unless you are Kurzick, in which case winning is still completely viable)

There must be other people who play FA just because they enjoy[ed] it, no?
The games at Aspy end up being much more enjoyable - despite still being broken - when there is not an Aspy ZQuest.
As a Luxon, one of the best things you can do is pick up the Aspy quest and then wait a few days before going after it.
The ZQuest REALLY showcases everything that does not work there.

Quote:
Originally Posted by Shadow Slave View Post
You've lost me.
My reply referred to your comment about healing NPCs not being fun.
It's the defensive side. If one does not find this kind of play fun - then there is no need to run it. But be aware that doing so SHOULD cost your your victory.
Perma SF is also "fun" in PvE. But in PvP - the game should be balanced, and if someone does not find that balance to be "fun" ... well then, tough luck!

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

I agree that FA is broken and stupid. I say that out of experience, not just following what people say or I've heard around. And I personally skip Combat Z-Quest on FA day. But still, there are people who enjoy it and play it, and while it might not be as balanced as JQ or as fun as some of the other PvP play modes, it's still there, and it's only one day a week anyway.

Will I ever play it? Nah, but leave it in rotation anyway for those (possibly few) that actually enjoy it.

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

Quote:
Originally Posted by upier View Post
This one is really a bit iffy... multiple Kurzick monks - you've lost either way.
Do you guys ever play the opposite side? I lost most of my Kurzick games when we were with more than 2-3 monks in the team. I won most of my luxon games when I and another monk kept our turtle alive and spammed vig. spirit on the warrior npc's. Free knock down is win.

Luxon Ray is easy to counter, especially if they can't keep their turtles alive. So no, Ray is just bad in FA imo. Ruemere's post above is what luxons should be doing.

cybevenom

cybevenom

Academy Page

Join Date: Aug 2006

The last laugh

R/Mo

heck no. let me guess. you are on the side of luxons who can't get their tactics running. FA is fine just the way it is. The kurzicks win some. the kurzick lose some. Bad luck you get thrown in bad teams is no reason to change it

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
This is achieved by Kurzicks playing poorly.
Or by the Luxons playing good. Most of the time, the Kurzicks do play pretty poorly, the reason they win most of the time is because the Luxons play worse, and because they have the advantage.

It shouldn't be removed from the zquest rotation because lots of the players who participate in FA suck.

Sarevok Thordin

Sarevok Thordin

Desert Nomad

Join Date: Apr 2006

Scotland

W/N

/notsigned

More defy pain tanks LOL.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

ITT: Correlation does, in fact, imply causation.

Aspenwood is broken, it has been broken forever, especially since the Kurzick buff.

Seraphim Angel

Frost Gate Guardian

Join Date: Nov 2008

Sacred Knights of Orr [SKoO]

P/

No I think FA should be kept in the loop. If I recall you have to win 9 times not 1. With all the noobs on kurzick side this could takes ages.

A monk with 16 Smiting Prayers and RoJ can take out a amber mine with 1 RoJ spell. ONE!! Way to powerful imo.

All these Mesmers on the kurzick side should be bringing Power Block to render all these Luxon nukers and RoJ spammers useless and watch them run away with thier tails between thier legs.

Yes Kurzick do have the advantage I believe and seems the word is out so ALL the noobs are on kurzick side trying to get easy faction. Noobs=FAIL on kurzick side.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

I maxed the Kurz title and I should be working on Luxon now, but I won't join FA from the Luxon end because of the reasons listed above as well as the leeching.

If I go Luxon, I must roll monk to have a decent chance of winning because if there's nobody to heal the turtles then the odds of penetrating the base are next to nil. Then there is the issue of 'healway' on the Kurzick side where a load of Rits and Monks dedicate their time and energy to healing NPCs - namely Gunther and his buddies - thus making Turtles essential for periodically stripping Enchantments.

It's easier to stand as Ranger inside the Fort and stall the turtles while throwing Burning Arrows from miles away, having the ability to kill Luxon NPCs in the amber mines while possessing robust armour and survivability.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

FA is going to be inherently imbalanced because Kurzick victory is the default condition; ergo, Kurzicks play to not lose, while Luxons must play to win. The fact that the Kurzicks manage to lose a fair amount anyway due entirely to player incompetence doesn't make the format balanced - it just makes it idiotic.

Now, whether it's imbalanced enough to take out of the map rotation, I won't pretend to know.

aubray1741

aubray1741

Academy Page

Join Date: Jun 2006

East Coast, USA

Mo/

FA will never be balanced. It's impossible to perfectly balance a PvP mode where each team has a different kind of goal.

Kurzicks: Run Amber, defend NPCs/Gunther.
Luxons: Kill Gunther, protect turtles.

Compare FA to every other PvP mode where each team has the SAME goal.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Gun Pierson View Post
Do you guys ever play the opposite side? I lost most of my Kurzick games when we were with more than 2-3 monks in the team. I won most of my luxon games when I and another monk kept our turtle alive and spammed vig. spirit on the warrior npc's. Free knock down is win.
Share with me how does one achieve a 2 monk team in an 8 man random arena?
I've played games with 4 monks. And 0. It's pure dumb luck to get the team you want.
Whereas on the Kurzick side - you don't need luck. You just need to decide to run a monk.

Quote:
Originally Posted by Gun Pierson View Post
Luxon Ray is easy to counter, especially if they can't keep their turtles alive. So no, Ray is just bad in FA imo. Ruemere's post above is what luxons should be doing.
And turtles still get stuck when someone Flatbows them from inside the fort.
But yeah, Rumy has some good ideas - but they also show how much one needs to rely on luck, since he mentions healers, necros, mesmers and massive AoE.
Also - one strives to disable the key Kurzick players rather then killing them. A skill or energy denied monk on the Kurzick side is going to be much more useless than a dead one, because a dead guy will rez in an matter of secs with full energy and no DP. Killing someone is really going to be the last case scenario, preferably once Gunthy is close to getting killed.

Quote:
Originally Posted by Arkantos View Post
Or by the Luxons playing good. Most of the time, the Kurzicks do play pretty poorly, the reason they win most of the time is because the Luxons play worse, and because they have the advantage.
Get 8 monks on the Kurzick side.
Chain Aegis and cover it up with other prots and spam WoH on recharge.
If that is beatable by a random Luxon team - this means that the Luxons win because they played better.
Like I said - this also means that a team of 8 monks isn't able to counter 8 attacking options when they are only getting harassed by skills that do not require a line of sight.

If that isn't possible - that would mean that Luxons only win because Kurzicks allow them to. And we see that. Each time a person decides to play an offensive character on a side that SHOULD defend - that's when that person relies on luck that someone will do his defensive job.
And that's how you allow Luxons to win.
Even when the Luxons play good. You still need someone's permission to win. And you get from the Kurzick guy that failed with his build.

Quote:
Originally Posted by cybevenom View Post
heck no. let me guess. you are on the side of luxons who can't get their tactics running.
Actually no.
I used to play Aspy some 6+ hours per day earning some million Luxy/Kurzy faction. (And that's earned, NOT donated faction!)

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

Quote:
Originally Posted by upier View Post
Share with me how does one achieve a 2 monk team in an 8 man random arena?
By synching, which was easier on the Luxon side, but because of the zquests a lot of players fill the district(s) now. I wonder if it is the reason why you want FA to be removed from zaishen combat quests?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Gun Pierson View Post
By synching, which was easier on the Luxon side, but because of the zquests a lot of players fill the district(s) now. I wonder if it is the reason why you want FA to be removed from zaishen combat quests?
Gosh I haven't synced Aspy in years.
Still, do you think that a random arena should only be balanced if one syncs? In my opinion syncing should raise the possibility of wining - not actually create that chance.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

They already decreased the timers by half and added enchantment removal to the turtles.
What more does Luxons need? Seriously, all the luxons need to do is be offensively oriented and not trickle in 1 person at a time. Unlike AB, FA actually rewards mobbing.

But I do agree that in theory, if the Luxons are terrible and the Kurzicks are terrible, then the Kurzicks will always win just because Luxons actually have to kill stuff, Kurzicks just have to delay.