Quote:
Originally Posted by Hyperventilate
No, I never said that the map was fair, but I've never complained about it.
Thinking a few changes should happen doesn't mean I'm complaining about it.
It would just make the map better and a bit more fun in my own own opinion.
See above. kthx.
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You know that's exactly what I did in my first post (in this thread). I said that just a few changes are needed and the map would be more fun. kthx.
Quote:
Originally Posted by Brother Andicus
Well of the Profane
Learn to bring it.
End of thread
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Learn what a casual format is, and how to design a PvP map for them. Forcing builds to win a casual match is one big fail.
End of thread (for Brother Andicus).
Quote:
Originally Posted by Giga_Gaia
Pauli: First of all, I do understand that you are frustrated that the AI is being easily exploited by the Kurzicks, but like I said before it works on both sides. Now with that out of the way, here's my response.
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No, I'm not frustrated. I'm having fun playing at Fort Aspenwood, but you only had to read my posts because its specifically written in some of them. Furthermore, I never said I'm frustrated.
Quote:
Originally Posted by Giga_Gaia
No, you said that the monks can easily hold the gates and that people can stall the turtles on their own not because they are skilled but because of the map design. I hate to break it to you, but it IS about the monk having the ability to keep both himself and the npc up while under fire from the turtles and other luxons trying to break the gate and being pressured at the same time. Just because you can't beat that monk, doesn't mean they're unbeatable. The same can be said about the monk healing the turtles as well. It IS about the lack of skill on the luxon side for not bringing the proper counters to the turtle tankers that you KNOW you will be seeing all the time. Because the Kurzicks are more prepared and can take advantage of the information available to them, they're abusing the map? News flash: both sides can abuse the mechanics of the map. Everything can be countered.
Since I know you will say: it's a random casual format so you can't expect everyone to bring the right stuff. Then let me ask you: it's random for both sides, and yet which side brings more shitter builds? That's right, Luxons do. So again, which side has more bad players?
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I hate to break it to you, but some builds are very very very easy to operate. Builds that are shared or published and can be easily obtained. If its that easy, it requires a lot of skill, right? Wrong. Furthermore, We know both sides bring, occasionally, bad players which means that its very easy to overcome their attempts to harm you. I also know, from experience, that its true. Its very easy to overcome many attempts to harm me, even from quite a lot of players (when I'm playing a monk).
Another fail in your post, is that fact that you tell me what I'm doing, and then said I'm not good enough. I hate to break it to you, but whenever I bring a necromancer or a mesmer, I always bring strips and/or skill denial. If I dont, I just go to the other gate so I wouldnt spend time. Please ask me what I'm doing instead of trying to tell me what I'm doing. It'll prevent more fails in your post. Could I expect anyone to act like me? No, I cant. Its nothing more than the
basics of designing a map for casuals.
Dont force builds which are only prefered by rare people.
I hate to break it to you (yes, again), but
skill is the way you use your build and casuals dont only lack skill in many cases, but also bring
prefered builds. That's the basics of designing a map for
casuals. You shouldnt force them to bring builds that are
rarely prefered (rare is the key word here). Its about builds people have fun playing.
Its about preferences.
Solo builds with a lot of ways to survive and/or run away are
popular because many casuals dont like it when they die. Such builds can hold the turtle in one place,
even though they can hold the turtle without being hurt at all (which is one of the major issues here). Skill denial builds, which are extremely useful against monks (among others), are very vulnerable and dont have the satisfaction of killing, also because they cant coordinate the lockdown with damage from other people. Therefore, such builds are
unpopular.
Yet another fail in your post is the basic fact that I said I want to fix ANY type of issue that originates in the map's design, while you try to make it look like I only want to fix the Luxon side's issues (maybe you do that purpose, I really dont know). I said, for example, that I'd prevent any chance of luring the last NPC out, so it will serve the Luxons. You keep seeing only what you want, and I'm starting to think its on purpose. If its not, its about comprehension.
Quote:
Originally Posted by Giga_Gaia
If you already know what to expect, why aren't bringing something to counter them instead of bitching on the forums?
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Of the two of us, you're the one who complained about the players while I never did so (try to quote me, just give it a shot). That said, you just called yourself a forum bitch. I didnt call you that, you called yourself.
Quote:
Originally Posted by Giga_Gaia
And yet it's common knowledge that Kurz dominate Lux at JQ. Your wins there are like a minor detail in the overall picture. Why do you think that there are so many Kurz waiting there as opposed to Lux? Because Luxons know that they won't stand a chance. So again I ask you: if Kurzick players are that bad, why are they winning all the time in JQ where the map is actually balanced?
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Common knowledge? Says who? You? Did A-Net approve it with any kind of statistics on their part? If not, why should I talk your word for it? Furthermore, any attempt to prove that one side is inherently more skilled than the other side (when its an RvR discussion) has always failed, like your (attempt for an) arguement here.
Quote:
Originally Posted by Giga_Gaia
Not true, if you read the forums and Wiki and talk to others who have played there, then you have a pretty good idea of what's been going on for both sides, and that is how I came up with the consensus.
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You must know, by now, that forums are far from being a good way to represent the game's population. Its a well known fact that's been proved time and again and again and again etc. That said, you cant base your arguement on the forums. A-Net's statistics are the only way to know.
Quote:
Originally Posted by Giga_Gaia
Doesn't mean that it can't be done. You can easily pull him like any mob: with a bow. Actually, if you time his wanding animation and run outside green as he's about to attack again, he WILL follow you outside.
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Which is why I said I'm against it and it should be fixed.
Quote:
Originally Posted by Giga_Gaia
You see the problem with that? Juggs were meant to counter the turtles and have high armor so that it keep green up longer. And yet pretty much anyone can solo it without taking much damage. Knockdown abilty? What knockdown? I said that they can be body blocked so that they just stand there and do nothing. And just because the body block is also an issue elsewhere doesn't make it any less significant here. At least the turtles can spam carrier defense.
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I never said its not an issue. Quite the opposite, in fact. I specifically said its an issue, but not one that belongs to Fort Aspenwood alone. I dont know what can be done about it. If someone comes up with a good suggestion, I'm all for it.
I'm against body blocking the Juggernaut just to prevent it from doing its job. However, I remember its damage being very easy to once it got to the turtle. The turtle didnt have such a major problem doing its job even with a Juggernaut on it. That said, its an issue but not nearly as serious as the turtle's. Why? Because the turtle's impact, once its not stuck far from the battle, is much more serious.
Quote:
Originally Posted by Giga_Gaia
And I also mentioned that the tankers/healers can and should be countered if you want any hope of success. Sure I agree that turtles firing into walls where people are standing by the teleporters are annoying and should be fixed. But complaining about tanker and healer is like going to fight Shiro without bringing any anti-melee and then complaining that he owned your team. I understand that you are frustrated about the AI being exploited, but like I said a good team (which the Luxons currently lack) do not have to rely on the turtles. At all.
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When fighting Shiro you have the chance to organise a team and choose your team mates and builds properly. People also tend to be much more coordinated when working with premade teams. The case we're discussing here is far from being the one you mentioned (Shiro) and therefore the analogy is irrelevant.
Quote:
Originally Posted by Giga_Gaia
And that's why I agreed that the Kurzicks have the initial advantage of being more coordinated simply because they are all balled up in the fort. Only thing I have to say is, if you strip right before that turtle hits, that npc is dead. No coordination required.
The turtle isnt strong enough to kill the NPC in one hit.
TD;LR Version: I do understand that you guys are frustrated about the turtles being exploited and the monks healing the gates. But this can be abused on both sides. A good Luxon team does not need turtles to win. Still, the tankers/healers can and should be countered if you want to win (or have fun in your case and not be frustrated), then topics like this wouldn't have to come up time and again.
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Again, its not frustration. I'm having fun, but I'd have more fun if things were a little different. Therefore I initially made two simple suggestions in a constructive way. Gladly, most of your post was mature and constructive and I believe you'll understand me better now. I think I understand your side here.
Other than that, the turtles were given to the Luxon side to be an advantage, and not a small one too. This advantage has the greatest impact when inside the fort, but its extremely easy to prevent them from going inside. You wouldnt be surprised when we ask for the advantage we were designed to have, do you? Just like I'm not surprised if you dont like it when the last NPC is lured out (and like I said, it shouldnt happen).
Its quite the same story with the monks and the gate NPCs (which is coupled with the wast way in which the gates can be fixed), which we discussed quite a lot already.
Conclusion
It all boils down to everyone here asking one thing: Let skill be the factor that decides who's going to win. Skill and team work,
while taking into account the fact that we dont know who will our team mates be or which class/build will they choose.
What we have yet to agree about is forcing builds (
especially ones that are rarely prefered), and like I already said, its one big fail when someone designs a map for casuals this way.