@
upier
I completely agree with your last two posts.
Quote:
Originally Posted by the_jos
While it's casual format, it's casual PvP. Meaning you encounter other human players who might have a better build than you have. Or play smarter. In both cases they should win.
This casual gameplay you talk about works on both sides.
This raises a question. Can one side gain advantage by having one or two good players on the team that is impossible to counter with one or two good players on the other side?
Or should we state that Kurz in general brings better builds/tactics, meaning they are more knowledgeable about what works and what doesn't?
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If it was just about skill and what builds each side brings, I'd be very glad. It mostly is, by the way, which is why I'm happy about many aspects of this battle. My only two problems were the
easy way the turtle can be delayed for a
very long time, and the
easy way a monk can hold the gate for too long,
just because of the map's design.
Other than that, the Kurzicks have several advantages which I'm very happy about. Its not about winning, its about preventing the few cases in which the map's design causes serious problems to one side. Dont get me wrong, I support changes at the Kurzick side like preventing any possibility of the last NPC being lured out.
Quote:
Originally Posted by Apathetic Tom
because you have so much more experience than anyone else, right?
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Your post was relevant if I said I know better than anyone else here (that only my experience counts), which I didnt. Therefore your post is irrelevant, and out of place.
Quote:
Originally Posted by the_jos
Sure, gate healing/protting is effective. Else people would not not do this.
But if every match has at least two monks on Kurz side and (almost) no monk counters on Lux side I'd say we have a different problem. This ain't random play, it's people with some minor understanding fighting people with no understanding. Guess who wins.
As solution: how about an environmental effect that makes healing npc's that are not in party window harder the closer the human monk is to Guntar? On both sides. And move the turtles /juggers (not sure they are in) out of party window when the last gate is breached. This would support more offensive play on both sides I'd say.
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If it was only about understanding what works, I'd agree, but its not. A main part of designing a casual format is the understanding that the people who do so will (almost in every case) bring
whatever build/profession they prefer.
For that reason you should prevent a case in which an individual has a very serious impact that has almost nothing to do with his own skill.
I believe my suggestion, regarding the Turtle and the monks (who keep
gate NPCs alive), is much more simple to implement and suits the casual format in a much better way.
Quote:
Originally Posted by imnotyourmother
ok, have a training area that will let the lux figure out their team before the match starts or just nerf the whole thing like Hero's ascent
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Or create an outpost with a premade mode, like I suggested some posts ago.
Quote:
Originally Posted by Hailey Anne
the only thing I agree with.
FA really isnt unbalanced the players are.
I have been in MANY games where the Luxons win and quickly because they brought a good build and could use it properly.
Its not the servers its the lack of players and has been stated so by Gaile.
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Its the lack of players indeed. There are people here who have played quite a lot and dont share the same experience. The only ones who really know who wins more are A-Net employees, which none of us are (am I wrong?).
As for your "arguement" regarding the map's balance, you should check out my comment to Apathetic Tom at the bottom of this post. If you want to be taken seriously, the least you should do is prove that you know what you're saying. Or do you expect someone to be foolish enough to just take your word for it, and you'll never have to explain anything (some at least some others provided well made arguements).
Quote:
Originally Posted by Apathetic Tom
Also, bad, or else this thread wouldn't be here.
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When you ignore well made arguements which prove there are issues, it doesnt make you right. An arguement consists of more than just "what Apathetic Tom thinks". An arguements consists of some kind of evidence, which you brought none and I (and others) did.
Here's an example for an arguement:
A single Ranger, with a very common and easy to play build, can delay the turtle for as long as he likes. The Turtle, which is quite squishy (try to protect him once and see), is supposed to be one of the Luxons' advantages when fighting at Fort Aspenwood. Therefore its an issue to be taken care of.
In case the turtle isnt dying as a result (
which rarely happens), it can be delayed forever. The imbalance has nothing to do with skill, and if the Ranger doesnt die (which happens quite a lot, and he's on a perch, by the way) the Turtle will stay in one place. In case the Ranger dies (and takes a very short time to come back), he'll almost always be replaced by another who lasts at least enough time for the Ranger to come back.
(The arguement example ends here)
There's even a way to keep the turtle busy with no chance of being hurt, but hey, its not an issue because Apathetic Tom said this thread exists just because the Luxons casual players act as casual players (while playing a casual format of a PvP map). He must be right if
he says so. He doesnt even have to explain anything, its Apathetic Tom, you know.