FA turtle fix please
ajc2123
Ok when I see a warrior just standing in the fort healing himself, and doing nothing else, and still diverting tons of damage/enchant removal from turtle, that tells me gameplay is flawed.
You can argue that the whole team could take him down quickly then move on, but honestly, he spawns seconds later and returns to abuse this function. With this and kurzicks running amber, it makes for an already hard win for the luxons.
I suggest this, If the siege turtle misses his attack, then his AI tells him to move forward 10 feet on its predetermined path (or switch targets, or moves until another target is found)
That way, it doesn't make the turtles progress further than it normally would, but at least it can attack the damn stallers when it needs to. If it misses and there are lots of foes in the area, it just switches targets, so if its in the inner base, it won't progress further than us.
Any other ideas for its change? Its path, Aggro range, anything you want to try? This is my suggestion. All I know is, the way the stallers play, its terrible. It requires no skill, and actually diverts a lot of damage for doing very little. Specially for Randomized teams
Please anet, I know do SOMETHING about this arena. I love it and hate it so much. Healing npcs I understand, it takes skill (more than I have) and its a valid tactic seen in other PvP formats. Healing yourself and just standing there looking 'pretty'? Wtf. seriously.
Yes this is part rant, but its also a serious suggestion. Any ideas?
You can argue that the whole team could take him down quickly then move on, but honestly, he spawns seconds later and returns to abuse this function. With this and kurzicks running amber, it makes for an already hard win for the luxons.
I suggest this, If the siege turtle misses his attack, then his AI tells him to move forward 10 feet on its predetermined path (or switch targets, or moves until another target is found)
That way, it doesn't make the turtles progress further than it normally would, but at least it can attack the damn stallers when it needs to. If it misses and there are lots of foes in the area, it just switches targets, so if its in the inner base, it won't progress further than us.
Any other ideas for its change? Its path, Aggro range, anything you want to try? This is my suggestion. All I know is, the way the stallers play, its terrible. It requires no skill, and actually diverts a lot of damage for doing very little. Specially for Randomized teams
Please anet, I know do SOMETHING about this arena. I love it and hate it so much. Healing npcs I understand, it takes skill (more than I have) and its a valid tactic seen in other PvP formats. Healing yourself and just standing there looking 'pretty'? Wtf. seriously.
Yes this is part rant, but its also a serious suggestion. Any ideas?
AndroBubbles
Siege turtles have enormous aoe power (which removes one enchantment from *every single enemy the siege hits) and are hard to interrupt now. They have relatively high armor and direct damage reduction, and come with four luxon npc warriors. They are ridiculously easy to respawn and relatively easy to keep alive. Blind does nothing against them, nor does any other condition in terms of directly inhibiting their damage output. Yet you complain because their AI tells them to kill something before moving on, when you could just be more productive yourself. I don't see a huge reason to improve them much more, considering their Kurzick equivalent is still a walking pile of crap with some green stuff attached. The only real thing I would say could be improved without making them more IMBA is to make their targeting better. Aim for where you will hit the most people, perhaps?
Zodiac Meteor
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Yes this is part rant, but its also a serious suggestion. Any ideas?
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Fix: When Turtle skills are recharging, TURTLE MOVES and not just wait there for recharge.
Also it prioritizes NPC's over players.
Oh and lastly:
Clean Shell: If their is no foes in earshot, Siege Turtle losses all hexes and conditions and gains 10 health for each one removed.
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I don't see a huge reason to improve them much more, considering their Kurzick equivalent is still a walking pile of crap with some green stuff attached. The only real thing I would say could be improved without making them more IMBA is to make their targeting better. Aim for where you will hit the most people, perhaps? |
It's frustrating that you can't do anything to move the Turtle to the Kurzick NPC's and it will just fire pointlessly. Stop that off get 1 monk and the Gate can NEVER get breached with the turtle distracted.
AndroBubbles
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A warrior? Bah, 1 Soul Twist Rit = GG with communing spirits eating NPC damage AND stop a Turtle in it's tracks.
Fix: When Turtle skills are recharging, TURTLE MOVES and not just wait there for recharge. Also it prioritizes NPC's over players. Oh and lastly: Clean Shell: If their is no foes in earshot, Siege Turtle losses all hexes and conditions and gains 25 health for each one removed. |
Epic lulz at your last suggestion. Turtles do not need self healing. It's easy enough to keep them alive as is.
Zodiac Meteor
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Epic lulz at your last suggestion. Turtles do not need self healing. It's easy enough to keep them alive as is.
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Sure Kurzick NPC's don't have anything as a heal but Turtles turn the tide of the fight, just like the Guild Lord keeping it alive is VITAL. Their strong but wither away at degen easily.
To top that players can repair gates and get their NPC's back instantly, for Turtles all 4 Luxon warriors must die before it can respawn. Which also leads to broken Luxon warrior AI, thus having a turtle never respawn.
AndroBubbles
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They don't need healing, but get some degen on it and flee means the death of it. No monk = GG. It would be like the Guild Lord without Oath of Protection.
Sure Kurzick NPC's don't have anything as a heal but Turtles turn the tide of the fight, just like the Guild Lord keeping it alive is VITAL. Their strong but wither away at degen easily. To top that players can repair gates and get their NPC's back instantly, for Turtles all 4 Luxon warriors must die before it can respawn. Which also leads to broken Luxon warrior AI, thus having a turtle never respawn. |
And I used to play FA quite a lot, thanks very much. The main problem with turtles is their targeting, but as individual npcs they are extremely powerful. I would advocate improving this one part of their AI, but any farther than that and you just boost the power creeping some more. That said, there are plenty of improvements that could be made to both the Luxon and Kurzick sides, not including turtles of all things.
Skye Marin
Why not support the turtle with a few mesmery-type skills (Shatter Enchantment, Mark of Insecurity, Defile Flesh, Signet of Twilight, etc...) to break the line, and push forward with it? What am I missing?
Skyy High
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You can argue that the whole team could take him down quickly then move on, but honestly, he spawns seconds later and returns to abuse this function. With this and kurzicks running amber, it makes for an already hard win for the luxons.
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Really, the only time this is really a problem is when a ranger stands on the top rampart shooting the Orange turtle indefinitely...but then again, the ranger actually has a chance at killing the turtle, and shooting things from high up is definitely a bow user's thing. If monks bonding gates are a problem, bring enchant removal. If rangers stalling turtles are a problem, bring non-LoS damage/hexes/interrupts. I'm telling you that snagging one of my Trolls is a sure-fire way to make me back off of tanking the turtle.
ajc2123
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If you kill him, that should be ample time for the turtle to move forward into a position where he can do some damage before the warrior gets back.
Really, the only time this is really a problem is when a ranger stands on the top rampart shooting the Orange turtle indefinitely...but then again, the ranger actually has a chance at killing the turtle, and shooting things from high up is definitely a bow user's thing. If monks bonding gates are a problem, bring enchant removal. If rangers stalling turtles are a problem, bring non-LoS damage/hexes/interrupts. I'm telling you that snagging one of my Trolls is a sure-fire way to make me back off of tanking the turtle. |
I have no problem with the ranger, as he is actively trying to do something. the biggest irk i have is the tank is just standing there and diverting a nuke and 4 warriors worth of damage.\ while doing nothing. AND not getting hit.
Jonzcrusher
Personally I think that the turtles should have some kinda threat assessment ai, so if the War is just standing there picking daisies the turtle should move on instead of focusing in on the on guy doing no damage. Also my biggest grip is that the turtles still get stuck for no reason, happened 4 out of 5 games I played the other day. Who needs a war to stand and pick daisies when they turtle decides to pick some it self.
Jeydra
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Really, the only time this is really a problem is when a ranger stands on the top rampart shooting the Orange turtle indefinitely...but then again, the ranger actually has a chance at killing the turtle, and shooting things from high up is definitely a bow user's thing. If monks bonding gates are a problem, bring enchant removal. If rangers stalling turtles are a problem, bring non-LoS damage/hexes/interrupts. I'm telling you that snagging one of my Trolls is a sure-fire way to make me back off of tanking the turtle.
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chuckles79
If the entire luxon alliance is stalled because of one wammo, then maybe you deserve to lose.
The turtles have 4 hammer warriors along with it, in addition to a 2nd turtle group moving up, and finally 8 possibly capable players. Meanwhile the 8 Kurz. players are spread out trying to bring in amber from the mines.
I've seen some tough warriors, but have yet to see one that cannot be killed.
The turtles have 4 hammer warriors along with it, in addition to a 2nd turtle group moving up, and finally 8 possibly capable players. Meanwhile the 8 Kurz. players are spread out trying to bring in amber from the mines.
I've seen some tough warriors, but have yet to see one that cannot be killed.
Shriketalon
Giving the absurdly overpowered turtles more abilities or better functionality is not the answer. Distributing their power is.
The 4 warriors around the turtle are the worst combination of completely useless in all the right ways and ridiculously potent in the wrong ones. They are great, fiendishly great at ganking someone with AI-perfect-timing Coward! spam to completely trap a single character, and they can do absolutely nothing else.
Instead of approaching every problem by thinking about only the Turtle, why not fix the group carrying him?
Shorten the turtle's range to that of casters (it is downright pathetic to have NPCs sitting around, waiting to die when he opens fire), and get rid of its enchantment removal (because taking 1 damage from a stray shot forty feet away, but still having an enchantment broken is just poor design). Replace two of the warriors with a Mesmer and a Ritualist. The Mesmer would be an expert at breaking bonds and interrupting casters, and the Rit would have AoE channeling and a little bit of regeneration for the turtle via Weapon Spells.
That means the Kurzick NPCs would actually fight, and the Luxon team could actually support their turtle, rather than having a glass cannon completely determining the scope of the battle.
The 4 warriors around the turtle are the worst combination of completely useless in all the right ways and ridiculously potent in the wrong ones. They are great, fiendishly great at ganking someone with AI-perfect-timing Coward! spam to completely trap a single character, and they can do absolutely nothing else.
Instead of approaching every problem by thinking about only the Turtle, why not fix the group carrying him?
Shorten the turtle's range to that of casters (it is downright pathetic to have NPCs sitting around, waiting to die when he opens fire), and get rid of its enchantment removal (because taking 1 damage from a stray shot forty feet away, but still having an enchantment broken is just poor design). Replace two of the warriors with a Mesmer and a Ritualist. The Mesmer would be an expert at breaking bonds and interrupting casters, and the Rit would have AoE channeling and a little bit of regeneration for the turtle via Weapon Spells.
That means the Kurzick NPCs would actually fight, and the Luxon team could actually support their turtle, rather than having a glass cannon completely determining the scope of the battle.
makosi
Turtle-griefer wammos were much more irritating before the Defy Pain nerf since their bar was entirely heals, armour boosts and damage reduction. You had to be a curse necro or Diversion spammer to handle those bitches.
Soul Twisting is dumb in all formats of the game. I love abusing it but it needs to be re-worked entirely.
I support ajc2123's idea whereby the turtles proceed some distance while skills are recharging to as that they cannot be stalled indefinitely. I know some people are thinking, "why not just spec against the turtle griefers?" but FA has an objective and too many other obstacles to worry about.
Soul Twisting is dumb in all formats of the game. I love abusing it but it needs to be re-worked entirely.
I support ajc2123's idea whereby the turtles proceed some distance while skills are recharging to as that they cannot be stalled indefinitely. I know some people are thinking, "why not just spec against the turtle griefers?" but FA has an objective and too many other obstacles to worry about.
Just Sai
no point raging, learn to deal with it
if its a spirit gaze it, if its a person, kill them and the turtle will advance
if your turtle fails to spawn, then there are surviving warriors from that side
all else fails just press forward, there are 2 sides, maintain constant pressure
if its a spirit gaze it, if its a person, kill them and the turtle will advance
if your turtle fails to spawn, then there are surviving warriors from that side
all else fails just press forward, there are 2 sides, maintain constant pressure
X CDH X
Ft Aspenwood is pretty much fine - All they need to fix IS THE DAMN TURTLE GETTING STUCK!!!!!!!!!!!!!!!!
So annoying when about 2/5 games it just sits at the ele gate... Honestly factions has been out for ages and still this lame bug is there.
If there is a good Kurz team with healers v a good Lux team with healers Kurz would have a slight advantage I believe so Luxons do need the turtle to be effective in winning games.
I don't really complain about player builds - defy pain/ST Rit/camping rangers as they are using OP for the arena skills and not really playing unfairly and anyone with half a brain can take these people out or cause them to retreat enough so everything keeps moving.
So annoying when about 2/5 games it just sits at the ele gate... Honestly factions has been out for ages and still this lame bug is there.
If there is a good Kurz team with healers v a good Lux team with healers Kurz would have a slight advantage I believe so Luxons do need the turtle to be effective in winning games.
I don't really complain about player builds - defy pain/ST Rit/camping rangers as they are using OP for the arena skills and not really playing unfairly and anyone with half a brain can take these people out or cause them to retreat enough so everything keeps moving.
makosi
/signing this idea.
Also, suspend the accounts of people who repeatedly leave/leech. If you can ban folks for using the N-word, start banning folks for actually disrupting others' play experience.
Also, suspend the accounts of people who repeatedly leave/leech. If you can ban folks for using the N-word, start banning folks for actually disrupting others' play experience.
Lhim
DoomFrost
The turtle AI shouldn't focus on players but rather just the Kurzick NPC's that way players on the Kurzick side can't stall the turtle and will rather have to rely on actually killing it.
jayce
Dec 14, 2008
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Everyone is whining about the turtles. I still haven't seen the juggernaunt be of any use whatsoever. I have never seen the juggernaunt 2-shot anything. Single target or AoE. And rarely will the lone juggernaunt ever reach one of the two turtles to combat it. If it does, the juggernaunt should kill it almost instantly to make up for the insane damage the turtles do to everyone else.
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Painbringer
/ unstuck would work for me any NPC character stuck within my AOE range is unstuck when I type the command. If you notice the Kurz warriors outside the gate get a funky stuck issue as well, but not even close to how bad the turtles are.
Turtles damage and skills are fine its the player that figured the map out and where to stop the turtle dead in its track.
Please fix it it is so annoying
Turtles damage and skills are fine its the player that figured the map out and where to stop the turtle dead in its track.
Please fix it it is so annoying
locao
actualy the juggernaut wich u say its useless gives ppl around it 1 pip of energy and its the only thing capable of give the turtle a kd and its 5 secs kd.
and theres one thing more frustrating then the turtle bug...is to know anet will never fix it.
just forget about it and play nothing else we can do about it.
if they wanted they would have fixed it already.
and theres one thing more frustrating then the turtle bug...is to know anet will never fix it.
just forget about it and play nothing else we can do about it.
if they wanted they would have fixed it already.
miriforst
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1 pip of energy and its the only thing capable of give the turtle a kd and its 5 secs kd. |
the juggernaut is only there for show.
and is it the juggernaut that is op with being able to knockdown turtle or is it the turtle that is imune to knockdown?
the juggernaut is probably the slowest thing on earth, way slower than the 5 ton turtle. and it haven't got what the turtle got: range.
So we got 1 slow moving melee unit with a 2 adren 15 sec recharge 5 sec knockdown, that doesn't to be fair deal that much of damage considering its attack speed and the fact that someone with iron mist or mind freeze could nearly outrun them (and as they are melee someone could even take blind, but the fact that the juggernaut is no threat and that melees sucks in fa anyway makes most players skip it) the only purpose of the juggernaut is the large armor and hp making it resilent IF it has a bonder/healer babysitting it. and yes we can replace it, but not as easy as the turtle since the juggernaut is the last to fall, and then you got to have a amber camper inside that is ready to repair the gate 1 sec after it broke so that the luxons don't swarm in making it impossible to repair.
And if it locks on a target it will mostly get stuck by the stair being held in place by a person that body blocks it easily against the stair without being attacked by it since it still wants to follow the original target (resulting in it standing still without doing anything and getting eaten by nukes.
heck it wont even attack melees sometimes
and ok yea if you stand adjacent to the juggernaut (who is constantly under attack so its not a good place to stand in) you gain 1 energy every three seconds..
that vs two resilient nukers with passive damage reduction of 24 (and they are rangers if i'm correct) with nukes that blows the crap out of whatever it hits (380 dmg on casters aoe (after armor modifiers) i think since they ----ed up the skill not making it "Skill. Enemies within the blast area take 80 damage. Target foe takes 250 damage and loose an enchantment." but instead: "Skill. Enemies within the blast area take 250+80 damage and loose 1 enchantment.) + everyone else in cantha + if you were on a sunny beach in kryta and broke a toenail from the sonic bomb in aspenwood you would still loose a enchantement (there goes eles... and everyone else with enchantment recharge over 10 seconds) and has 10 sec recharge, virtually uninterruptable and could reach over from soviet russia to usa during the cold war + a knockdown with spamabillity and 100 dmg if a melee tries to attack it (if he isn't ganked to death by the 4 super AI luxon wammos that spam spam coward flawlessly making them impossible to flee from (and using healsig making them resilient for an npc.) surely they can be stalled and that is the only weakness i know of.
it comes up to that its still pvp, if barely.
fyre12345
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The best way of making the map more playable for the Luxon is to heavily weaken the Luxon AI. I am thinking the most efficient way would be to just remove the turtle and the warriors.
That in turn DEMANDS a rebalance of the map and that is what you REALLY want. You aren't losing as a Luxon because your turtle is stuck. You are losing as a Luxon because you are not supposed to win. |
Zakarr
I love warrior tanking strategy in kurzick side where I rush middle of map outside fortress and stop both turtles before the other turtle is on the bridge.
This will force luxon players to attack me instead going for amber runners. Usually can take lots of damage from several players and stall them at least minute. One player can't harm luxon side more than that.
This will force luxon players to attack me instead going for amber runners. Usually can take lots of damage from several players and stall them at least minute. One player can't harm luxon side more than that.
chuckles79
Lord forbid that someone uses...gasp..wait for it...strategy in Fort Aspenwood.
It's hard enough to think someone can create a build that can stand up to the turtle's uber cannon and the shock squad of hammers that accompanies each one, but even if they do; it should be a relatively simple thing for luxon players to take him or her out.
I mean, if I am playing FA and I see a build on the luxon side that is just chewing us up and spitting us out; I'm going to figure out how to counter that and play that build. Just like a few AB weekends ago when I was noticing that every luxon team had at least one MM. Run as an MM with some Verata skills to piss them off.
It's hard enough to think someone can create a build that can stand up to the turtle's uber cannon and the shock squad of hammers that accompanies each one, but even if they do; it should be a relatively simple thing for luxon players to take him or her out.
I mean, if I am playing FA and I see a build on the luxon side that is just chewing us up and spitting us out; I'm going to figure out how to counter that and play that build. Just like a few AB weekends ago when I was noticing that every luxon team had at least one MM. Run as an MM with some Verata skills to piss them off.