Suggestion for balancing FA

Ninja Dude

Academy Page

Join Date: Oct 2010

[TIG]

A/D

One of the problems with the Luxon side of FA is that healers are almost required to win because keeping the turtles alive is crucial. What I was thinking was giving the turtles a better version of turtle shell allowing them to better resist damage but not give them extra durability when a monk IS present.

Turtle Shell (Fort Aspenwood)

Stance. Reduces damage from non-critical hits. The user gains +2 health regeneration and 20% damage reduction but recieves 20% less benefit from healing.

The numbers might need to be tweaked, but you get the idea. Opinions?

melissa b

Krytan Explorer

Join Date: Oct 2007

Healers help both sides. It can be pretty hard to win on the Kurzick side with no healers. Also the turtle already got buffed with the enchantment stripping cannon.

/not signed

Horus Moonlight

Lion's Arch Merchant

Join Date: Jul 2006

Me/Mo

/unsigned

Either side lacking healers is a huge detriment to said side. Buffs shouldn't be given to 1 side to circumvent this. If the turtles are so important to the luxons, then attitudes need to be changed in order for more players to roll monks in FA or bring some form of healing as well.

The bigger issue with the turtles is the fact that they just stop moving sometimes at the gates.

Ninja Dude

Academy Page

Join Date: Oct 2010

[TIG]

A/D

Quote:
Originally Posted by melissa b View Post
Healers help both sides. It can be pretty hard to win on the Kurzick side with no healers. Also the turtle already got buffed with the enchantment stripping cannon.

/not signed
Yes, but on the kurzick side you can run amber to repair the gates. This still slows down the luxons even without a healer. Mabye lower it to 10% instead of 20%? It feels rediculously easy to take them down when there's not a healer. You can scuicide on them twice and still kill them, while doing this on gates would be a bad stratagy. What I'm saying is that Luxons are punished more for not having a healer than kurzicks are.

IronSheik

IronSheik

Forge Runner

Join Date: Mar 2008

Wolfenstein: Goldrush

Zombies Go Nom Nom [Nom]

N/

If I'm not mistaken someone did a survey and about 40% of the time a turtle got stuck.

Fix that and it'd make me happy.

Mike Jack

Academy Page

Join Date: Apr 2011

A place where people like to emo bond.

[EMO]

E/Mo

How about make the turtle AI better so it doesn't get distracted like a monkey? I'd actually would prefer it to deal less damage per siege, but more sieges in general.

Coast

Coast

Furnace Stoker

Join Date: Jul 2006

Belgium

Whats Going On [sup]

Mo/

no ty, they alrdy op enough as it is

Bandwagon

Bandwagon

Lion's Arch Merchant

Join Date: Jan 2010

D/

If you really want to balance FA:

1. Fix the sh!tty coding, its flawed and tremendously buggy

2. Test your fixes thoroughly so more issues don't arise.

It won't happen, I mean its been here since Factions release.

Also haphazard fixes to skills is what breaks the game in the first place, even if it is a monster skill, defenders will just find a new way to abuse the bad AI.

depeche

Ascalonian Squire

Join Date: Apr 2011

Holland

Twenty in Sword Magic [oP]

R/Mo

I have done a lot of FA, both on luxon and kurzick side.
I reached max level on both sides doing FA and JQ.

Never had much of a problem with the turtles.
The times that they got stuck wasn't that much.

So not signed.

Think the problem is exaggerated.

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

FA isn't "unbalanced." Luxons win almost 50% of the time. It takes minimal effort to kill the 3 elementalists to bring down a single gate. The time where most teams get stuck is they get into the Green Gate room and some monk on the Kurzick side has Bonded the shiz out of Gunther so he's practically invulnerable w/o enchant removal.

The problem with the turtles is very exaggerated. Luxons win about 50% of the time, so there's not a glaring problem with FA.

/notsigned