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Thread: Fort Aspenwood

  1. #11
    I haven't tried it, but I've heard about it. It's probably this:

    # Kurzick players in Fort Aspenwood will now receive faction equal to 15 times the percentage of completion of the Vengeance of the Gods at the end of the match.

    # The time it takes for the Vengeance of the Gods meter to fill up has been reduced by 5 minutes.
    So, they just sit it out and play defense, given the bigger reward/shorter time in the new patch?

    -T

  2. #12
    Quote Originally Posted by Vela View Post
    If this was discussed elsewhere already, please delete or merge this. And sorry for duplication.
    http://guildwars.incgamers.com/showthread.php?t=484494
    Last edited by Spazzer; 17-11-2008 at 17:36.

  3. #13
    The update really didn't do anything to "unbalance" FA. Games were rarely, if ever, decided in the last 5 minutes; either the luxons steamrolled an unprepared kurz team, or they threw themselves against a nigh-unstoppable kurz defense for 15 or 20 minutes (I forget how long the timer used to be) until the game ended (or, they left). The only thing that has changed is that kurzicks don't have to wait as long as luxons to get their faction for a victory, which is really only fair. Of course, as a result of this, and the increased rewards, players are showing up in droves to actually play the format to win. It just so happens that it's easier for kurzicks to come prepared than it is for luxons, because defense is easier to pull off than offense, but that's not a change in this particular update; that's just a natural unbalance with the arena that cannot change, due to the nature of the map.

    Once luxons get their acts together, realize that kurzicks are packing little offense and that they should, in turn, pack very little in the way of defense, and start bringing heavy enchant removal, caster shutdown, and maybe some key ranger spirits (tranquility, NR, maybe primal echoes), they'll be breaking through resistance-less kurzick defense easy as pie. Of course, then the pendulum will swing back again, and the kurzicks will start bringing more offense to kill off some of the glass cannon builds that are sure to pop up on the luxon side...etc.

    But, the point remains: the update did nothing except draw the attention of more players, players serious about winning and gaining faction, to the arena. The ability of a kurzick team of 4 healers and 4 players with support skills to completely stall a luxon team was always present, it just was boring as hell and not really worth playing 15 (20?) minutes of that for a paltry amount of faction. Now we get more faction, faster; is it any wonder that people care more now? If you want to win, you're going to have to play to win as well; the days of using FA as a testing ground for wacky builds and expecting to win easy by escorting turtles are pretty much done.

    The good news is, of course, even with these changes, luxons still are gaining faction faster than they were before, because lost cause games end faster, and they get big rewards for breaking gates and killing people now. If the kurzicks turtle behind green gate and there's absolutely no way of killing them, just farm the gates for a while, yay faction!
    Last edited by Skyy High; 17-11-2008 at 17:59.

  4. #14
    Quote Originally Posted by Sorale View Post
    Jade Quarry is pretty balanced. It would have been nice to have equal objectives for both red and blue side.
    Are you talking about Jade Quarry or Fort Aspenwood? JQ does have equal objectives for both sides.

  5. #15
    I was thinking it swung the advantage to the Kurz but Sky is right, it was a rare game that was not decided in the first 5 min. Lux's usually would thrust in and kill quickly or I would sit up and hold a turtle for 5 min while the battle raged on, then they would all leave and the Kurz would have to wait out till we filled the bar, running amber the rest of the time.

    What you are seeing is the fact that Kurz win by stopping or stalling the Lux's, healing a gate guy is stalling. As you only have to heal for 5 min a little extra healing will hold that gate. Smart players will just bring a monk though. Lux's can learn that we bring prot monks and they should counter that.

    On the flip side my first run through there I was thinking, oh this is nice I just have to keep them back for 5 min, and at the 3 min mark I was thinking we wrapped it up when Gunther was under attack, and we lost moments later. it only takes 1 knowledgeable Lux player to win that side. Usually his name is ___ Four...

    It does really suck when the game is too defensive I like to measure a good game by how many kills we get. Kill = Kurz and Balth Faction.
    Last edited by GrimShade; 17-11-2008 at 21:03.

  6. #16
    Quote Originally Posted by Skyy High View Post
    The update really didn't do anything to "unbalance" FA.................
    Yes it did. What this update gives kurzicks is reduced timeframe for them to hold up against luxons with bunch of heals and prots. Earlier they needed to fight a lil' at the very least as just caving inside would not really get them a win. Now, it is not the case. Hence, every single kurz that joins FA gets only heals and prots.

    Quote Originally Posted by Skyy High View Post
    But, the point remains: the update did nothing except draw the attention of more players, players serious about winning and gaining faction, to the arena.
    No. it draws people's attention as they need this arena to increase the faction cap. Once won and cap increased, those people will hardly go there ever again.
    Last edited by Vela; 17-11-2008 at 21:52.
    Vela - IGN: Vela Iviana [Club]

    Where man in all his truest glory lives,
    And nature's face is exquisitely sweet;
    For those fair climes I heave impatient sigh,
    There let me live and there let me die.


  7. #17
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    What really makes these low level pvp maps imbalanced is the incredible retardation that dwells in them.
    If people actually thought for 2 mins before entering, what the map objectives are and had just an ounce of intelligence, they'd be more balanced and more fun.

    Now its still just a million morons slamming their heads against npcs.

    Before anyone would try telling me i'm wrong, I'll state te obvious.
    Generalization and extreme examples yes. True nonetheless.

  8. #18
    Are you talking about Jade Quarry or Fort Aspenwood? JQ does have equal objectives for both sides.
    Well, I meant Jade Quarry was balanced, and that it would have been nice for Fort Aspenwood to have equal objectives (gank the NPC while running amber on both sides).

    What really makes these low level pvp maps imbalanced is the incredible retardation that dwells in them.
    Case in point:
    Ranger on my team with Meteor Shower, Inferno, Meteor, and Flare.
    Ranger on my team without any defensive stances trying to trap in the middle of the luxon warrior NPCs (there are 4 of them swinging)
    Warrior on my team with Zealous Benediction, Healing Breeze, and Mending.
    Assassins with Flashing Blades, no offense, and the ability to smack talk in local (I CAN TANK YOUR WHOLE TEAM LOLOLOL).

    Yeah. I agree.

  9. #19
    The time reduction significantly hurt Luxons. Pretty much if the Kurzick side has a healer of some sort that will be enough to hold off for the win. Pre-update as a Luxon I was winning 75% of the matches, now I lose about 90% of them.

    Also, I do not agree that almost none of the matches were decided in the last five minutes. Probably about 1/4 or even 1/3 were. Which is a significant number.

  10. #20
    Quote Originally Posted by Uriah_Heep View Post
    The time reduction significantly hurt Luxons. Pretty much if the Kurzick side has a healer of some sort that will be enough to hold off for the win. Pre-update as a Luxon I was winning 75% of the matches, now I lose about 90% of them.

    Also, I do not agree that almost none of the matches were decided in the last five minutes. Probably about 1/4 or even 1/3 were. Which is a significant number.
    Maybe Linsey checked the stats?



    Rea

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