Feedback talk:User/Previously Unsigned/Fix Jade Quarry

I agree that RoJ is probably overpowered (or AI is just stupid, standing in the giant hot beam of death coming from the sky), but... It's also really, really easy to interrupt. Honestly, the bombers annoy me quite a bit more, because even if you interrupt one or two skills (and they have shorter cast times), they can generally still take out a shrine in one hit, or at least leave only one NPC for the next person to drop by. -- FreedomBound  15:56, 17 November 2009 (UTC)
 * Yes, they are annoying, but they aren't like "skill 1: done". I just remove their enchantments. Sure I can interrupt RoJ too, but it's not always possible if they are running anti-interrupts and not everybody wants to bring Powerblock or some fail causing skill. Previously Unsigned 18:02, 17 November 2009 (UTC)

Some suggestions
I was contemplating on how to modify these NPCs to remove degenerate playstyles, and I came up with some ideas:
 * 1) Increase the aggro range of quarry NPCs(not referring to ordinary ranger shrines) in JQ to 1.2 of the current aggro bubble.
 * 2) Reduce the number of said NPCs to 1-2, increase the health of these NPCs to 600-1000(so that players need to cooperate to try and capture/defend important shrines).
 * 3) These NPCs receive 50% less healing and loses all enchantments every 10 seconds to discourage healballs and bonders, while encouraging offensive defense(such as knockdowns, disruptions, snares and defensive conditions) and a wider variety of builds and professions.
 * 4) All NPCs also need to be able to react and move out of damage over time AoEs too.

Please discuss the viability of these suggestions. Most Japanese Greetings 16:02, 17 November 2009 (UTC)
 * Wow, those are some pretty drastic suggestions. For me, well I"m not sure how I feel about them. I'd have to play it first. Previously Unsigned 18:02, 17 November 2009 (UTC)

Another thing that needs to be looked at pretty badly as well, are the carriers (on both sides) that forget they are supposed to go to the quarry to get the goods when the team recaps it. Dreg 20:13, 18 November 2009 (UTC)


 * I think NPCs should be able to move out of the RoJ amongst other AoE spells, but then everyone would run bombers and we would have to hope that the shrines with enchantment removal would successfully remove some of them.
 * With the aggro range increase, they'd b moving around a lot, and you would notice them coming at you from way ahead allowing only the Rangers to kill them granted those Rangers have the required bows, i.e. Longbows.
 * That HP thing is...pretty OP.
 * Won't help if they lose enchantments every 10 seconds. A caster (or any other, but hard for them) with Heal Area could easily keep them alive. Than 03:14, 19 November 2009 (UTC)

I've run nuking and bomb now, and I can say RoJ Monks have it way too easy. Quarry wipers and healing tanks in one. Maybe all DPS should scatter quarries, since bombers can't take them alone anyway, as enchantment removal *does* kill it, every time. In my experience bombing only works on Rangers, else you need someone to attack first. Xiaquin 08:47, 19 November 2009 (UTC)

What's wrong with RoJ?
I totally do not unterstand why RoJ is said to be overpowered. There are so many ways to counter RoJ: any kind of heal, prot, interrupt (2 seconds cast), knockdown, weakness, humsig... But there are other skills (here's a list) which can (if at all) only be countered by two elite skills if cast on the haulers. If RoJ monks would not be effective anymore, every JQ match will end 0:0. --numma_cway 18:17, 11 February 2010 (UTC)
 * Just because something has a counter does not make it balanced. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 18:57, 11 February 2010 (UTC)


 * The problem is not RoJ being used on haulers but on the quarries. I quit playing because I got tired of watching Monks wipe quarries one by one while shrugging off attacks. It takes all of 6 seconds for them to enchant, nuke and run to the next. It's extremely hard to kill one by yourself because of this and you can't protect an entire quarry unless you are a Monk yourself and camp it. Also interrupts are easily preventable Interrupt. I'm done with JQ unless I hear of an update to the AI to eliminate AoE abuse. Xiaquin Crystal_Snowflake.png 20:24, 11 February 2010 (UTC)

I do not agree
I do not agree with any of the suggestions except the first one, assuming I'm interpretting it correctly. My interpretation is that the 3-Luxon Longbow guard post that's towards the Kurzick side of the map from the Yellow Quarry is out of range of Juggs going by. If so, I agree that it should be corrected. The longbowmen can easily shoot at that range, but they don't get aggroed. If this were true on the other end of the map, it would be OK, but it's not fair that only one side has to worry about the yellow guard post.

For all of the other suggestions, no "fix" is needed.