Feedback:User/Previously Unsigned/Fix Fort Aspenwood

This is like my JQ feedback page, bare for now, will list things that I think are issues as they arise. Yes, I am mostly Luxon so I comment on that side more.

Luxon Side
1. Luxons spawn way too far back if (especially if no mines). Meanwhile, Kurzicks spawn right before Gunther and have use of teleporters and more vantage points. Let Luxons spawn at the Refined Amber point or the Commanders if they have them, regardless if they died on that side.

2. Kurzick NPCs are way too anti-physical. There must be some kind of solution. The Eles have 2 block skills (one for themselves, one AoE), AoE knockdown ward if attacking, plus Sliver Armor, Necros get blind like hex, can throw conditions back, and the Rangers have 2 cripple skills. Up until you get into the main fort melee is basically useless since everybody attacks from the ledge anyways. This really hurts anybody wanting to play any physical class and if you do, you are extremely limited in what you can do.

3. Kurzick Mesmers also carry the PvE version of Psychic Instability. !@#$

4. Luxon Warriors are just plain stupid.
 * 1) It's easy to run amber past them
 * 2) they follow the turtle too close (to ward off actual attackers, but who doesn't kill the turtle by degen or long range? Design fail.)
 * 3) a lot of the time they run back and forth, unsure what to do and waste their time running around
 * 4) their tendency to mob may be good for quick kills but it also opens them up for predictable AoE
 * 5) They're Warriors so they are also not useful against ranged attackers + Kurzick NPCs, but unlike real players, they aimlessly attack the NPCs anyways and commit suicide.
 * 6) Since the Dervish update they are pathetic weaklings. I see all 4 get wiped out in literally seconds by Dervishes.

They should intercept amber runners more, be not so predictable, or maybe just scrapped for some casters or rangers to run along with the turtle.

4. Turtle aggro distance is too large. It can be easily stalled right before the first gate and in other areas doing almost NOTHING but spamming random stances and such. This is totally unfair since the stallers can keep the turtle busy but are at a location where they can't be targeted (the only way to get to them is the long way and by then you've wasted so much time or will die on the way). Solution: Turtle shoots 3 times when stalled, if target doesn't die, ignores them and keeps moving. Alternatively do not let anybody who cannot be targeted by players stall the turtle.

5. Give the turtle maybe one regeneration skill? Degen is the main way turtles die. They have Turtle Shell a skill that reduces damage from non critical hits, but due to the Luxon Warriors that hover around them, most just long distance degen them to death instead. When taking a lot of degen maybe they could activate a regeneration skill if they sense no healers around.

6. In one update 5 minutes was taken off the clock. Yes, it hurts. Maybe just take off 2.5 minutes?

7. The game can give Kurzick the victory if Luxons win extremely close... yes, I've had it happen before and it's really annoying. Oh look, we killed him, wait why did we just lose?

8. Turtles get stuck WAY too often. It started happening around the mesmer update. Not very extensive stats yet, but out of 43 games, 17 had a stalled turtle. So 43.5% of games. Way too high. And 1 of those games had the turtle stuck at the entrance, which they supposidely fixed.

9. The Wastrels skills are WAY too powerful in Fort Aspenwood. Forget every single damage class you have created, if you want to blow shit up 24/7, all you need to is Wastrel's Worry, Wastrel's Demise, and random rupts. This combination is so obscene. Long range high armor ignoring damage PLUS shutdown and access to things like Diversion and Empathy (another skill the npcs eat up!) in the same line. How about the NPCs become a little smarter and not just fall for the same routine every time. This would mean not spamming their skills as soon as they see a target, instead using them for when they are really needed or good placement. Or hell, you could even give them a little bit of that insane regen from PvE so they can cancel skills.

Kurzick Side
1. Refined Amber is too risky.
 * the farthest away to get
 * right near turtles spawn point
 * harder shrine to cap

It's main purpose is to restore 4% if given to Gunther but the extra distance required leaves you more open to attack and by the time you're back you might not even be able to afford giving it to Gunther and have to fix a gate instead. But if this is the case then you wasted time. You could have run non-refined amber, which is faster, easier to cap, and pushes the Luxons spawn point back. If you can afford Refined Amber then you don't really need it so what is the point? To speed up the match because it's too easy? Not sure what could be done with it, but Refined Amber should be able to restore 2 gates at a time since it acts like 2 pieces of normal amber when given to Gunther.

2. Siege Turtle attack blows off an enchantment every time before letting them take effect (like Death Nova for stance). I'm not sure what do in this case, but at least let the enchantments work before being removed.

3. Aura of the Juggernaut is not a good for the Juggernaut. Does anybody even utilize it? It should be given to the Siege Turtle for Luxons and Carrier Defense should be given to the Juggernaut. Luxons have to spend more time fighting their way in, so they can use the energy, and Kurzicks could use the knock down to keep the Luxon warriors from ganging up on the juggernaut. Right now, the whole situation is very backwards IMO.

Either side
1. The wait time can be really long. I understand that Kurzick usually has more waiting but many times there is enough entering on the Luxon side but both still get "No opposing party" as if it really means that.

2. The staircase and area that lets rangers attack/cap orange mine from a distance is only for Rangers. How annoying. Seriously... have you EVER seen another player utilize these places!? They are not well thought out. Maybe move it closer so other ranged people can take advantage of it or come up with something new.

Fantasy ideas

 * 1) multiple maps/fort shapes (not just a triangular map, but a circular one, a square one, etc)
 * 2) multiple siege attacks (maybe if you picked up a piece of amber you get to change the type of attack being used... incentive to stop runners?)
 * 3) gate npcs are randomized like Peacekeepers or atleast preset bars for each match but randomized npcs from game to game