Feedback:User/Konig Des Todes/Kurzick & Luxon faction

This is a multi-part suggestion, each section are completely independent from each-other. They are all on one page merely due to the shared theme of being related to the Kurzicks and Luxons (I may decide to split a couple due to the straining of the shared theme).

Alliance Battles
My suggestion for this would be to alter the objective for the maps, in order to liven them up a bit. In total, I'd have three objectives overall.

Also, all maps would receive the same alteration to the shrines:
 * Capping a shrine is instant once standing on it when not already controlled.

This is mainly to speed up the first few minutes of the match, as people tend to just stand around on the first shrine they get to in the AB maps. I feel it is imperative to be able to "stop" or "slow" a team down as they're trying to capture a shrine, hence why the instant capping is only possible when the shrine is not controlled - unlike in Jade Quarry and Fort Aspenwood, which are more fast-paced.

With the shrine change above, I feel there's no need to alter anything here.
 * Saltspray Beach


 * Grenz Frontier and Etnaran Keys

Shrines changes:
 * Resurrection Shrine - Change to "Elite Shrine" - Add the spawn of a Juggernaut or Siege Turtle (one time spawn per cap - dies if shrine is taken - shrine keeps its resurrection ability and monk NPC).
 * Stream/Seaside Attack Shrine - Change to function like an obelisk (obviously, no flag and capturing remains the same).
 * Elemental Defense Shrine - Elemental Defense Zone becomes map-wide.
 * Melee Defense Shrine - Melee Defense Zone becomes map-wide.
 * Follower Shrines - no change

NPC changes:

Objective changes:

These two maps will get the most changes.
 * Ancestral Lands and Kaanai Canyon

Shrine changes:
 * Shrine NPCs respawn after a given time after their death.
 * Shrines provide map-wide bonuses.
 * Equipment Stations - +1 NPC per shrine spawns (still spawns kegs or repair kits)
 * Resurrection Shrine - Halved time for NPC respawn time
 * Elite Warrior/Ranger Shrines - Rename to "Elite Shrines" - spawns a Juggernaut or Siege Turtle (takes 3 times the length to respawn than other NPCs)

Door changes:
 * To break open into the fort, one must now break all three doors (the doors will be broken, but will not open - instead, they cannot be opened or closed - until all three doors are broken).
 * Once the doors are open, invading shrine NPCs (lux for ancestral lands, kurz for Kaanai) will begin to continuously rush to the center fort.

Fort NPC changes:
 * Like with Shrine NPCs, Fort NPCs will periodically respawn (from resurrection shrine and then go to their proper location). This respawning will take longer than normal shrine respawning.
 * Defending side gets a new "Commander" NPC. He will be placed at the top of the stairs (just far enough in front of the shrine for melee characters to not get hit by Shrine Backlash (see below)).
 * This NPC is worth more faction points than the rest and can set defending NPCs (those within the fort) to two positions:
 * Passive Defensive (NPCs in the fort move to the center of the fort, below the stairs, too far to be targeted from the outside)
 * Aggressive Defensive (NPCs in the fort move to the edges, excluding melee, and attack all nearby enemies - i.e., how it is now).
 * The commander NPC will have an altered form of Base Defense - the altering being that it has a 10 second recharge, only does 600 armor-ignoring damage, but also knocks down.
 * Base Defenders are removed from the forts. Instead, Shrine Backlash gets placed for just over radar-distance of the resurrection shrine in the bases. This is done to allow easier access to the commander NPC.

Objective changes:
 * Shrines no longer provide points. Holding all 7 shrines for 60 seconds still gives a win.
 * Killing players reward 5 point; killing normal NPCs reward 10 points; killing Juggernauts/Siege Turtles reward 50 points, and killing the commander rewards 250 points.

Fort Aspenwood & Jade Quarry
There are many issues with both of these, what they are varies from person to person (literally, I've seen arguments for why FA is exceedingly in favor of the Kurzicks and then arguments for why FA is exceedingly in favor of the Luxons), so I'll ignore those since they have possibly 20 feedback suggestion pages each.

Instead, I'll suggest three things. One is for FA alone, another is for JQ alone, and one is for them both.

From what I've noticed, Refined Amber Chunks does little to nothing when given to the Gatekeepers compared to raw amber. What I'd suggest is to that the refined amber produce 1-3 more NPCs per gate. For instance, I'd suggest something like below:
 * Suggestion 1 - Refined Amber in Fort Aspenwood


 * Green Gate
 * 28 Kurzick Juggernaut
 * 20 Kurzick Mesmer x2
 * 20 Kurzick Elementalist x2
 * 20 Kurzick Ritualist


 * Inner Purple Gate
 * 24 Kurzick Elite Warrior
 * 20 Kurzick Warrior
 * 20 Kurzick Necromancer x2
 * 20 Kurzick Elementalist


 * Inner Orange Gate
 * 24 Kurzick Elite Ranger
 * 20 Kurzick Ranger
 * 20 Kurzick Necromancer x2
 * 20 Kurzick Elementalist


 * Outer Purple/Orange Gates
 * 20 Kurzick Warrior x2
 * 20 Kurzick Elementalist x2

For reference, this lists NPCs per location in Fort Aspenwood, effectively under the gates is what it'd be with raw amber, the above being with refined amber.

The idea behind the increased NPCs would be to pose a question of whether to strengthen defense or further the title - much like Raw Amber - but with the above lists, one would probably view the NPCs to be the better choice. Depending on the NPCs added, I'd also suggest increasing the bonus to the timer by 1% (so 5% rather than 4%).

To help balance this buff to the Kurzicks, I'd propose that the Siege Turtles respawn faster dependant on how many mines the Luxons control (for instance, let's say it takes a minute to respawn a turtle with no mines; owning the refined mine hastens it by 15 seconds, and the other two hasten the respawn time by 10 seconds each, making it capable to respawn turtles 15 seconds post-turtle death). Alternatively, merely making turtles set out automatically would help balance, all dependent on what NPCs are placed for the refined amber.

Since the biggest and fastest way to cap places in JQ is via AoE - which often results in RoJ monks being too strong - I'd suggest to spread out the spawns a little bit so that if you target one NPC, even a centerish NPC, you cannot kill them all with a single AoE spell.
 * Suggestion 2 - A counter to the AoE love in Jade Quarry

This is a twofold suggestion. Firstly, give the Zaishen Representatives the ability to take you to the other three FA/JQ outposts. ATM, they only take you back to the Great Temple of Balthazar, meaning if you're a PvP character and you want to go to any of the other three outposts, you have to return to the GToB first.
 * Suggestion 3 - Mapping

Secondly, I'd like the four outposts to be unlockable on the map for PvP characters. I think doing this would only require a change of a single line of coding from each outpost. So this should be a 10 minute change.

Siege Turtles attacks
There's three different versions, with very slight differences.

- Deals 80 damage to foes in the blast area. 250 damage to target foe. (Undocumented: Also removes an enchantment).

- Deals 80 damage to foes in the blast area. 250 damage to target foe.

- Deals 80 damage to foes in the blast area.

To note, the Siege Turtle (summon) uses the last one, along with the skills being used in their respective locations. My suggestion is twofold:

Merge the Forst Aspenwood and Gyala Hatchery ones - there's no need for the later, and removing an enchantment from the foes in that mission does very little harm to them. Among the kurzicks, there's only 2 enchantments, and the afflicted are so small in number the enchantments on them does no harm from being removed by the siege attack (not to mention they're easily too far for said siege attack if you press on the afflicted instead of waiting for them to get to you).

Secondly, I'd suggest to give the summon, which 4 other skills, the FA version. Furthermore, I'd also give it Carrier's Defense (which I'd also give to Juggernaut (summon).

Kurzick/Luxon missions
I'd like to suggest that while in the missions related to the Kurzicks or Luxons (Arborstone, Eternal Grove, Boreas Seabed and Gyala Hatchery, and Unwaking Waters), we get the same treatment as if we were in Urgoz Warren or the Deep. That is, we gain faction per kill. However, I'd like to add that this faction gain should be less than the gain from the elite missions. For example:


 * Faction gained from Urgoz's Warren: 10 (exists)
 * Faction gained from Arborstone: 5
 * Faction gained from Eternal Grove: 5
 * Faction gained from Unwaking Waters (when entered from Kurzick outpost): 5
 * Faction gained from the Deep: 10 (exists)
 * Faction gained from Boreas Seabed: 5
 * Faction gained from Gyala Hatchery: 5
 * Faction gained from Unwaking Waters (when entered from Luxon outpost): 5

Since the gain in Urgoz's Warren and the Deep from regular enemies are not affected by HM or NM, I'd also like to suggest that the above numbers are doubled when entered in hard mode.

Title emote
Nothing too needed. Just a fun bonus to those who max the title. I may have heard such a suggestion elsewhere but I couldn't find such in the feedback space.

The suggestion is to add an emote (e.g., /kurzick or /luxon) for the Kurzick and Luxon titles. The emote would be, upon reaching the max rank, doing the emote would "summon" Saint Viktor or Archemorus (depending on the title) akin to /rank and /zrank.