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Fort Aspenwood
A great competitive mission. Involves playing with tactics, so if you enjoy that sort of thing then it can be quite fun. Unfortunately the mission has its share of bugs and loopholes, with each side claiming the other has the advantage.

However with the latest update to the Ritualist's spirits, the advantage right now seems to be on the Kurzick side. So in the continuing effort to rebalance the playing field, its time to make the Siege Turtle a bit more of a feared adversary once again. Additions or revisions are in italics.

Siege Turtle Attack


Skill. Enemies within the blast area take 80 damage and lose one effect. Target foe takes 250 damage ''and is knocked down for 3 seconds. If stationary, that foe loses all effects and is knocked down for 5 seconds.''

concise description

Skill. Deals 80 damage and loss of one effect to foes in the blast area. 250 damage to target foe ''and knockdown for 3 seconds. Target stationary foe loses all effects, knockdown for 5 seconds.''

Effect
This fix attempts to address a number of loopholes with blocking the Siege Turtle's path or othwerwise rendering it harmless.

Exploiting the Siege's 'blind spot'

Players who stand in a certain spot safely inside on the wall will now get knocked down for 5 seconds and stripped of effects, enough time for the siege to remove the offender on its next hit.

Defy Pain

More difficult for players to delay the Siege indefinitely.

Bonding

While still a good defense strategy that should remain in play, perpetual bonders will now be penalized a bit more than normal.

'The Hopper'

Players who attempt to dance around the siege, remaining just outside of aggro to delay it indefinitely. These players will now be knocked down for 3 seconds.