Feedback:User/Unstable/Fort Aspenwood

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Let me start by saying that I have no preference for either faction as far as FA goes. I'm not suggesting any of these for my own benefit or the benefit of particular others, simply as an attempt to balance this incredibly fun but also incredibly frustrating arena.

First off, Kurzicks get 4k faction a win while Luxons get 3.5k. That's crap. Out with that. Actually, I'm gonna do this in bullet points and just bold whatever strikes me as most important.

  • Equal faction per win for each side.
    • On victory of one side or the other - all victory conditions are automatically met. For instance, a Luxon win will break all the gates prior to rewarding faction, while an early Kurzick win (via enemy resigning) results in a filled Gods' Vengeance bar before rewarding faction. This prevents... basically, unfairness. If Luxons can get to Master Architect Gunther by following someone through the Green Gate without breaking it, they shouldn't be penalized for it. Likewise, if the Luxon team all resign, Kurzicks shouldn't be punished for something out of their control.


  • Equalize anti-attacker and anti-caster. I'm going to toss out a bunch of things below, but they are NOT meant to be taken individually. Don't look at half the list and go "OMG SO UNFAIR" without finishing this whole page.
    • Luxon turtle squads replaced with 1 warrior, 1 monk, 1 mesmer, 1 elementalist.
    • Kurzick outer gate guards replaced with 1 elementalist and 1 mesmer. Elementalist now carries Ward Against Elements rather than Sliver Armor (more later).
    • Replace 1 necro on Kurzick inner gates with a mesmer.
    • Replace 1 mesmer at Green Gate with a monk.
    • 1 Luxon longbow at each mine is replaced with a mesmer.
    • 1 Kurzick mine cleanser at each mine is given channeling skills, while the other is given communing.
    • 1 of the NPCs "between" each gate is replaced with a monk (the standalone NPC).
    • 1 of the NPCs "behind" the inner gates is replaced with a monk.


  • Miscellaneous -
    • Refined Amber Chunks now regenerate both gates on one side and all the NPCs in-between. If used when Green Gate is destroyed, it repairs Green Gate and regenerates NPCs within the inner gates.
    • Siege Turtle Attacks now remove all enchantments from NPCs, but none from players. It cuts through protective enchantments (i.e. Protective Spirit) on players but is not armor-ignoring. This allows the use of a wider number of builds on Kurzick side while preventing the bonding (via cover enchantments and the like) that still goes on. (I don't really mean BONDING, but rather enchant stacking.)
    • Carrier Defense has recharge increased to 10 seconds. (The Turtle often gets stuck spamming this skill rather than actually attacking. This is frustrating for both sides.)
    • Turtle Shell now reduces damage by a percentage rather than a flat amount. This helps out "packet damage" dealers rather than huge hitters - at current, almost all DoT spells are useless on the Turtles while high-powered 1-hit skills aren't affected much at all.
    • Change NPC builds to better accommodate the area - Kurzick NPCs shouldn't use any enchantments, etc.


I think that overall this will encourage more strategic gameplay and balance out the map, but is obviously prone to change based on later suggestions and afterthoughts. (Doubt Anet will bother replacing the NPCs and stuff, but... meh.)