Feedback talk:User/Jette/Fort Aspenwood

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How about we just limit 1 monk per fort aspenwood match on both sides. That means ONE MONK NEEDS TO BE ON THE KURZICK AND ONE MONK NEEDS TO JOIN THE MATCH. Don't give me that bs about "monks won't get into any matches because of the wait time. There are 12 classes that means the chance for a class to get in is 8/11 or 0.73 whereas a monk it's 1.00 b/c a monk needs to join the match.

Don't the matches take like 20 minutes to start as it is? That would make it worse. –Jette 07:54, 10 July 2010 (UTC)
Nope, matches don't take 20 minutes, they take 3-4 minutes depending on which side you're on. 3-4 for kurzick and 1 for luxon. Explain how would it make it worse? The same players still play, 8. It actually makes it better for the monks. There are a total of 15 aspenwood matches being played. That's 1 monk per aspenwood match. As I have explained above, 12 classes avaliable. That means approximately 4 classes get left out if 1 of each class plays in an aspenwood game. Monks get the full assurance that at one will be in a game at one time. Btw, you didn't explain why it would make it worse so therefore your argument doesn't stand. I could say the moon is made out of cheese, but unless I could prove that statement my argument is invalid.
I meant it would make the wait times worse. –Jette 06:31, 11 July 2010 (UTC)
For whom? I would admit, it would make wait times more for every other class except for a monk. We're not changing the amount of players in a FA match, nor are we changing the number of matches taking place, so therefore the net wait times are static. But I'm pretty sure other classes would like knowing the fact that the other team doesn't have 4 monks.
I do like the suggestion about command posts. @anon: Even for monks it would take longer. Not many FA matches go on at once. --Kyoshi User Kyoshi sig.png (Talk) 23:04, 11 July 2010 (UTC)
Explain how, not backing your statement up with logic doesn't help...
Well, it depends on whether there are more or less monks than groups of 7 other professions. If there are more monks, it will take longer for them to get in, and if less, it'll take longer for other professions. Either way, there is a limit to the number of matches going on at once, so on busy days this would just cause it to take longer for one of the two sides.
And anyway, there's still the problem of builds designed to heal with other professions (eles, rits) getting in and imbalancing the healing anyhow. Your concept just won't work. The problems with the medium of PvP should not be solved by restricting player teams. Would you have each team get a healer for JQ too? (Oh, and please sign your comments.) --Kyoshi User Kyoshi sig.png (Talk) 19:48, 12 July 2010 (UTC)
Nope, because in JQ you can't bond the gates. Btw, rits aren't the main healers and they don't do as good of a job as monks do with their limited spirits that are prone to interruption and spirit light. Monks, on the other hand, have WoH which heals 270 hp every 3 seconds at 5 energy with a 3/4 sec casting time. Even if one manages to interrupt it, it still recharges 5 seconds before your interrupt recharges. Eles rarely heal. Tell me the last time when you saw an ele dedicated to healing.
People have argued that RA teams should have monks for years and it's always been agreed that it's a bad idea. Even if your idea went through, one RoJ monk would put a wrench in the whole scheme, as would other healers. Ritualists, for example, are quite effective at FA because there are no coordinated spikes (except turtles -- zing!) and their spirits affect twice the number of people they normally should. Forcing players to adapt certain roles because the arena itself is in need of tuning is a terrible design philosophy. –Jette 07:18, 13 July 2010 (UTC)