Feedback talk:User/Sparky, the Tainted/Fort Aspenwood
I disagree with the reduced healing on NPC's. One of our objectives is to keep Gunther alive. Plus, it's easy to protect the turtles too. It is with 4 Warriors as well. Than 03:15, 13 January 2010 (UTC)
- yeah 50% less healing on gunther would be bad, let alone gate guards. The luxon npc are more useful than you think. The warriors give the luxons not only defenders for the turtles but damn good frontliner once they get past the inner gate, and 4 fully charged "cowards" make it nearly impossible to run past them with amber. all and all i wouldn't mind these, but in order for this to happen, the whole blow up the gates and gunther needs to go as well--BobbyT 03:52, 13 January 2010 (UTC)
- Your objective is to keep Gunther alive, you're right. But it should take you more than 1...2...2 out of 8 people to do so. Healing reduction has no effect on the most keystone skills (Protective Spirit, Xinrae's Weapon/Weapon of Remedy, Guardian, Shield of Absorption, etc.). The point of the changes on this page are as follows: making NPCs harder to kill (by improving AI) and keep alive (with healing), giving incentive to capture the far Luxon posts, making it viable to run something other than a nuker from the Luxon side (and hopefully some melee, though I did not focus on making melee viable), doing away with Siege Turtles' enchantment removal, making it more difficult for Kurzicks to prevent all advancement on one side with a single ranger, and generally improving NPC AI. A lot of those points are overlapping and lead to the same overall changes. -~=Sparky (talk) 01:04, 14 January 2010 (UTC)
- I still see it as too big of a disadvantage to Kurzicks. We have more (important) NPC's than the Luxons do. Also, enchantments are removed by the Turtle's attacks. So, Protective Spirit isn't very useful, neither is Spellbreaker (although it's fun) and you have 8 Luxons attacking you, along with the Siege Turtles, the Luxon Warriors and we have no NPC's to help ourselves if you've gotten that far. Than 07:52, 20 January 2010 (UTC)
- Protective Spirit isn't useful? How not? And I am suggesting that they get their enchantment removal uh... removed. On a sidenote, there are two (bad) monks and a warrior with Watch Yourself! (PvP). And also, we aren't supposed to let them that far in (or at least not with 8...12...16 warriors and 2 turtles). -~=Ϛρѧякγ (τѧιк) 04:12, 21 January 2010 (UTC)
- I still see it as too big of a disadvantage to Kurzicks. We have more (important) NPC's than the Luxons do. Also, enchantments are removed by the Turtle's attacks. So, Protective Spirit isn't very useful, neither is Spellbreaker (although it's fun) and you have 8 Luxons attacking you, along with the Siege Turtles, the Luxon Warriors and we have no NPC's to help ourselves if you've gotten that far. Than 07:52, 20 January 2010 (UTC)
- Your objective is to keep Gunther alive, you're right. But it should take you more than 1...2...2 out of 8 people to do so. Healing reduction has no effect on the most keystone skills (Protective Spirit, Xinrae's Weapon/Weapon of Remedy, Guardian, Shield of Absorption, etc.). The point of the changes on this page are as follows: making NPCs harder to kill (by improving AI) and keep alive (with healing), giving incentive to capture the far Luxon posts, making it viable to run something other than a nuker from the Luxon side (and hopefully some melee, though I did not focus on making melee viable), doing away with Siege Turtles' enchantment removal, making it more difficult for Kurzicks to prevent all advancement on one side with a single ranger, and generally improving NPC AI. A lot of those points are overlapping and lead to the same overall changes. -~=Sparky (talk) 01:04, 14 January 2010 (UTC)
Xinrae's Weapon and Weapon of Remedy aren't "keystone" skills to protect NPCs. There exist much better alternatives to keep npcs alive. 152.226.7.201 09:04, 20 January 2010 (UTC)
It not just your turtles and warriors beating down those gates, it also your nukers, your VoR, RoJ, SS, mm and your monks/rits keeping those turtle. you have to admit it doesn't take much to blow those gates up and it take alot more work to defend/rebuild those. --BobbyT 03:07, 24 January 2010 (UTC)
- That's why I suggest the improved AI in the gates. If they actually ran out of the nukes, it wouldn't be so easy (it will still be easy to break the gates with turtles, but that's why you kill the turtles). It only takes one person to kill the turtles, and anyone can run amber (not like it's a smart thing for everyone to do) fairly easily. -~=Ϛρѧякγ (τѧιк) 15:41, 24 January 2010 (UTC)
Thats not TRUE all it takes one monk or a Rit to keep the turtle alive and u are good to go. + turtles no longer can be interrupted>_> ALSO KURZICKS ARE SUPPOSE TO HAVE ADVANTAGE!!! if you would like to have an advantage than go to Jade Quarry.
- "Thats not TRUE all it takes one monk or a Rit to keep the turtle alive and u are good to go."
- Sometimes true, and that means Kurzicks are not only stalling the Luxon turtle, but also the Luxon healer(s) keeping it alive. This makes it easy to win for the Kurzick side.
- "+ turtles no longer can be interrupted>_>"
- This is false. It is still possible to interrupt every other siege attack by yourself (if you're a good-ish ranger).
- "ALSO KURZICKS ARE SUPPOSE TO HAVE ADVANTAGE!!!"
- This is false. Neither side should have an advantage on any map.
- "if you would like to have an advantage than go to Jade Quarry."
Squads[edit]
If I'm understanding what you've written correctly, you're saying that Luxon NPCs release squadrons automatically? Or that Luxons can now release them by talking to the Longbows at the rez shrines? The first interpretation seems much too effortless, and the second one seems like it's getting there. I do like the idea of making amber running more important than stalling, though. Bathory talk 04:38, 28 February 2010 (UTC)