User:Unwisesage/Rigged

Fort Aspenwood Here's the deal. The Kurzick's have the understandable advantage here, seeing as its their Fort. That still doesn't mean the the entire mapped can be rigged entirely against the Luxons. The NPC's are jokes here. The freaking Kurzick Mine Cleansers that spawn at the Amber Shrines cast their spirits at the 3/4 second PvE cast time. THATS CRAP. The Luxon Longbows that spawn at the shrines when capped use the ridiculously under powered PvP version of Sundering Attack. Not only are the Mine Cleansers cheating the system, but the Kurzick Rangers are as well. They get to use the much more powerful PvE version of Sundering Attack. The Ranger problem could be easily resolved by replacing the Kurzick Rangers with the Kurzick Far Shots that  are found in the Jade Quarry. Another deal is with the Elites on the NPC's. The Only Luxon NPC's with an Elite is the Luxon Monk and the Orange and Purple Commanders. These NPC's are at the way back of the map, and are very rarely attacked. On the Kurzick side, almost every single NPC has an elite! The only exception being the Mine Cleansers that I have already discussed. You can prove this to yourself by going to the FA page and looking at the NPC's yourself. This is already noted as a bug, but the 5 second delay between killing Gunther and winning the mission really needs to be fixed. I have lost several matched because of this bug. Suggested Fixes I could go on about the Kurzicks just running Amber Running and making it into a laugh to try to win for the Luxons. A way to fix this is to make one amber mine and  put it in the center of the map. This will make running amber harder and will also remove the kurzick ability to cap the amber shrines from up on the walls inside their base. Another aspect of that is to move the Teleporters closer to the outer walls of the fort in order to even out the distance each side has to run to get to the Amber Shrine. Screenshot Proof Kurzick Mine Cleansers and their Spirits. Kurzick Ranger vs. Luxon Longbow.

Jade Quarry What in the World is the Deal here!? This is a Luxon map in Luxon territory, why do the Kurzicks have the Advantage here!?!? The first deal is the distances to the Shrines. Members of my guild have repeatedly measured the distances and have found every time that the distance from the base/teleporter pad to  yellow shrine is Longer for the luxons, shorter for the kurzicks. The distance was measured as a time, and the distance was only a second or two longer. This set it so that the the luxons are running, are right in front of the shrine, and then the shrine is capped for the kurzicks. When that happens, the luxons, and i assume the kurzicks, cannot attack for 1 or 2 seconds, giving the shrine enough time to get off powerful attacks and basically kill the opposing party that is at the shrine. It is entirely a LUXON map, give the luxons at least some advantage. Suggested Fixes Similar to the massive amount of NPC defense the Kurzick base recieves in FA, my guild and I propose that an extra ranger shrine be posted on the cliff in front of the Kurzick purple gate. This will add a slight Luxon advancement, forcing the Kurzicks to pay a little more attention to their purple juggernaut. This Screenshot shows the proposed location of the new ranger shrine.
 * On the Kurzick side, the Yellow ranger shrine, if held by the luxons, will not attack the Juggernaut unless aggroed by another player. On the Luxon side, the yellow ranger shrine, if held by the Kurzicks, can and will kill the carrier turtle entirely on their own and without player help.
 * On both sides, the carriers will get hung up or bug out some how so that they will not move to retrieve jade. This can happen to the carrier for all 3 shrines, and appears to be a universal problem.
 * The Luxon Carrier turtles will not use carrier's defense as often as the Kurzick Carrier juggernauts, making them easier for players to kill.