NordSwordnBoard wrote: »The enemy must own the resource in order for it to be destructible.I was farming people in towers when you could destruct them. It's barely any different to now.
People would take the resource before sieging the tower. So they rarely for taken down. I honestly think I've seen like 3 towers ever get taken down.
The same people who go in one by one, or can't organize enough to kill the group in the tower will be the same people shooting it with siege from the flag. Then they will wonder why the siege stopped working all of the sudden. Once they figure that part out, then they will be trying to convince people in chat to skip the AP & continuous attack bonus so they can crumble a tower. This conversation has lots of toxicity potential. Then they crumble the tower, just as the tower group jumps off the side and goes to another resource.
Making towers destructible only adds lag due to the animations while changing almost nothing for the players.
NordSwordnBoard wrote: »The enemy must own the resource in order for it to be destructible.I was farming people in towers when you could destruct them. It's barely any different to now.
People would take the resource before sieging the tower. So they rarely for taken down. I honestly think I've seen like 3 towers ever get taken down.
The same people who go in one by one, or can't organize enough to kill the group in the tower will be the same people shooting it with siege from the flag. Then they will wonder why the siege stopped working all of the sudden. Once they figure that part out, then they will be trying to convince people in chat to skip the AP & continuous attack bonus so they can crumble a tower. This conversation has lots of toxicity potential. Then they crumble the tower, just as the tower group jumps off the side and goes to another resource.
Making towers destructible only adds lag due to the animations while changing almost nothing for the players.
Being able to siege keeps from resource towers shouldn't be possible but since it's still a thing then we should be able to destroy said towers.
NordSwordnBoard wrote: »The enemy must own the resource in order for it to be destructible.I was farming people in towers when you could destruct them. It's barely any different to now.
People would take the resource before sieging the tower. So they rarely for taken down. I honestly think I've seen like 3 towers ever get taken down.
The same people who go in one by one, or can't organize enough to kill the group in the tower will be the same people shooting it with siege from the flag. Then they will wonder why the siege stopped working all of the sudden. Once they figure that part out, then they will be trying to convince people in chat to skip the AP & continuous attack bonus so they can crumble a tower. This conversation has lots of toxicity potential. Then they crumble the tower, just as the tower group jumps off the side and goes to another resource.
Making towers destructible only adds lag due to the animations while changing almost nothing for the players.
Being able to siege keeps from resource towers shouldn't be possible but since it's still a thing then we should be able to destroy said towers.
Why should it not be possible though? It's possible to siege people from towers and never engage in a fight with someone, just sit on ballistas during fights but for some reason hitting keeps from towers is not fair? As far as I know every faction has a keep that you can do it from, so it's not like it only targets 1 particular faction. I've done it to each faction in blackreach
I suppose to each their own, though I will never understand why people can have fun constantly being chased around a rock/tree/tower/pillar all day in PvP. Some people watched too many Scooby Doo chase scenes as a kid I guess
I suppose it’s a way for my enemy to kill me out of sheer boredom. Come out and fight!
NordSwordnBoard wrote: »The enemy must own the resource in order for it to be destructible.I was farming people in towers when you could destruct them. It's barely any different to now.
People would take the resource before sieging the tower. So they rarely for taken down. I honestly think I've seen like 3 towers ever get taken down.
The same people who go in one by one, or can't organize enough to kill the group in the tower will be the same people shooting it with siege from the flag. Then they will wonder why the siege stopped working all of the sudden. Once they figure that part out, then they will be trying to convince people in chat to skip the AP & continuous attack bonus so they can crumble a tower. This conversation has lots of toxicity potential. Then they crumble the tower, just as the tower group jumps off the side and goes to another resource.
Making towers destructible only adds lag due to the animations while changing almost nothing for the players.
Being able to siege keeps from resource towers shouldn't be possible but since it's still a thing then we should be able to destroy said towers.
Thecompton73 wrote: »Not much point to making the towers destructible. Players are still going to farm other players so long as there are players willing to be farmed. Plenty of other things around a flag to use as a line of sight advantage without relying on the towers. The towers are simply the most convenient.
The towers happen to be on top of resources that are worth points. It is stupid for a faction to lose so many points because the towers are infested and people just get sick of chasing these idiots around them again and again.
The absolute correct response to them would be for people to just zerg them overwhelmingly again and again to embarrass and frustrate them. If they got wiped in 10 seconds five times in a row they'd move on, but most people are over even bothering at this point. Leaving a few frustrated players actually playing the map for score to try to root them out.
The flag is what draws players in. If the tower wasn't there the players farming the resource would simply change tactics but they would still be around a flag. There are other things near the flag that can be used for line of sight safety. The problem is the players being farmed seem to trickle in instead of waiting for decent numbers. That is the worst response. Better to either ignore (it is only one resource) or as you pointed out get superior numbers and drive them away. Either strategy can be affective.
If the group farming the resource gets no attention the first thing they will try is to take all three resources. When this happens same responses will work. Flip the resources the group abandoned or smack the group down. Don't give them an advantage nor even a fair fight.
Removing the towers or making them destructible isn't going to help with the problem you are seeing.
Fidget1302 wrote: »Thecompton73 wrote: »Not much point to making the towers destructible. Players are still going to farm other players so long as there are players willing to be farmed. Plenty of other things around a flag to use as a line of sight advantage without relying on the towers. The towers are simply the most convenient.
The towers happen to be on top of resources that are worth points. It is stupid for a faction to lose so many points because the towers are infested and people just get sick of chasing these idiots around them again and again.
The absolute correct response to them would be for people to just zerg them overwhelmingly again and again to embarrass and frustrate them. If they got wiped in 10 seconds five times in a row they'd move on, but most people are over even bothering at this point. Leaving a few frustrated players actually playing the map for score to try to root them out.
The flag is what draws players in. If the tower wasn't there the players farming the resource would simply change tactics but they would still be around a flag. There are other things near the flag that can be used for line of sight safety. The problem is the players being farmed seem to trickle in instead of waiting for decent numbers. That is the worst response. Better to either ignore (it is only one resource) or as you pointed out get superior numbers and drive them away. Either strategy can be affective.
If the group farming the resource gets no attention the first thing they will try is to take all three resources. When this happens same responses will work. Flip the resources the group abandoned or smack the group down. Don't give them an advantage nor even a fair fight.
Removing the towers or making them destructible isn't going to help with the problem you are seeing.
The lack of the tower's confined space gives the zerg free reign to pulverize resource humpers with ranged abilities and siege galore from many different angles all at once, which would force the tower humpers to either leave and try to draw them into a better choke point away from the resource, or to fight it out and try to kill the players around them.
Elendir2am wrote: »@xDeusEJRx, @Ominer, @CompM4s
Isn't victory of 10 in fight 10v1 expectable and correct outcome?
Winning 1v10 for 1 should be exclusive for players with adequate skills.
Playing with LoS is exploiting poorness of combat mechanics for false feels of superiority over "10" when you fight 2 or 3 in realty.
ESO PvP contains several tools, how to win against the odds. They all need some skills to use as they should. If you want win against the odds, learn them or go to PvE overland content. Defending exploitation of LoS as fair way to fight odds is odd.
Elendir2am wrote: »@xDeusEJRx, @Ominer, @CompM4s
Isn't victory of 10 in fight 10v1 expectable and correct outcome?
Winning 1v10 for 1 should be exclusive for players with adequate skills.
Playing with LoS is exploiting poorness of combat mechanics for false feels of superiority over "10" when you fight 2 or 3 in realty.
ESO PvP contains several tools, how to win against the odds. They all need some skills to use as they should. If you want win against the odds, learn them or go to PvE overland content. Defending exploitation of LoS as fair way to fight odds is odd.
Elendir2am wrote: »@xDeusEJRx, @Ominer, @CompM4s
Isn't victory of 10 in fight 10v1 expectable and correct outcome?
Winning 1v10 for 1 should be exclusive for players with adequate skills.
Playing with LoS is exploiting poorness of combat mechanics for false feels of superiority over "10" when you fight 2 or 3 in realty.
ESO PvP contains several tools, how to win against the odds. They all need some skills to use as they should. If you want win against the odds, learn them or go to PvE overland content. Defending exploitation of LoS as fair way to fight odds is odd.
There is no "winning 1v10" without line of sighting period.
How do you win a 1v10 without vicious death or plaguebreak when the zerg is spamming chains on you every 2 seconds off CC cooldown, always keeping chokethorn healing enemies, or earthgores to save people when you get them to low HP. Or spamming dark convergence chain pulls on a singular person or 1 buttoning snipe on you from 20 meters away.
Better yet, let me ask you.
How do you even deal damage when there's 10 people running on top of each other body blocking? You can't even target damage on a single person when they are all body blocking each other because they're swarming you.
It just doesn't happen, there is no solo pvping against a zerg without LoS because zergs just mindlessly swarm you and it doesn't even give you a chance to feasibly do anything but run and heal. I can tell you've never played solo in this game if you think 1v10 without LoS is a possibility. You're not even given the chance to hit a single person because they all just swarm around each other like bees
Elendir2am wrote: »There is no "winning 1v10" without line of sighting period.
How do you win a 1v10 without vicious death or plaguebreak when the zerg is spamming chains on you every 2 seconds off CC cooldown, always keeping chokethorn healing enemies, or earthgores to save people when you get them to low HP. Or spamming dark convergence chain pulls on a singular person or 1 buttoning snipe on you from 20 meters away.
Better yet, let me ask you.
How do you even deal damage when there's 10 people running on top of each other body blocking? You can't even target damage on a single person when they are all body blocking each other because they're swarming you.
It just doesn't happen, there is no solo pvping against a zerg without LoS because zergs just mindlessly swarm you and it doesn't even give you a chance to feasibly do anything but run and heal. I can tell you've never played solo in this game if you think 1v10 without LoS is a possibility. You're not even given the chance to hit a single person because they all just swarm around each other like bees
If group of players can do CC, damage and cross-healing, they are organised group probably, not zerg. Zerg consist of random people without any coordination. It contains DD build or solo build mostly.
Defeating 10 organised player should be much harder then defeating 10-head zerg. So it should demand higher skill. You are defending poor combat mechanic as only way how to win in cause, when you should lose.
Los is not even a exploit. Its literally just taking cover behind a wall or rock to avoid being hit. You have to be braindead to want to just stand in a open field and face tank a zerg.
Also no it's not always an organized group. There's always randoms who will just cc chain spam you, regardless of being in a group or not. Why do you think "zerg surfing" is a term in this game, people just follow around large groups to leech ap. Not everyone in a zerg is necessarily grouped up with another, people like to follow each other grouped or not. Which enables this behavior.
Also if you consider "line of sight" a poor combat mechanic, how is it not a poor combat mechanic to be body blocking damage with 10+ people? Is that not poor mechanics, how exactly do you target damage on people body blocking each other by constantly swarming?
To reiterate, it's not a matter of "abusing mechanics" or anything like that, the fact of the matter is, anyone who is fighting 1v10 barely has anything to crutch on whereas zergs will win 99% of scenarios and there's basically no chance to win ever. You can't sit through 10 people execute spamming you, CC spamming you, heal spamming their allies, snipe spamming you, light attack/heavy attack spamming you.
So using tactics to give your self a better chance to survive is fair. At the end of the day, zergs could always just decide to NOT split up their group ever. Crowns could just say "don't let them split you up from group" and stay tight-knit. But they don't. Does that mean it's a poor combat mechanic or lack of coordination on the group's part?
No, not really. The thing I and many others reallly love about the game is the absolutly insane skill gap between the 'worst' ESO pvper and the 'best' ESO pvper. This means that you can get situations were the 10 will lose to the 1 quite regularly, if the 1 is that much better at the game (as it should be). The 1 players has practiced, learned the skills, tools etc over a long time to be able to kill the 10 and gets rewarded for their effort.
Current ZOS devs don't like this skill gap (from the looks of recent changes) though and are looking to reduce it.
Elendir2am wrote: »Los is not even a exploit. Its literally just taking cover behind a wall or rock to avoid being hit. You have to be braindead to want to just stand in a open field and face tank a zerg.
LoS is exploit of fact, that instant skills aren't really instant. Archeres who stand around with bows by their sides and do some weird "dodder" when you initiate instant skill. It start to progress, but then get canceled because of LoS and again and again. PvE mobs get ability shoot through walls so you cannot use it against them.Also no it's not always an organized group. There's always randoms who will just cc chain spam you, regardless of being in a group or not. Why do you think "zerg surfing" is a term in this game, people just follow around large groups to leech ap. Not everyone in a zerg is necessarily grouped up with another, people like to follow each other grouped or not. Which enables this behavior.
I know that CCers in disorganised group exists. I am one of them. I can actually serve "Tower monkeys" on silver plate to anyone, who want to shoot at them. So if there is enough DPS power around, they get killed. I would do it hardly with some mindless spamming.
But I also know, how rare it is, when I visited with diferent builds and thet I cannot rely on any faction-heal either.Also if you consider "line of sight" a poor combat mechanic, how is it not a poor combat mechanic to be body blocking damage with 10+ people? Is that not poor mechanics, how exactly do you target damage on people body blocking each other by constantly swarming?
Fact that enemy's bruisers don't allow you to get at their softer mates by simply walking through them are realistic.To reiterate, it's not a matter of "abusing mechanics" or anything like that, the fact of the matter is, anyone who is fighting 1v10 barely has anything to crutch on whereas zergs will win 99% of scenarios and there's basically no chance to win ever. You can't sit through 10 people execute spamming you, CC spamming you, heal spamming their allies, snipe spamming you, light attack/heavy attack spamming you.
So using tactics to give your self a better chance to survive is fair. At the end of the day, zergs could always just decide to NOT split up their group ever. Crowns could just say "don't let them split you up from group" and stay tight-knit. But they don't. Does that mean it's a poor combat mechanic or lack of coordination on the group's part?
You write about zerg as about organised group still. There is often no "crown" to stack on and fragmentation are their inherent attribute. I am not sure, if your discussion about how powerful zerg is, is connected with zerg actually. It is organised group you describe in all three posts.