PTS Patch Notes - Towers have no doors???

  • Drdeath20
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    Drdeath20 wrote: »
    Drdeath20 wrote: »
    Tower farming was never a exploit ever . I've cleared so many towers with good groups . People didn't know how to enter was reason they would die fast . Good group would roll dodge at the door and pop barrier , Rapids and get to the top quickly clearing from top to bottom . Avoid oils and ground trebs . It took skilled group but could be done .

    Also , stay off flags and destroy the tower , no skill at all needed .

    This amazes me the Devs will remove basic architecture to cater to easy mode fighting . Heck , what will be next , castles ? That makes no sense "carpenters on strike" . So striking carpenters would remove all doors in Cyrodiil ? How corny ! This is not even good reasons . There are no real carpenters .

    Also , farmers will still find choke points and farm AP . Will they remove boulders and bridges next cause "Carpenters Strike" ? So goofy not smart development . PvP happened in a PvP zone !

    What do you supporters of this want ? Flat dirt field fight for now on ?

    I'm not understanding any of this non sense and I am NO CHEATER so don't bother insulting me with THAT garbage talk .

    Choke points are good. Indestructible towers that safely protect you and with a choke point that delays your opponent for a second are bad.

    Towers were never indestructible . Anyone could siege down a tower . That stupid door never prevented any good groups I rolled with from getting inside . We never bothered sieging towers . One person pops barrier , same time Rapids ; roll dodge at the door and click "E" and you're in . Once in one person pops a cleanse and everyone runs to the top . Easy peezy .

    Except groups would have sorcs using negate.

    So put a Sorc in your group and drop counter negate at the entrance before entering . The radius would still go inside and bypass walls .

    After you get wiped the first 3 times going in there do you finally decided to stop or do you keep feeding them ap?
  • Rohamad_Ali
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    Drdeath20 wrote: »
    Drdeath20 wrote: »
    Drdeath20 wrote: »
    Tower farming was never a exploit ever . I've cleared so many towers with good groups . People didn't know how to enter was reason they would die fast . Good group would roll dodge at the door and pop barrier , Rapids and get to the top quickly clearing from top to bottom . Avoid oils and ground trebs . It took skilled group but could be done .

    Also , stay off flags and destroy the tower , no skill at all needed .

    This amazes me the Devs will remove basic architecture to cater to easy mode fighting . Heck , what will be next , castles ? That makes no sense "carpenters on strike" . So striking carpenters would remove all doors in Cyrodiil ? How corny ! This is not even good reasons . There are no real carpenters .

    Also , farmers will still find choke points and farm AP . Will they remove boulders and bridges next cause "Carpenters Strike" ? So goofy not smart development . PvP happened in a PvP zone !

    What do you supporters of this want ? Flat dirt field fight for now on ?

    I'm not understanding any of this non sense and I am NO CHEATER so don't bother insulting me with THAT garbage talk .

    Choke points are good. Indestructible towers that safely protect you and with a choke point that delays your opponent for a second are bad.

    Towers were never indestructible . Anyone could siege down a tower . That stupid door never prevented any good groups I rolled with from getting inside . We never bothered sieging towers . One person pops barrier , same time Rapids ; roll dodge at the door and click "E" and you're in . Once in one person pops a cleanse and everyone runs to the top . Easy peezy .

    Except groups would have sorcs using negate.

    So put a Sorc in your group and drop counter negate at the entrance before entering . The radius would still go inside and bypass walls .

    After you get wiped the first 3 times going in there do you finally decided to stop or do you keep feeding them ap?

    If they have a super strong group in a tower , you should know the first wipe and to pull back . Just like sieging a keep . Sometimes it fails . No need to Zerg right back . Go take something else that draws them out . Tactical play not impulse .
  • jhharvest
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    The real problem with doors was/is how you sheathe your weapon to go through.
  • Darnathian
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    manny254 wrote: »
    NACtron wrote: »
    This change is fantastic. Perhaps this will result in more map control focused gameplay. :)

    Translation: This change Benefits Zerging, and discourages small group play.

    i cant believe u are saying that. You always call out broke mechanics. That door delay crap was bs.

    shocked u of all people are against this.
    you condone killing people as the load in? wow
  • zyk
    zyk
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    What is offensive to me about this change is that it is so half-assed -- like every change involving PVP.
  • Ernest145
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    Towers were fine imo, if you failed to siege it down before the flagged flip then you paid the price for it. If I'm leading a 12-16 man group I don't really try to tower farm since most pugs wont run in unless you have fewer numbers. You make much more ap just kiting around and funneling them. When I'm playing in a group less than 6 then towers are much more needed since if you try kiting you just get ganked/ gap close spammed/ jesus beam spammed/ etc. and don't have enough healers and rapids to keep the group going. Pretty dumb change that just promotes larger numbers and less thoughtful decision making, like there isn't enough of that already.
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  • IxSTALKERxI
    IxSTALKERxI
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    I actually wouldn't have a problem with them removing the tower door if the meta allowed people to use terrain properly and successfully fight outnumbered. With every patch though it has gotten more and more difficult to fight off 20-40 spread solo players spamming negates, using lots of siege, heal debuffs and the odd player dropping the occasional 15k dawnbreaker even with the use of chokes etc. The fact that people even feel the need to hide behind a door says a lot about how toxic the meta has become.

    Anyways, if anything this thread actually makes me want to try and successfully pull off a tower farm without a door. Challenge accepted. :smiley:
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  • God_flakes
    God_flakes
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    Drdeath20 wrote: »
    Im torn on this, I can see both sides of this argument. Both sides have equally valid reasons...its tough.

    I'll just wait and see at this point. Im not gonna go either way till i see how this actually pans out...its still early they may revert this change...just have to wait and see.

    I know. People are all up in arms and they haven't even given it a chance. Players would tower farm up to emperor. There's still tons of choke points but now you actually gotta gitgud. There was absolutely no skill or tactics involved in holding a resource tower.

    But...but... Luring in nubs takes such skill!
  • Sheezabeast
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    I just thought of another effect this will have :D It will end the frantic zone posting of 'STAY OFF THE FLAG *****'STAY OFF THE ****'N FLAG!'

    no farming in tower, no need to not cap the resource

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  • Lucky28
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    I don't really like this change. i wish they would have come up with more creative ways to get into the tower. like chal mine for example, that place is fun as hell it's like a jungle gym there are so many ways to get into the tower aside from just the door and that made it so much fun.

    but just taking doors off resource towers is rather lackluster, imo.
    Invictus
  • Publius_Scipio
    Publius_Scipio
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    Yes, no tower doors will mean the end of The Elder Scrolls Online PvP!!...... Not the 4 meta templars sitting in back of a group that spam radiant a**truction on you even when you are at full health and it tickles your nose hairs. But of course then their buddies up front put enough damage on you and the a**truction beams kick in.
  • Publius_Scipio
    Publius_Scipio
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    O and let's not forget the flavor of the month stam sorcs (a tragedy and disgrace to the LEGENDARY FENGRUSH! The one true stam sorc! First of his kind!) running around like nutjobs and the big whirling swirling hurricane of fart wind around them.
  • Xsorus
    Xsorus
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    Long as the door is still small it'll always be good as a choke point to murder people.
  • WuffyCerulei
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    Sallington wrote: »
    Good change in my opinion. Tower farms were cancer.

    No more "big wig" pvp guilds farming AP like weenies.
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  • BRogueNZ
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    Crystelle wrote: »
    I don't understand how you couldn't avoid a tower farm in the first place? It's not like we're forcing you to come in the door and die with your zerg. This is just a change for carebears who refuse to use common sense.

    We do because we love ending a farm session.

    and surely you realise that if a faction ignores a farm soon enough the 2nd, then the 3rd resource gets taken so you decide to blame the everyone for being stupid in wanting 3 points and transit back, righto.

    Whats this care bear crud anyway?
    Anyone who doesn't roll in a 12-24 squad in TS and already has over a million AP is a care bear? lol
  • Lucius_Aelius
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    Sounds awesome to me, no more needing to siege down towers when someone tries to farm in one (which always was problematic since there's always at least one idiot random that takes the flag even with you telling him not to), couches are probably going to get some more loving though.... *wink wink*
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  • Lucius_Aelius
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    zyk wrote: »
    What is offensive to me about this change is that it is so half-assed -- like every change involving PVP.

    I couldn't disagree more, from what I read about every change that affects PvP at all the only problem is the Two Hander Ultimate because it lets people steal another's resistance (that's broken as hell and that ability to buff yourself with your enemy's resistance needs to be removed, but it would be fine without that), everything else looked like an awesome and overdue change to me.
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  • God_flakes
    God_flakes
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    Ernest145 wrote: »
    Towers were fine imo, if you failed to siege it down before the flagged flip then you paid the price for it. If I'm leading a 12-16 man group I don't really try to tower farm since most pugs wont run in unless you have fewer numbers. You make much more ap just kiting around and funneling them. When I'm playing in a group less than 6 then towers are much more needed since if you try kiting you just get ganked/ gap close spammed/ jesus beam spammed/ etc. and don't have enough healers and rapids to keep the group going. Pretty dumb change that just promotes larger numbers and less thoughtful decision making, like there isn't enough of that already.

    So what I see you saying here is when you have a group of 6 (highly skilled since you're Earnie right?) you "need" tower farms to make ap?
  • God_flakes
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    manny254 wrote: »
    NACtron wrote: »
    This change is fantastic. Perhaps this will result in more map control focused gameplay. :)

    Translation: This change Benefits Zerging, and discourages small group play.

    How does it discourage small group play? That group of 4 you're talking about can always idk...run? Stealth? I'm not buying this excuse that the 4 man needs the tower to hide in. I'm not buying this claim that less people will small man because towers no longer have doors.
  • God_flakes
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    Elong wrote: »
    yodased wrote: »
    Elong wrote: »
    yodased wrote: »
    Hempyre wrote: »
    Dumb AF.

    Who would build a tower without doors?

    If folks want to lemming at a tower then that's their option. As of this change the structure has no purpose.

    Complete waste of time.

    Can you not set up meatbag and cold fire on the first floor and oil on the second floor?

    Of course you can.

    The reason you want a door is the .5 seconds you inside can see the enemy without the enemy seeing you.

    If there was no delay in the door animation load, you would not have a problem with that?

    Tower farms are bad for the game, sorry if that makes you sad.


    Why. Don't. You. Just. Not. Go. In. To. The. Tower?

    why. do. you. feel. its. ok. to. farm. other. players?

    I don't know how to break this game any simpler, if you're not there, there's no farm is there? Why are you not grasping something a kindergarten kid could?


    Wow what a Freudian slip there: "I don't know how to break this game any simpler". Yes. You farmers have lost yet another way to stack on top of one another and break this game. B-o-o H-o-o.
    emma666 wrote: »
    yodased wrote: »
    I am a solo player, I don't join groups, so I am not sure really why you would lump me into that.

    LOL You think I am a LFG person, I get it. That makes sense, but alas no, if I am in a group it is a 2 person group.

    You can present yourself as noble, I don't know you, but your above post says more about your attitude than anything.

    Presenting me with a kill death ratio and then attributing that to somehow your opinion is more valid than mine is strange, isn't it?

    His opinion is more valid than yours because he is a great player, has played since beta and has seen how ZOS has nerfed small groups patch after patch since the launch of the game.

    You don't get it because you are simply a bad player and don't understand that this change favours zergs and not the small group who is already always at a disadvantage.

    How is this hard to understand???



    You got hella nerve acting like you're some elite small man queen, Nymiria. Any time I ever see you in game you're firmly embedded in a zerg. In fact I'm sure you guys were sobbing when your meat shields PM left TF. :cry:
  •  Jules
    Jules
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    +1 zergs
    -10000 small group
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  • Qbiken
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    Sallington wrote: »
    Jaronking wrote: »
    This is the second dumbest change they every made after AOe caps this is just stupid they just keep rewarding bad play.

    Now the combat at resources will be more fluid and fun, instead of dying on the steps of the tower while spamming your 'E' key.

    Simple solution, leave tower.
  • vortexman11
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    So now... can I gap close to the mage guard on a tower without getting banned?
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  • AhPook_Is_Here
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    I actually wouldn't have a problem with them removing the tower door if the meta allowed people to use terrain properly and successfully fight outnumbered. With every patch though it has gotten more and more difficult to fight off 20-40 spread solo players spamming negates, using lots of siege, heal debuffs and the odd player dropping the occasional 15k dawnbreaker even with the use of chokes etc. The fact that people even feel the need to hide behind a door says a lot about how toxic the meta has become.

    Anyways, if anything this thread actually makes me want to try and successfully pull off a tower farm without a door. Challenge accepted. :smiley:

    I haven't played this game in a while but was thinking about checking it out again after the patch. I don't think it will be that hard from memory though to still tower farm, stack a few DKs either side of where the door was and talon spam drop a few banners, a negate or 2, spam fire ballista and meatbags at the door arch. stack the rest on the frist stair platform and use the 2nd floor for siege cover. Oils and more ballista on the 3rd.

    I think good players are going to be able to work it.

    My view on why it sucked wasn't about large or small groups but that it became a tactical disadvantage to capture your own resource. From a game-play perspective that's absurd and a testament to how short-sighted the game design was to being with. If they could have made the building neutral so anyone could repair or destroy it, and remove the AP for repairing it, that would have worked as well without removing the door.

    Someone who cares can start a thread about buying barricades from the AP vendor you can use to block doors but can be broken down by siege damage, so groups can still buy some time in hostile towers.
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  • Manoekin
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    Darnathian wrote: »
    manny254 wrote: »
    NACtron wrote: »
    This change is fantastic. Perhaps this will result in more map control focused gameplay. :)

    Translation: This change Benefits Zerging, and discourages small group play.

    i cant believe u are saying that. You always call out broke mechanics. That door delay crap was bs.

    shocked u of all people are against this.
    you condone killing people as the load in? wow

    Except if you actually played with him he usually waits at the top or 2nd floor of the tower if there is siege. There's no door required to get up there. If what causes people problems is the door delay, then you deal with the door delay. You don't mitigate gameplay experience simply because RPer#9546 likes that it takes an acceptable amount of time to get through doors. That's not at all what people are bringing up as an issue, which proves the point that in this thread certain players just don't get it.
  • Jaronking
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    Im torn on this, I can see both sides of this argument. Both sides have equally valid reasons...its tough.

    I'll just wait and see at this point. Im not gonna go either way till i see how this actually pans out...its still early they may revert this change...just have to wait and see.
    Their no point in waiting and see because their no way to test this so this will go live and once live they will never revert the change we told how bad 1 IC flag is and its still their they don't care.
  • caeliusstarbreaker
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    I legitimately think, if you truly feel that tower farming was an immense plague in the game that merited removing doors by way of "carpenter strike", you need to reevaluate your entire view on cyrodiil.
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  • Lucius_Aelius
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    I legitimately think, if you truly feel that tower farming was an immense plague in the game that merited removing doors by way of "carpenter strike", you need to reevaluate your entire view on cyrodiil.

    We don't have to think it was a "plague" to think removing it was a good change, that's ridiculous.
    Edited by Lucius_Aelius on September 3, 2016 3:10PM
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  • caeliusstarbreaker
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    I legitimately think, if you truly feel that tower farming was an immense plague in the game that merited removing doors by way of "carpenter strike", you need to reevaluate your entire view on cyrodiil.

    We don't have to think it was a "plague" to think removing it was a good change, that's ridiculous.

    Then the statement does not apply to you. If you would like I can loosen the parameters.
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  • God_flakes
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    I legitimately think, if you truly feel that tower farming was an immense plague in the game that merited removing doors by way of "carpenter strike", you need to reevaluate your entire view on cyrodiil.

    Right now it's all speculation as to why the devs did this. And unless they come out and say why we can only speculate. Obviously they felt it was necessary.
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