Actually I see this as a benefit for players like you as well. You are able to quickly run in at any time and out maneuver the larger clunkier raids that try to chase you. Before you had to hope that you got lucky and the door actually lets you through quick enough. This allows you to zig zag in and out of towers without interruption.
The only groups I have seen doing active tower farming are raids around 8-16 in size most often. It's not really huge benefit for small man anyway.
Ara_Valleria wrote: »
Actually I see this as a benefit for players like you as well. You are able to quickly run in at any time and out maneuver the larger clunkier raids that try to chase you. Before you had to hope that you got lucky and the door actually lets you through quick enough. This allows you to zig zag in and out of towers without interruption.
The only groups I have seen doing active tower farming are raids around 8-16 in size most often. It's not really huge benefit for small man anyway.
lol
Ara_Valleria wrote: »
Actually I see this as a benefit for players like you as well. You are able to quickly run in at any time and out maneuver the larger clunkier raids that try to chase you. Before you had to hope that you got lucky and the door actually lets you through quick enough. This allows you to zig zag in and out of towers without interruption.
The only groups I have seen doing active tower farming are raids around 8-16 in size most often. It's not really huge benefit for small man anyway.
lol
You are all acting like the sky is falling. Just trying to put a positive spin on it
Of course you're positive about these changes. They are designed for players like you and those you lead. Since Daniel left, you are basically the poster boy for how ZOS is ruining Player vs Player in ESO.You are all acting like the sky is falling. Just trying to put a positive spin on it
Of course you're positive about these changes. They are designed for players like you and those you lead. Since Daniel left, you are basically the poster boy for how ZOS is ruining Player vs Player in ESO.You are all acting like the sky is falling. Just trying to put a positive spin on it
The door mechanic was crap and tower farming was crap. However, instead of analyzing how players enjoy PVP, defining the different audiences that play and designing gameplay to cater to them, we get changes like flags indiscriminately dropped in towns/districts and now door removals.
Hobbyist authors of game mods put far more effort into their titles than ZOS does PVP. It is a disgraceful showing by ZOS. It doesn't take a lot of work to design new structures and new gameplay. ZOS simply doesn't care enough to put the effort into it.
I wonder what @ZOS_BrianWheeler actually does all day because there's no way AvA has anyone working on it full time.
God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Of course you're positive about these changes. They are designed for players like you and those you lead. Since Daniel left, you are basically the poster boy for how ZOS is ruining Player vs Player in ESO.You are all acting like the sky is falling. Just trying to put a positive spin on it
The door mechanic was crap and tower farming was crap. However, instead of analyzing how players enjoy PVP, defining the different audiences that play and designing gameplay to cater to them, we get changes like flags indiscriminately dropped in towns/districts and now door removals.
Hobbyist authors of game mods put far more effort into their titles than ZOS does PVP. It is a disgraceful showing by ZOS. It doesn't take a lot of work to design new structures and new gameplay. ZOS simply doesn't care enough to put the effort into it.
I wonder what @ZOS_BrianWheeler actually does all day because there's no way AvA has anyone working on it full time.
I would agree with that ZOS does a poor job analyzing how players enjoy PvP and a even poorer job catering to the different types of players in PvP. That is probably why me and players like me butt heads with you guys on the forums and in game so much. Would be nice if they could make changes that both parties could be satisfied with.
God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
You can still bottleneck people in the tower but now you actually gotta gitgud. I'm loving this change.
God_flakes wrote: »God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
I've made guest appearances. Nice of you to notice.
God_flakes wrote: »God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
I've made guest appearances. Nice of you to notice.
Because you bragged on here about it 5 minutes after you joined group lol.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
I've made guest appearances. Nice of you to notice.
Because you bragged on here about it 5 minutes after you joined group lol.
Bragged? I'm not in guild. Is there some reason you care or are concerned?
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
I've made guest appearances. Nice of you to notice.
Because you bragged on here about it 5 minutes after you joined group lol.
Bragged? I'm not in guild. Is there some reason you care or are concerned?
It's a forum, I thought I'd comment on it. You're grouping with people who play a way you have disdain for in this thread. Found it ironic.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
I've made guest appearances. Nice of you to notice.
Because you bragged on here about it 5 minutes after you joined group lol.
Bragged? I'm not in guild. Is there some reason you care or are concerned?
It's a forum, I thought I'd comment on it. You're grouping with people who play a way you have disdain for in this thread. Found it ironic.
I also grouped with Skillz who LOVED to tower farm. I even did it with them even though I didn't like it. I generally do what crown says....it's called GROUP play. And if Khole wanted to farm I would assist. There are a lot of things in this game I can't stand but still do from time to time to be a teammate.
It's real cute the way you're always trying to get my attention.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
And yet you run with KHole now lol.
I've made guest appearances. Nice of you to notice.
Because you bragged on here about it 5 minutes after you joined group lol.
Bragged? I'm not in guild. Is there some reason you care or are concerned?
It's a forum, I thought I'd comment on it. You're grouping with people who play a way you have disdain for in this thread. Found it ironic.
I also grouped with Skillz who LOVED to tower farm. I even did it with them even though I didn't like it. I generally do what crown says....it's called GROUP play. And if Khole wanted to farm I would assist. There are a lot of things in this game I can't stand but still do from time to time to be a teammate.
It's real cute the way you're always trying to get my attention.
So you have no morals? Fair enough, at least you're honest!
God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
God_flakes wrote: »God_flakes 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?
Lets say a group of 2-6 and you take a resource to find some fights that are away from the zerg v zerg fights, and like a good amount of the time 20+ enemy players come rolling out of the keep. The group needs the tower door to keep them out so they can at least have sometime to regroup. It gave the group a bit of time to get away from the ambush spam/ jesus beams/ snipes/ gankers/ etc and let them get ready to fight again.
If the pugs outside knew how to play they would siege down the tower and we would be forced to jump out and kite them, which is fine but would just end up leading to the small group getting zerged down the way this cancerous snare and root meta is. Inside the tower you have a smaller confined area where you wont be getting sniped or jesus beam spammed from a mile away and you can use the bottom floor to avoid enemy siege. With the way the game is now it is so much more easier for a large pug zerg to chase down smaller numbers, the only viable way of fighting is basically rock humping which is pretty sad.
This isn't even a farming ap issue, it mainly just hurts to small groups who need to take a break from the zergs chasing them to reset the fight. It's not their fault for the enemy players poor decisions to not siege it down and just mindlessly just zerg everything they see. Like good luck to the small mans who try to pull off and get other players to pull off the faction stacks, and get them to actually think about what they should do and punish them if they don't make the right decision.
Again, and I can only surmise this, but it appears the devs don't want you guys capping a resource and squatting on it. Apparently, they don't want you to go in the tower and "regroup". They want you to cap it and move on. I guess they weighed the benefits and found the annoyance of constant out of control tower farming (and all 3 factions do it) to be not worth it anymore. It will be interesting to see how it pans out. But I won't miss the annoying groups of 12+ who cap resources and set up inside the tower and gobble up ones and twos at a time. If you think this is skilled gameplay you're delusional, my friend.
Nobody said it takes skill tower farm. Tell me though why should this benefit the bad players who don't siege the tower down before it flips? You do realize how easy it is to bust a tower farm lol? like immovable pot and get a negate, problem solved..
A few skillful players can easily end a tower farm or at least make time for other pugs to get in and help, but no zos just caters to bad players who don't want to pay the consequences for their bad decisions. ZOS has there reasons for this change, I don't agree with them and think it only favors larger numbers even more but oh well.
Darnathian wrote: »
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.
I'm guilty of tower farming with a Zerg back in the day, @Elong has probably seen me do it and either win or fall flat on my face. However being more solo/small group now, I can count on one hand the amount of times I haven't been able to dodge roll immediately after going through the door.
This seems like a change favored to players like Yodased that need a sprinkling of gitgud on their wheaties in the morning.