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PTS Patch Notes - Towers have no doors???

  • Soulac
    Soulac
    ✭✭✭✭✭
    ✭✭
    They got time to remove doors, something no one asked for, but no time to fix important stuff like willows path.. :trollface:
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • NACtron
    NACtron
    ✭✭✭✭✭
    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.

    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.
    Pact Militia GM
    Nikolai the Nord - Stamplar

  • Ara_Valleria
    Ara_Valleria
    ✭✭✭✭✭
    NACtron 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.

    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
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  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    Eh, we'll see how this plays out. The one good thing about towers was that it let players at least be able to grab more AP before getting completely zerged down by overwhelming numbers. Now the zergs won't even need to engage, they can just set up 20 siege to constantly barrage the top, middle, and bottom floors in equal measure. It's going to make taking resources and resource-based campaigns that much less attractive, but hey, at least nobody will feel bad that they got tower farmed.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • NACtron
    NACtron
    ✭✭✭✭✭
    NACtron 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.

    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 :p
    Pact Militia GM
    Nikolai the Nord - Stamplar

  • Ara_Valleria
    Ara_Valleria
    ✭✭✭✭✭
    NACtron wrote: »
    NACtron 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.

    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 :p

    oh trust me, we'll still farm resources, with or without the tower door.

    I'm just laughing at the amazing "benefits" and "active tower farming raid size" you just proposed :lol:

    #ArriusMine
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    Edited by Ara_Valleria on September 3, 2016 10:34PM
    °‡° ÁDAMANT °‡°
    The Addon Abusers, Exploiters & Macro'ers Refuge
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  • zyk
    zyk
    ✭✭✭✭✭
    ✭✭✭✭✭
    NACtron wrote: »
    You are all acting like the sky is falling. Just trying to put a positive spin on it :p
    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.

    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.
    Edited by zyk on September 3, 2016 10:40PM
  • Talcyndl
    Talcyndl
    ✭✭✭✭✭
    Too lazy to read the entire thread....

    I assume ZOS realizes how easy this will make solo taking even a level 5 resource.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • NACtron
    NACtron
    ✭✭✭✭✭
    zyk wrote: »
    NACtron wrote: »
    You are all acting like the sky is falling. Just trying to put a positive spin on it :p
    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.

    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.
    Pact Militia GM
    Nikolai the Nord - Stamplar

  • Skyy
    Skyy
    ✭✭✭
    Talcyndl wrote: »
    Too lazy to read the entire thread....

    I assume ZOS realizes how easy this will make solo taking even a level 5 resource.

    Is it possible to make them even easier to solo?
  • Talcyndl
    Talcyndl
    ✭✭✭✭✭
    Skyy wrote: »
    Talcyndl wrote: »
    Too lazy to read the entire thread....

    I assume ZOS realizes how easy this will make solo taking even a level 5 resource.

    Is it possible to make them even easier to solo?

    Level 5 resources on Azuras are by no means easy to solo. It's not difficult, but it takes patience, some siege and a relatively balanced mix of DPS and defense.

    CP campaigns are different.

    But even there, the lack of a door will make taking one a LOT easier and quicker.

    Not to mention the situation where the resource is defended...
    Edited by Talcyndl on September 3, 2016 11:37PM
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • God_flakes
    God_flakes
    ✭✭✭✭✭
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    NACtron wrote: »
    zyk wrote: »
    NACtron wrote: »
    You are all acting like the sky is falling. Just trying to put a positive spin on it :p
    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.

    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.


    WOULD YOU STOP BEING SO DAMN NICE NIK THEY DEMAND SALT!
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.
  • Drdeath20
    Drdeath20
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    You can still bottleneck people in the tower but now you actually gotta gitgud. I'm loving this change.
  • GreenSoup2HoT
    GreenSoup2HoT
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    ✭✭
    Removing the Doors to Resource's is one of the best quality of life changes we have seen to Cryodill to date. I'm a smallscale/solo player also, you can argue this change is bad but in the end it's a great change to create better quality game-play.

    Did nobody play Guild War's 2 before ESO? Does nobody know how to Zerg-Surf or Zerg-Bomb with small-scale groups? Resource farming the door was lame and you should feel bad for defending it. It's about time players actually had to play smart and use tactics and strategy while moving around instead of camping on a damn door lol.

    Seriously can't wait to see a group of 4-5 destro user's lay waste to large groups with the new destro ulty. So many 1v1 players think its a bad ulty... can't wait to see this in action in AvA combat cause this ulty is just like Guild Wars 2. Add in a couple Arrow Barrage's and Proxies its gonna be good!
    B)B)B)
    Edited by GreenSoup2HoT on September 4, 2016 12:07AM
    PS4 NA DC
  • God_flakes
    God_flakes
    ✭✭✭✭✭
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D I've made guest appearances. Nice of you to notice.
  • Chuga_Rei
    Chuga_Rei
    ✭✭✭✭✭
    Drdeath20 wrote: »
    You can still bottleneck people in the tower but now you actually gotta gitgud. I'm loving this change.

    less about that, more about siege coming in.
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  • The-Baconator
    The-Baconator
    ✭✭✭✭
    Chuga_Rei wrote: »
    Drdeath20 wrote: »
    You can still bottleneck people in the tower but now you actually gotta gitgud. I'm loving this change.

    less about that, more about siege coming in.

    This
    First PS4 NA Grand Overlord, Stormproof, and Flawless Conqueror.
    Potato Lord of Atrocity
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D 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
    God_flakes
    ✭✭✭✭✭
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D 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?
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D 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
    God_flakes
    ✭✭✭✭✭
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D 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. :kissing:
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D 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. :kissing:

    So you have no morals? Fair enough, at least you're honest!
  • God_flakes
    God_flakes
    ✭✭✭✭✭
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Elong wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    :D 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. :kissing:

    So you have no morals? Fair enough, at least you're honest!

    If you knew me half as well as you think you do you would have already known this about me. :naughty:
  • Ernest145
    Ernest145
    ✭✭✭
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.
    Edited by Ernest145 on September 4, 2016 2:37AM
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • God_flakes
    God_flakes
    ✭✭✭✭✭
    Ernest145 wrote: »
    God_flakes wrote: »
    Ernest145 wrote: »
    God_flakes wrote: »
    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?

    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.

    Yes, I do realize. Yes, I have broken them from within groups that know what they're doing. My best friend in game @RinaldoGandolphi runs negate for miles and loves to break up farms and fights in towers. And yes, I've been inside setting up ballista aimed at the door. But let's face it, along with many other things in pvp this gameplay had become stale, predictable and boring. It's time for a change. I mean are tower farmers even making that much ap anymore doing them?
  • BFT88
    BFT88
    ✭✭✭✭
    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.
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Manoekin wrote: »
    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.

    oh i get it. the majority of farmers use the bottom floor. and its about farming bads. not hiding from zergs.

    and it kills performance.
  • yodased
    yodased
    ✭✭✭✭✭
    ✭✭✭✭✭
    BFT88 wrote: »
    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.

    LOL again with the b.s. trying to attack the person instead of the issue. I don't even enter towers when there are people there, so you can take that generalization and do not nice things with it.

    Have you ever played with me? Seen me play? If not, hush child grown ups are talking.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
This discussion has been closed.