Sheezabeast wrote: »Oh man, that's where I hid when I had to go to the bathroom while in a group
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.
GreenSoup2HoT wrote: »Did nobody play Guild War's 2 before ESO? Does nobody know how to Zerg-Surf or Zerg-Bomb with small-scale groups
GreenSoup2HoT wrote: »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.
GreenSoup2HoT wrote: »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!
IxSTALKERxI wrote: »GreenSoup2HoT wrote: »Did nobody play Guild War's 2 before ESO? Does nobody know how to Zerg-Surf or Zerg-Bomb with small-scale groups
A few of the people in this thread are experienced in zerg zerfing and bombing with small-scale groups or are friends with people who are. A lot of people played guild wars 2 as well as other games, infact we've done one better - we've fought zergs in ESO since launch and seen this games balance & meta change over the years.GreenSoup2HoT wrote: »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.
People have used tactics and strategy and still do, but every patch it has become more and more difficult to fight out numbered. I agree farming at a resource door is lame, but so is getting run over by 30 people in the current meta lol.GreenSoup2HoT wrote: »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!
I seriously can't wait to see a group of 4-5 destro users try walking into a zerg with their eye of the storm activating and die in 2 seconds before it even starts doing damage LOL. The ability does less damage per second than batswarm, it gives no utility (batswarm can heal or make you invis), it requires a destro staff on one of your bars, it costs 250 ultimate (100 more than batswarm). Sure, it lasts twice as long but if you are going to be dead long before the ultimate is over, unless you run in a group of 24 ofcourse.
Eso ≠ GW2. Only @Xsorus links vids from other games and trys to compare the 2. The balance, mechanics and meta's are completely different despite sharing a couple of aspects such as the ability to use AoE.
I seriously can't wait to see a group of 4-5 destro users try walking into a zerg with their eye of the storm activating and die in 2 seconds before it even starts doing damage LOL. The ability does less damage per second than batswarm, it gives no utility (batswarm can heal or make you invis), it requires a destro staff on one of your bars, it costs 250 ultimate (100 more than batswarm). Sure, it lasts twice as long but if you are going to be dead long before the ultimate is over, unless you run in a group of 24 ofcourse.
Darnathian wrote: »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.
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.
This is so freaking dumb. Did some devs get farmed at a tower or something? Or is this their way of preventing gap closers. How freaking lazy. "we can't fix it so we will remove doors". I would be fired if I did that, shoot I would fire myself and write myself an angry letter.
GreenSoup2HoT wrote: »@IxSTALKERxII seriously can't wait to see a group of 4-5 destro users try walking into a zerg with their eye of the storm activating and die in 2 seconds before it even starts doing damage LOL. The ability does less damage per second than batswarm, it gives no utility (batswarm can heal or make you invis), it requires a destro staff on one of your bars, it costs 250 ultimate (100 more than batswarm). Sure, it lasts twice as long but if you are going to be dead long before the ultimate is over, unless you run in a group of 24 ofcourse.
Ive seen someone with a 7k tooltip on destro ulty. Which is plenty in my opinion. 3.5k per second for 10 seconds in pvp with a giant radius is very good. Add in a negate and your golden. You also would not use Eye of the Storm. You put just place the AoE on a resource when people are capping like in the video i showcased of GW2 from ranged.
Both games are very compare-able though. They both have AoE caps and similar systems and abilitys.
You may be spectical now but i know for a fact some groups will pull it off and you'll be sorry.
The-Baconator wrote: »GreenSoup2HoT wrote: »@IxSTALKERxII seriously can't wait to see a group of 4-5 destro users try walking into a zerg with their eye of the storm activating and die in 2 seconds before it even starts doing damage LOL. The ability does less damage per second than batswarm, it gives no utility (batswarm can heal or make you invis), it requires a destro staff on one of your bars, it costs 250 ultimate (100 more than batswarm). Sure, it lasts twice as long but if you are going to be dead long before the ultimate is over, unless you run in a group of 24 ofcourse.
Ive seen someone with a 7k tooltip on destro ulty. Which is plenty in my opinion. 3.5k per second for 10 seconds in pvp with a giant radius is very good. Add in a negate and your golden. You also would not use Eye of the Storm. You put just place the AoE on a resource when people are capping like in the video i showcased of GW2 from ranged.
Both games are very compare-able though. They both have AoE caps and similar systems and abilitys.
You may be spectical now but i know for a fact some groups will pull it off and you'll be sorry.
You don't bomb with a bunch of ranged DoT ults. Meteor is 10x better for ranged bombs and bats is still 10x better on pushes with the health return, cheaper cost, and the same damage. Also the duration may look nice but chances are even if you're alive the full 10 seconds you'll only be hitting a meaningful amount of people for about the first 3-5 seconds before they all blow up to vd or you try to kite. The ult is just bad.
so people hole up in resource towers to get away from zergs.. lmao that's a good one.. next joke plz
So if you are on a resource with a group of 4 and 20 show up. What course of action would you recommend to the group of 4? Fall over and die? Run away while getting gap close spammed? Make a last stand in the tower? Looks like ZoS wants to increase the amount of zerging.
There are certainly stupid people that go into towers with full raids, but towers are generally a last resort to cling to life while getting zerged.
Darnathian wrote: »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.
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.
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.
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?
ZOS_DaryaK wrote: »We understand this is a controversial topic, but we expect you to keep your posts reasonably civil and constructive, even here, in the Alliance War section of the forums.
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.
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?
As I said before its not an ap issue, any good player doesn't need a tower to make ap and will still farm bads regardless. Most tower farms aren't even that successful anymore you use the tower when you are being zerged down and need a break to survive, mostly when small scaling. When you take a resource and a zerg of enemy players come after you and you are barely alive trying to make it into the tower is when these changes will really hurt, not when you want ap.
Darnathian wrote: »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.
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.
It's about both because you wouldn't go in the tower in the first place if you didn't need to.The amount of bad players that go into the tower with no organization, no immovable, no pre-negate is not caused by the players inside the tower waiting to kill them. Also, many of these players are the zerg.
And LOL (where's my button) at killing performance. Bro anything you do in this game kills performance. Like, you shouldn't even PvP because it kills performance. Don't go to a resource, don't go to a keep. If you're too good and the other faction has to bring enough people to kill you that it lags the server it is obviously your fault.
Here's a tip if you care about server performance: https://www.youtube.com/watch?v=6DGNZnfKYnU
IxSTALKERxI wrote: »People can already do this with nova. Nova's do the same dps as the new ultimate, can be placed on the ground at the same range, and cost the same ultimate. So, why aren't people already using this tactic of standing back and dropping nova's from range and wiping zergs?
wolfninja101b14_ESO wrote: »Gotta love how people complain that meerly removing doors on resource towers is "the death of small group pvp," when they literally would only farm AP off by proxy-detting and burning down poor noobs and pugs who don't know that they shouldn't feed the farm. Wanna really do pvp? Take keeps, resources to take keeps, scrolls, etc. There's a million and one things you can do to get AP other than farm.
No, not simple. Trying to tell that to pugs and tourists is like herding cats. And at the same time you can't just leave the enemies in the tower, because you can be sure they'll start pinging the keep wall as soon as you walk away.Where the problem lies is with the flag. Players take the flag rather than break the tower, this is not smart, however it is their perogative to do.
Want to break the farm? Don't take the flag and siege the tower.
Simple.
wolfninja101b14_ESO wrote: »Gotta love how people complain that meerly removing doors on resource towers is "the death of small group pvp," when they literally would only farm AP off by proxy-detting and burning down poor noobs and pugs who don't know that they shouldn't feed the farm. Wanna really do pvp? Take keeps, resources to take keeps, scrolls, etc. There's a million and one things you can do to get AP other than farm.
I don't remember anyone saying its the death of small scaling lol... its just another change out of many that has hurt it. Have you ever tried taking an objective as a small group? You will be met with overwhelming numbers and pugs sieging you even though they outnumber you. Like really even if you are in a 2-4 person group, you take a resource and go by the keep and there is already 5 siege up hitting you. I'm not saying small numbers should be able to take main objectives, what they excel at is distracting larger numbers and pulling them off of other objectives. With this change it reduces their effectiveness.