jasonthorpeb14_ESO wrote: »Did they finally make it so you cant blood port across the damn map unless you have one?
It did make for much more interesting alliance communication and tactics though.jasonthorpeb14_ESO wrote: »Did they finally make it so you cant blood port across the damn map unless you have one?
Zos clearly does not want to return to the blood porting we had early in the game with forward camps. That was pretty ridiculous.
jasonthorpeb14_ESO wrote: »I really feel like blood porting should be removed entirely. If I cut off transport it should be cut for everyone. When you die you should spawn at the gate and have to port to the keep or get rezed. That’s how the map was originally designed to be played like.
jasonthorpeb14_ESO wrote: »I really feel like blood porting should be removed entirely. If I cut off transport it should be cut for everyone. When you die you should spawn at the gate and have to port to the keep or get rezed. That’s how the map was originally designed to be played like.
Maybe outside of a radius. I dont want to discourage people from leaving the keep to fight so being able to spawn back so long as the enemy hasnt burst it, should stay.
Sandman929 wrote: »I like both of your ideas, and I'd much prefer blood-spawning only within a radius of a keep or outpost, that would definitely be a QOL improvement for small scale/solo players who can currently only stop re-enforcement traveling to a target if it's already popped.
Or at least only be able to respawn at / recall to somewhere that's connected on the Transitus Network... I thought the Transitus Network was supposed to be important to Cyrodiil gameplay...Thrusts-His-Spear wrote: »I really feel like blood porting should be removed entirely. If I cut off transport it should be cut for everyone. When you die you should spawn at the gate and have to port to the keep or get rezed. That’s how the map was originally designed to be played like.