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PLEASE make towers at resources destructible again!

pleximus
pleximus
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Removing the ability to destroy towers is one of the WORST decisions ZOS has EVER made! It's beyond frustrating to see how 6-7 tower farmers keep an entire server busy for hours. Barely anyone wants to push the other alliances so what is the point of this 3-faction war if one alliance is "stuck" on a resource and refuse to do anything else but run after said group just to clear the resource? And I do mean FOR HOURS!

Let us be able to destroy the towers again so we get rid of the tower [sitters] who make the lives of those who play the map miserable.

[Edited for Inappropriate Language]
Edited by ZOS_Hadeostry on June 21, 2022 2:30AM
  • FluffWit
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    As long as they don't put the doors back I'd be fine with this I guess.
  • Kisakee
    Kisakee
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    Why would you even camp there? And if there are some people having fun spending their time with sitting in the tower just leave them alone.
    "I don't know who you are, but i will find you and i will rob you." - Liam Thiefsson
  • pleximus
    pleximus
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    Kisakee wrote: »
    Why would you even camp there? And if there are some people having fun spending their time with sitting in the tower just leave them alone.

    Having fun? It was miserable to try and push and have no one help despite asking for it over and over again FOR HOURS! Most were too busy running after tower [sitters] at Aleswell farm hoping for some prideful kill moment that no one cares about.

    [Edited for Inappropriate Language]
    Edited by Psiion on June 20, 2022 12:16AM
  • pleximus
    pleximus
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    FluffWit wrote: »
    As long as they don't put the doors back I'd be fine with this I guess.

    I just want the towers to be destructible again - nothing else.
  • kargen27
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    Not much point to making the towers destructible. Players are still going to farm other players so long as there are players willing to be farmed. Plenty of other things around a flag to use as a line of sight advantage without relying on the towers. The towers are simply the most convenient.
    and then the parrot said, "must be the water mines green too."
  • Artim_X
    Artim_X
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    I'll second that! Also they should make them like bridges and milegates, so regardless of resource ownership any faction can siege them down.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Burn/Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Inferno/Lightning Staff (infused/shock enchant), and Rage of the Ursauk jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build), and Power Overload.
    • Ability-Bar 2: Crushing Shock/Storm Pulsar, Streak, Flame/Shock Reach, Unstable Wall of Fire/Storms, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build) and Fiery/Thunderous Rage.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Mother Ciannait's (1 light and 1 medium. Divines and Max Mag Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), CP restoration staff (Infused with hardening enchant), and CP ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact for regular and NoCP build/Oblivion's Foe for dot build (medium chest and body pieces light. All Impenetrable. Max Mag Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Max Mag Enchants). Knight Slayer/Pariah jewelry/Plaguebreak for dot build (bloodthirsty with spell damage enchant)/lightning staff (infused with oblivion enchant for regular and noCP build/absorb magicka enchant and Sharpened for dot build. Sharpened for dot build)/restoration staff (infused with oblivion enchant regular and noCP build/absorb magicka enchant and Sharpened for dot build).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Empowered Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that only utilizes Aedric Spear abilities.
    • Gear: 5 Infallible Aether (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (Infused/shock enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on head and everything else Magicka Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Max Health Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant/Stealth-Draining Poison IX), and Knight Slayer jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with Spell Damage Enchant).
    • Ability-Bar 1:Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver (Shatter Soul).
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Lover for penetration when playing a sorc or temp.
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Biting Aura, Thaumaturge, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvE Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Fighting Finesse, Master-at-Arms, Weapons Expert, Biting Aura, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Vevvev
    Vevvev
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    Could probably set the towers to always decay and not be tied to the resource.

    That way if someone needs one you can build it, but otherwise it wouldn't be there.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • neferpitou73
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    ...or you could just leave them alone? You're giving them the victory by letting them keep your entire faction there.
  • Emmagoldman
    Emmagoldman
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    ...or you could just leave them alone? You're giving them the victory by letting them keep your entire faction there.

    I avoid them, but wow is it booooooooooring gameplay. Great game design, let's have objectives that we run around in circles, over and over again!
  • Psiion
    Psiion
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    Greetings all,

    After editing and removing a few posts, we would like to remind everyone to keep discussion appropriate and within the Forum's Community Rules. If you do not have something constructive to add to discussion, we ask that you find another thread to participate in instead.

    Please keep the Community Rules in mind moving forward.
    Staff Post
  • FluffWit
    FluffWit
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    Can't just leave them along. On ep the other teams just spend all day flagging Arrius & KC from the resources so we constantly have to deal with it.

    The other factions have similar issues at their keeps, DC especially.
  • neferpitou73
    neferpitou73
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    ...or you could just leave them alone? You're giving them the victory by letting them keep your entire faction there.

    I avoid them, but wow is it booooooooooring gameplay. Great game design, let's have objectives that we run around in circles, over and over again!

    So what? If they want to run circles around towers all day let them. Your faction won't die if there's one resource it doesn't own.
    FluffWit wrote: »
    Can't just leave them along. On ep the other teams just spend all day flagging Arrius & KC from the resources so we constantly have to deal with it.

    The other factions have similar issues at their keeps, DC especially.

    These groups operate on the sole purpose of getting fights out of groups that come to defend the resource/keep. It's a classic farming tactic. If you just let them have the resource/keep they'll eventually get bored and go somewhere else. Then you can just take it back while they're busy.
  • Amottica
    Amottica
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    pleximus wrote: »
    Kisakee wrote: »
    Why would you even camp there? And if there are some people having fun spending their time with sitting in the tower just leave them alone.

    Having fun? It was miserable to try and push and have no one help despite asking for it over and over again FOR HOURS! Most were too busy running after tower [sitters] at Aleswell farm hoping for some prideful kill moment that no one cares about.

    [Edited for Inappropriate Language]

    And they still died to the "tower sitters" over and over again when the towers were destructible.

    Those that keep repeating the same mistake over and over and each time hoping, or thinking, that this will be the time they succeed, yet their character dies again, are they the people that you want helping you take or defend a keep somewhere else on the map?

    Maybe someone is doing us a favor.

  • Emmagoldman
    Emmagoldman
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    ...or you could just leave them alone? You're giving them the victory by letting them keep your entire faction there.

    I avoid them, but wow is it booooooooooring gameplay. Great game design, let's have objectives that we run around in circles, over and over again!

    So what? If they want to run circles around towers all day let them. Your faction won't die if there's one resource it doesn't own.
    FluffWit wrote: »
    Can't just leave them along. On ep the other teams just spend all day flagging Arrius & KC from the resources so we constantly have to deal with it.

    The other factions have similar issues at their keeps, DC especially.

    These groups operate on the sole purpose of getting fights out of groups that come to defend the resource/keep. It's a classic farming tactic. If you just let them have the resource/keep they'll eventually get bored and go somewhere else. Then you can just take it back while they're busy.

    Point is that "so what" is incrediably boring. Been playing for years and it's just bad design. Ultimately, I or really any of the pvp guilds I played in in over the years, still regularly log into cyro, if at all. It's static. Circle fights around towers, cool game! How fun! So the "so what" is that pvp tower fights, and most pvp content is boring, and being that pvp is at a low point, there needs to be something to shock it back.

    Tactically, yes I understand just moving on. You are totally right. But designing pvp content in a game should be about finding ways to encourage players to fight each other, not just flat out say, this is a LAME and move on.
  • Dolphinsgal
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    I'd love to be able to destroy the towers and anyone inside when it goes down. Tower farmers are a huge pita and can lead to ap boosting, I've seen it happen not as often at the towers but still happens.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Does anyone remember when Keep interiors were destructible? Is that still possible or did they remove that as well? these were the sort of features that made PvP in Cyrodiil actually fun.
  • xaraan
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    Just remove all towers. I mean, if we can make indestructible buildings, why aren't we building our castles out of those towers? Just let the resource be the flag and be done with it.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • FluffWit
    FluffWit
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    Does anyone remember when Keep interiors were destructible? Is that still possible or did they remove that as well? these were the sort of features that made PvP in Cyrodiil actually fun.

    They fixed that years ago. It was fun and quite challenging to pull off but also extremely cheesy once the stairs were destroyed.
  • Thecompton73
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    kargen27 wrote: »
    Not much point to making the towers destructible. Players are still going to farm other players so long as there are players willing to be farmed. Plenty of other things around a flag to use as a line of sight advantage without relying on the towers. The towers are simply the most convenient.

    The towers happen to be on top of resources that are worth points. It is stupid for a faction to lose so many points because the towers are infested and people just get sick of chasing these idiots around them again and again.
    The absolute correct response to them would be for people to just zerg them overwhelmingly again and again to embarrass and frustrate them. If they got wiped in 10 seconds five times in a row they'd move on, but most people are over even bothering at this point. Leaving a few frustrated players actually playing the map for score to try to root them out.
  • kargen27
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    kargen27 wrote: »
    Not much point to making the towers destructible. Players are still going to farm other players so long as there are players willing to be farmed. Plenty of other things around a flag to use as a line of sight advantage without relying on the towers. The towers are simply the most convenient.

    The towers happen to be on top of resources that are worth points. It is stupid for a faction to lose so many points because the towers are infested and people just get sick of chasing these idiots around them again and again.
    The absolute correct response to them would be for people to just zerg them overwhelmingly again and again to embarrass and frustrate them. If they got wiped in 10 seconds five times in a row they'd move on, but most people are over even bothering at this point. Leaving a few frustrated players actually playing the map for score to try to root them out.

    The flag is what draws players in. If the tower wasn't there the players farming the resource would simply change tactics but they would still be around a flag. There are other things near the flag that can be used for line of sight safety. The problem is the players being farmed seem to trickle in instead of waiting for decent numbers. That is the worst response. Better to either ignore (it is only one resource) or as you pointed out get superior numbers and drive them away. Either strategy can be affective.
    If the group farming the resource gets no attention the first thing they will try is to take all three resources. When this happens same responses will work. Flip the resources the group abandoned or smack the group down. Don't give them an advantage nor even a fair fight.
    Removing the towers or making them destructible isn't going to help with the problem you are seeing.
    and then the parrot said, "must be the water mines green too."
  • Brrrofski
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    I was farming people in towers when you could destruct them. It's barely any different to now.

    People would take the resource before sieging the tower. So they rarely for taken down. I honestly think I've seen like 3 towers ever get taken down.
  • Jaimeh
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    Tbh it was fun being able to siege resources, it made rss fights more fun. Aleswell farm was always sieged :D That said as a rule, I usually leave AP farmers alone once I realize what they're doing, and hopefully if no one engages they'll move on.
  • TheGeordieKitten
    Agreed! Not saying I never tower run but having them destroyable would solve a lot of other problems like PvDoor zerg-ball groups sieging keeps from towers

    aka - The Tyne Tart - Big Tick Energy - Lidl Quality Gameplay
  • zaria
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    Kisakee wrote: »
    Why would you even camp there? And if there are some people having fun spending their time with sitting in the tower just leave them alone.
    This, the solution for tower troll is to don't engage unless you know you will win.
    If they want to fight you force them to fight you at the flag or in flat terrain away from the tower.

    If you are solo or an tiny group farming resources you don't want to take one who is defended by players.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Rowjoh
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    It's not the indestructible towers at all, it's the mind blowingly bad balance that enables immortal god-mode builds.

    Equally as mind blowing is why people feel the need to fuel this activity when they know its spectacularly boring and they can't win.

    Edited by Rowjoh on June 20, 2022 8:19AM
  • ZOS_Hadeostry
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic.

    Thank you for your understanding.
    Staff Post
  • xDeusEJRx
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    I do tower fights often, and I promise if you make towers destructible players will just go somewhere else and do it again. What's going to stop them from doing it somewhere else if you just destroy the tower? Destroy all the towers on your faction? I just wait for my faction to push and do the same inside your keep.

    Farmers will be farmers regardless of what you try to do to them. People come to pvp not to play the siege PvDoor game, so they're gonna do what gets them the most pvp action and people fall for the tower farming bait all the time.

    If you don't want to deal with tower farmers, simply do not engage, it's simple as that
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • pleximus
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    xDeusEJRx wrote: »
    I do tower fights often, and I promise if you make towers destructible players will just go somewhere else and do it again. What's going to stop them from doing it somewhere else if you just destroy the tower? Destroy all the towers on your faction? I just wait for my faction to push and do the same inside your keep.

    Farmers will be farmers regardless of what you try to do to them. People come to pvp not to play the siege PvDoor game, so they're gonna do what gets them the most pvp action and people fall for the tower farming bait all the time.

    If you don't want to deal with tower farmers, simply do not engage, it's simple as that

    Go ahead and do it on the other towers as long as the keep is out of reach of ballistas/trebuchets from towers. Otherwise it's just toxic gameplay. Destructible towers would solve a lot of problems with tower leechers and force them to move on.
  • xDeusEJRx
    xDeusEJRx
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    pleximus wrote: »
    xDeusEJRx wrote: »
    I do tower fights often, and I promise if you make towers destructible players will just go somewhere else and do it again. What's going to stop them from doing it somewhere else if you just destroy the tower? Destroy all the towers on your faction? I just wait for my faction to push and do the same inside your keep.

    Farmers will be farmers regardless of what you try to do to them. People come to pvp not to play the siege PvDoor game, so they're gonna do what gets them the most pvp action and people fall for the tower farming bait all the time.

    If you don't want to deal with tower farmers, simply do not engage, it's simple as that

    Go ahead and do it on the other towers as long as the keep is out of reach of ballistas/trebuchets from towers. Otherwise it's just toxic gameplay. Destructible towers would solve a lot of problems with tower leechers and force them to move on.

    I see the point of this post now, apparently not happy people can siege keeps from towers lol. They could always just flag the keep and immediately back up to the resource as an alternative. Farmers are always gonna find ways to farm players if you let them do it
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • NordSwordnBoard
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    The enemy must own the resource in order for it to be destructible.
    Brrrofski wrote: »
    I was farming people in towers when you could destruct them. It's barely any different to now.
    People would take the resource before sieging the tower. So they rarely for taken down. I honestly think I've seen like 3 towers ever get taken down.

    The same people who go in one by one, or can't organize enough to kill the group in the tower will be the same people shooting it with siege from the flag. Then they will wonder why the siege stopped working all of the sudden. Once they figure that part out, then they will be trying to convince people in chat to skip the AP & continuous attack bonus so they can crumble a tower. This conversation has lots of toxicity potential. Then they crumble the tower, just as the tower group jumps off the side and goes to another resource.

    Making towers destructible only adds lag due to the animations while changing almost nothing for the players.
    Fear is the Mindkiller
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