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Remove Towers at Resources in Cyrodil

Rezdayn
Rezdayn
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As above.

Remove Towers at Resources in Cyrodil 157 votes

Yes
24%
GilvothMoloch1514DTStormfoxThunderclapCaffeinatedMayhembadmojoroflcopterredspecter23BalticBluesDerraSleep724pod88kkMirelaUmbrellaSpeydeSpiderKnightGeneral_ZeranthPuzzlenutsAkromaAngelOfWrathLordSarevokYellow_Monolith 39 votes
No
75%
Kikazaruvailjohn_ESOJoy_DivisionXeniphSynozeerJoeCapricornAnimus-ESODarcyMardinAlendrinlolo_01b16_ESOEnaproteinexealainjbrennanb16_ESOkwisatzzariaDaviiid_ESOdanno8idkLarsSWolfpaw 118 votes
  • seecodenotgames
    seecodenotgames
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    Yes
    The amount of times I've spent running in circles trying to kill the player with 50k health and gotten bored. Maybe they do it to distract us from taking other resources/keeps.
    Houses on PC EU (newest first)
    70. Shadow Queen's Library (Shadow Queen's Labyrinth) - A forgotten library in the Evergloam
    69. Bank of Necrom (Emissary's Enclave) - A second bank in Necrom has opened for customers to store their treasures
    68. Aldmeri Mansion (Seabloom Villa) - The luxury home as an Altmer family
    67. Dawnwood Village (Gladesong Arboretum) - A village built into a new forest
    66. Undaunted Fortress (Mournoth Keep) - The undaunted have moved into these Orcish Towers
    65. Wedding at Sea (The Fair Winds) - Have a lovely wedding ceremony at sea and relax in the bridal suite in the Captain's Quarters
    64. Alikr Oasis Paradise (Sword-singer's Redoubt) - This grand home was built above a deep well to commemorate their ancestors
    63. Azandar's Tea House (Kelesan Ruhn) - A tea shop/cafe in the shape of a life-sized teapot
    62. Sand Castles (Fogbreak Lighthouse) - A literal life size sand castle
    61. Riften Meadery (Old Mistveil Manor) - A new meadery has opened outside Riften
    60. Helene's Writing Room (Golden Gryphon Garret) - A small room for Helene to get some quiet writing time
    59. Picnic at Pelin (Black Vine Villa) - Based on the lore book Picnic at Pelin (A Horror Story)
    58. Almalexias Temple (Forsaken Stronghold) - A Dunmer Tower with a shrine to the three
    57. Pirate New Life For Me (Highhallow Hold) - A pirate tavern where they gift you loot
    56. Woodvine Cathedral (Agony's Ascent) - A living cathedral thriving in the Deadlands
    55. Dark Elf Town House (Quondam Indorilia) - A small and cosy town house on the edge of Mournhold
    54. The Secret Tower (Exorcised Coven Cottage) - A hidden mage tower in the swamps on the Hag Fen
    53. Knight Club (Frostvault Chasm) - A disco in a dwarven mineshaft
    52. Dwemer Cave City (The Erstwhile Sanctuary) - A lost dwarven city has been found deep underground
    51. Alinor Gryphon Aerie (Colossal Aldmeri Grotto) - A place where gryphons are trained
    50. The Charred Towers (Doomchar Plateau) - Deadlands themed fortress with two towers and custom furniture
    49. Argonian Sea Town (Tel Galen) - An Argonian sea port
    48. Daedric Princess Tower (Seaveil Spire) - An underwater tower dedicated to the Daedric Prince Meridia
    47. Fargrave Observatory (Ossa Accentium) - An observatory in the portal realm of Fargrave
    46. Hundings Beach House (Hundings Palatial Hall) - Beach house and hottub
    45. Crystal Gardens (Snugpod) - Enchanted Gardens with crystalline trees
    44. Dawnlight Health Spa (Princely Dawnlight Palace) - Our spa waters are revitalising and ready to heal your aching body
    43. Mountainside Retreat (Pariah's Pinnacle) - An orc mountainside hall with an amazing view
    42. Volcanic Vile Villa (Kushalit Sanctuary) - A private hollowed out volcano for all your mad alchemist needs
    41. Arenthian Water Temple (Strident Springs Demesne) - A relaxing water temple outside Arenthia
    40. Woodland Cottage (Ald Velothi Harbor House) - A house in a tree, but not a treehouse
    39. Winter Snow Meadhall (Enchanted Snow Globe Home) - A winter meadhall has opened to get everyone in the festive mood
    38. Fire and Ice Hotel (Elinhir Private Arena) - An new hotel has opened with an ice bar and a lava room
    37. City of Princes (Pantherfang Chapel) - Citadese is under attack from a dragon invasion. Prince Tarvia is leading the escape through the sewers.
    36. Dark Brotherhood Home (Stay-Moist Mansion) - A Dark Brotherhood Sanctuary found beneath an Argonian village
    35. Volkihar Courtyard (Velothi Reverie) - A castle courtyard modelled on the famous Volkihar Castle in Skyrim
    34. Rada's Summer Getaway (Potentate's Retreat) - A Redguard mansion with a dark vampiric secret in the basement
    33. Cascadia Wine N Dine (Sweetwater Cascades) - Vineyard and meadery with two restaurants and a chapel
    32. Walled Kitchen Garden (Amaya Lake Lodge) - Fresh produce and cut flowers for sale. Hot food served in a family restaurant.
    31. Luckycat Summerhouse (Lucky Cat Landing) - A khajiiti villa with spa and dining
    30. Helene's Boutique (Water's Edge) - The famous dressmaker has opened a new dress shop in town
    29. Alinor Garden Party (Mathiisen Manor) - A party in the flower gardens of a Altmer noble's manor
    28. Markarth Bath House (Stone Eagle Aerie) - A relaxing spa and bath house with an arts and craft centre
    27. Treeboat house (The Gorinir Estate) - No one know how an imperial ship ended up in the treetops
    26. Varlaisvea College (Varlaisvea Ayleid Ruins) - An ancient library has been discovered deep inside an Ayleid ruin
    25. City on the Moon (The Orbservatory Prior) - Moonbase with housing and an inn under the stars
    24. Lakemire Water Gardens (Lakemire Xanmeer Manor) - Relaxing hanging gardens and a fish restaurant beneath the Xanmeer
    23. Hircine's Hunt Club (Hunters Glade) - A relaxing villa for werewolves to feast in the ever refilling hunting grounds
    22. Lost Dwarven Kingdom (Shalidor’s Shrouded Realm) - A lost Dwemer king's palace has been found in a mage's pocket realm
    21. Replaced with 54. The Secret Tower
    20. Topal Fishing Resort (Grand Topal Hideaway) - A resort in the middle of a fishing lake on a private island
    19. Castleton Manor (Alinor Crest Townhouse) - The home of Lord Castleton and his daughter Sonja
    18. Cave of BBQ N Ribs (Earthtear Cavern) - A secret rocky dome, hosts a BBQ and ribs restaurant
    17. Who Lived in a Shoe (The Ample Domicile) - There was an old reach witch who lived in a shoe
    16. Dwemer Party Tower (Hall of the Lunar Champion - Lion's Cradle) - A dwarven flying tower repurposed for parties
    15. A Taste of Alinor (Sleek Creek House) - A small piece of Alinor beside a creek
    14. Lava Submarine Base (Bastion Sanguinaris) - An evil vampire alchemy lab, accessible only via a lava submarine
    13. Spirit-tree Library (Wraithhome) - A library built atop an ancient forest within an ancient Daedric ruin
    12. Golden Beach Palace (Thieves' Oasis) - A dwarven inspired Redguard beach resort
    11. Mad Scientists House (Cyrodilic Jungle House) - Workshop and garage with an experimental De-lore-ean
    10. Big Toy House (Antiquarian's Alpine Gallery) - Two life sized doll's houses and a inn beneath the stairs
    9. Icy Falls Inn (Forgemaster Falls) - Two Nord lodges on a lake, serving mead and fresh fish
    8. Blue-ice Palace (Stillwaters Retreat) - Solitude, but on a frozen lake
    7. Mushroom Manor (Coldharbour Surreal Estate) - Dunmer house built from giant mushrooms
    6. Vampire Academy with wine bar (Daggerfall Overlook) - Come for the nibbles; stay for eternity
    5. Three Pillows War (Grymharth's Woe) - Re-enact the three banners war with pillow forts and floof balls
    4. Treefern House (Moon-sugar meadow) - Giant treefern treehouse
    3. Artaeum Theatre (Grand Psijic Manor) - Tiered Balcony
    2. Imperial Bridal Suite (Linchal Grand Manor) - Wedding venue with bridal suite extension
    1. Dragonguard Penthouse (Jode's Embrace) - 3 Extra floors, with indoor conservatory and top floor gym
  • dotme
    dotme
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    No
    Keep the towers, remove Ball Group meta

    Cyrodiil campaigns are won via possession of keeps, resources, outposts and scrolls. Somewhere along the way, ZOS decided to reward players more in terms of AP and rank progression for toxic/selfish behavior than achieving the collective objective of their Alliance and winning the War.

    I can't imagine what a player new to ESO and PvP in 2020 must think when they join the Alliance War thinking they're going to help fight for map and find ball groups farming players at resources instead. I'm sure it's fun for the ball groups, but I bet it turns a lot of newcomers off and drives them back out of Cyrodiil pretty quickly.
    PS5NA
  • nukk3r
    nukk3r
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    No
    Towers are fine. If you don't like tower fights don't engage in them.
  • Vevvev
    Vevvev
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    No
    Remember when we could destroy towers? Whatever happened to that....
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • SgtNuttzmeg
    SgtNuttzmeg
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    No
    nukk3r wrote: »
    Towers are fine. If you don't like tower fights don't engage in them.

    This!
    Legions of Mordor Core

    Cold0neFTBs
  • Andreas_Ost
    No
    why not remove every terrain and let the ball group get more ez kills
  • Mrs_Malaka
    Mrs_Malaka
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    No
    Towers are a nice idea. If I realize that the tower at a resource is a farming spot (not meant as farm resource, but as a place where they will farm you and others for AP) then I just go to another location.
    I think it is wise to know who you can and who you can't take on by yourself. Never hurts to give it a try though. One time I tried taking a flag solo, then there was an enemy player pewpewing at me and bunnyhopped backwards into the resource tower. I felt like he would kick my ass because usually what he was doing was troll behavior. I actually killed him! I was like "Wowww :o I am stronk!"
    So let's try to keep what is left of Cyro from being changed and start knowing how to pick our battles xD
    "But screw your courage to the sticking-place,
    And we’ll not fail."


    PC/NA & EU
  • ichsuisme
    ichsuisme
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    Yes
    I wouldn’t miss them.

    It’s not ball groups that bother me at resources. It’s the 1vXeRs who then team up in order to just run circles around the tower. Can’t leave them alone or they’ll cut the keep just for some attention. And if you ask for help in zone, and people do come, they just run up and down the tower avoiding a fight.

    The towers don’t add anything besides cheap “strategies.
  • CrashTest
    CrashTest
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    No
    No, it's good for strategic play especially if you're vastly outnumbered.
  • Bergzorn
    Bergzorn
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    No
    Removing the doors was enough.
    no CP PvP PC/EU

    EP Zergborn
    DC Zerg Beacon

    guild master, raid leader, janitor, and only member of Zergbored
  • Juhasow
    Juhasow
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    ichsuisme wrote: »
    I wouldn’t miss them.

    It’s not ball groups that bother me at resources. It’s the 1vXeRs who then team up in order to just run circles around the tower. Can’t leave them alone or they’ll cut the keep just for some attention. And if you ask for help in zone, and people do come, they just run up and down the tower avoiding a fight.

    The towers don’t add anything besides cheap “strategies.

    L O L
  • AlnilamE
    AlnilamE
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    No
    Vevvev wrote: »
    Remember when we could destroy towers? Whatever happened to that....

    Remember when towers had doors?
    The Moot Councillor
  • Vevvev
    Vevvev
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    No
    AlnilamE wrote: »
    Vevvev wrote: »
    Remember when we could destroy towers? Whatever happened to that....

    Remember when towers had doors?

    No, but I know in the original Planetside game towers had doors. Led to a lot of choke point fights, but in that game you could throw grenades in to clear the surrounding area. ESO has AoEs and proximity detonation which have the same functionality as a grenade, but obviously not as effective.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • idk
    idk
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    No
    AlnilamE wrote: »
    Vevvev wrote: »
    Remember when we could destroy towers? Whatever happened to that....

    Remember when towers had doors?

    Yes. It was funny watching players go through the doors and die, come back and go back in and die again. It was not like they were being strategic or tactical as they pretty much entered one by one.
  • Nordic__Knights
    Nordic__Knights
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    No
    i say PUT THE DOORS back on them
  • Sephyr
    Sephyr
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    No
    idk wrote: »
    AlnilamE wrote: »
    Vevvev wrote: »
    Remember when we could destroy towers? Whatever happened to that....

    Remember when towers had doors?

    Yes. It was funny watching players go through the doors and die, come back and go back in and die again. It was not like they were being strategic or tactical as they pretty much entered one by one.

    I also remember telling people not to go in and then they were just like "LA-LALA!" and then complained almost IMMEDIATELY that I should've went in to get farmed with them. I also remember when that'd happen, we'd also tell them to get off the flags so we could take down the tower. "UR NOT MY DAD."

    Memories.
  • DTStormfox
    DTStormfox
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    Yes
    Let's be honest. These towers do not add anything to the experience than the frustration of running in circles on the middle platform.
    Only responds to constructive replies/mentions

    Immortal-Legends Guild Master
    Veteran PvP player


  • redspecter23
    redspecter23
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    Yes
    Remember, tower farmers can only farm you in the tower when you go in there.

    That being said, I don't see the purpose of the towers other than to farm people that insist on being farmed in there so might as well remove them for their own good.
  • Wolfpaw
    Wolfpaw
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    No
    When a combat system allows all three roles in one build 👍
  • zaria
    zaria
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    No
    If enemy run into tower, take the resource and redraw. Do not enter and fight troll tanks on their term.
    Let them fight on open ground at your term.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • oXI_Viper_IXo
    oXI_Viper_IXo
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    No
    Vevvev wrote: »
    Remember when we could destroy towers? Whatever happened to that....

    They made resource towers and the stairs to the top of inner keeps indestructible because they claimed it would help reduce the calculations on the server, yet at the same time they made bridges and mile gates destructible and kept the stupid keep upgrade/ downgrade system in place.

    Makes absolutely no sense, but that's the ZOS way.
  • Gilvoth
    Gilvoth
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    Yes
    its fun for some, but not for many of us we hate it.
    should allow towers to exist, just not at resources.
    chasing them around walls as they heal is simply not fun.
  • Gilvoth
    Gilvoth
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    Yes
    ichsuisme wrote: »
    I wouldn’t miss them.

    It’s not ball groups that bother me at resources. It’s the 1vXeRs who then team up in order to just run circles around the tower. Can’t leave them alone or they’ll cut the keep just for some attention. And if you ask for help in zone, and people do come, they just run up and down the tower avoiding a fight.

    The towers don’t add anything besides cheap “strategies.

    well said, you hit the nail on the head.
    quoted for truth.
  • Vlad9425
    Vlad9425
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    I don’t see why they need removed but maybe they could redesign them so there’s less ways to kite in them.
  • TequilaFire
    TequilaFire
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    No
    dotme wrote: »
    Keep the towers, remove Ball Group meta

    Cyrodiil campaigns are won via possession of keeps, resources, outposts and scrolls. Somewhere along the way, ZOS decided to reward players more in terms of AP and rank progression for toxic/selfish behavior than achieving the collective objective of their Alliance and winning the War.

    I can't imagine what a player new to ESO and PvP in 2020 must think when they join the Alliance War thinking they're going to help fight for map and find ball groups farming players at resources instead. I'm sure it's fun for the ball groups, but I bet it turns a lot of newcomers off and drives them back out of Cyrodiil pretty quickly.

    LOL, how many times have you and I farmed players in a tower with our guilds.
    But to our defense they were usually other groups attacking us after we ran in.
    At least they took the doors off to give those a better chance to get in.
    Edited by TequilaFire on November 12, 2020 8:23PM
  • SeaGtGruff
    SeaGtGruff
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    No
    If you remove the towers at the resources, then it seems to me that capturing a resource would be little more challenging than claiming a single flag in a town.

    As someone who's poopy at PvP but who occasionally enjoys trying to solo a resource-- while no enemy players are around to kill me, of course-- I must say that the towers are a huge part of the challenge and "fun," even when things are going south and the mages at the towers keep respawning while I'm trying to deal with the guards at the flag.
    I've fought mudcrabs more fearsome than me!
  • josiahva
    josiahva
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    No
    You can already siege them down...why do you care if they are there? As long as you don't fall for the stupid resource kiters 1vX-ing there is no problem. Just realize 2 things.

    1. Dont chase 1vXers...its a waste of time
    2. Dont go run into a tower after a large group of enemies and get farmed

    If you do either of those things...its on you, the towers have nothing to do with it...they already removed the doors from them.
  • Dame_Scorpio
    Dame_Scorpio
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    No
    josiahva wrote: »
    You can already siege them down...why do you care if they are there? As long as you don't fall for the stupid resource kiters 1vX-ing there is no problem. Just realize 2 things.

    1. Dont chase 1vXers...its a waste of time
    2. Dont go run into a tower after a large group of enemies and get farmed

    If you do either of those things...its on you, the towers have nothing to do with it...they already removed the doors from them.

    This ^
  • Joy_Division
    Joy_Division
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    No
    ichsuisme wrote: »
    I wouldn’t miss them.

    It’s not ball groups that bother me at resources. It’s the 1vXeRs who then team up in order to just run circles around the tower. Can’t leave them alone or they’ll cut the keep just for some attention. And if you ask for help in zone, and people do come, they just run up and down the tower avoiding a fight.

    The towers don’t add anything besides cheap “strategies.

    Have you considered that's their purpose?

    Should we play in a terrainless, featureless Cyrodiil where there's never any possibility of reprieve from a group that's stronger on paper? Even in World of Warships, where naval battles it recrates were almost always fought on the open ocean, puts islands and terrain blocking features in because without them there is zero opportunity for any tactics.

    At the end of the day, if people dislike chasing people aroun dtowers, it is 1000% avoidable and the fault of the chaser that they find themselves in that situation.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • idk
    idk
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    No
    Sephyr wrote: »
    idk wrote: »
    AlnilamE wrote: »
    Vevvev wrote: »
    Remember when we could destroy towers? Whatever happened to that....

    Remember when towers had doors?

    Yes. It was funny watching players go through the doors and die, come back and go back in and die again. It was not like they were being strategic or tactical as they pretty much entered one by one.

    I also remember telling people not to go in and then they were just like "LA-LALA!" and then complained almost IMMEDIATELY that I should've went in to get farmed with them. I also remember when that'd happen, we'd also tell them to get off the flags so we could take down the tower. "UR NOT MY DAD."

    Memories.

    LOL. Yes, I recall players turning the flag. TBH, Cyrodiil was designed for group PvP and with group PvP players do not always learn strategy or tactics. They do not see past earning AP. It is why I prefer running solo or with a good small group.
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