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.
SeaGtGruff wrote: »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.
seecodenotgames wrote: »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.
redspecter23 wrote: »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.
seecodenotgames wrote: »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.
TequilaFire 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.
Nomadic_Atmoran wrote: »SeaGtGruff wrote: »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.
Currently the only players taking advantage of these towers for any tactical reasoning is 1vXers. So really nothing will change beyond 1vXers having one less place to play tag. Most players hit the flag, flip it and move on.
alainjbrennanb16_ESO wrote: »just dont take flag and take down the bloody tower