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GraalOnline Classic Towers
I was tolerant when castle was changed. I gritted my teeth when Swamptown, Snowtown, and Deadwood were changed. Not just the towers, but their HP and spawn points too. I think that changing Sardon a few days ago was just taking the entire situation too far. Now no one can hold a decent fort like we used to back then. The only tower that hasn't really changed at all is MoD. I'm sure most of you agree with me. So, do you like this new arrangement, or would you rather have the old towers back?
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At first i was pissed hell eveyone was but on reflection it makes towers harder too defend and sards was too easy too defend so i can understand why they changed it
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I don't really like the low hp for towers. I wish they all had 250 again.
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No lets make towering impossible again so certain guilds that shall not be named be allowed to hold the tower forever
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I like how towers are set up now.
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what changed?
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Cause if it stops people from blocking the door, it was an awesome change. |
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The towers are so much better now. They used to be boring as hell because barely anyone had a chance to take them. Now you can't AFK and keep a tower.
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Lmao I was waiting for this thread.
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Im fine with the block right next to the sards flagroom-door being removed. That being said I think they should also remove the spike that goes through the door because that just ruins a massive defending strategy. I'm happy that it's a bit harder to defend with the block gone but it shouldnt be TOO hard.
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Ok just went on and checked it out briefly, seems like a huge improvement.
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Bad?? Only for you and your noob recruiting, chat blocking guild.
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Its become harder?!
I think its become too easy |
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Swamptown & Deadwood towers: not half bad, you just have to check flag frequently and defend strategically New Sardons: boohoo, you cant shove 5 laggers in the doorway and then complain when attackers block your side of the door anymore. Halls is still effective defense. MoD: nothings wrong, still 250, just stay active to keep up with constant pkers Castle: still 250 too, easy hold if you can get SoN to leave Snow&York forts: ya, they were meant to be easy to take/lose. but hey NAL just celebrated 10k at snowtown... oops i typed a lot anyway. @OP: isnt it annoying to have to type the § every time you log in?... |
For all of you who think Sards is a big improvement, should try to hold it for even 5 minutes. At least in the other towers you can block the door. In Sards, you get hit every few seconds by a spike when you block the door.
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You suck at towering anyways, stop creating pointless treads because you can't handle the changes in towers. Don't call yourself a tower taker if all you like doing is afk'ing on the door. Nuffsaid.
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In the words of every guild I've been in
DOWN AND DEFEND |
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I like a challenge while attacking. I don't like that any noob guild with a bunch of members can take a tower with no strategy.
One of the most fun aspects of towers is when you have to constantly attack a tower for ages and it turns into an epic battle. This doesn't happen anymore because all of the good towers have been nerfed. |
I've always wanted it so that towers would be built with multiple smaller flags along with the main flag. The smaller flags would be spread out through the rooms of the towers and would serve as spawn points for the guild owning them. The spawn points would have lower health than Normal flags around 50-100. An attacking guild can capture a spawn point and instead of spawning outside and having to regroup they spawn at the flag they captured. If a guild does not have any spawn points, including the guild that owns the fort, they will spawn outside. Spawn points adds more strategy to tower taking because you have multiple areas to defend but you won't own the fort unless you take the main flag which resets all spawns and kicks everyone else out. These'll add new strategy to fort taking where you can break it up into a step-by-step process where you slowly work your way into the fort and up into the tower and even if you have allied guilds you can divide the spawns between them so its easier for them to defend as well.
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Oh no! God forbid towers actually be a challenge! Oh heavens no!
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It was nearly impossible to take over and now it's not. Perhaps people will actually have to work to keep a tower now instead of simply AFK'ing and checking in every 10-15 minutes.
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You can't just afk, you will lose tower even if it has 250 HP.
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What everyone needs to consider about towers is that, if you've played them for a long time, you probably developed a "standard" at which you expect from towers. By that, I mean of level of difficulty when attacking and taking a tower or defending it.
For me, it's sort of tough to say "towers are way too easy" or "towers are too hard," because what does that entail? If a tower is too easy to attack and take, it's too difficult to defend. If a tower is too difficult to attack and take, it is too easy to defend. Personally, I don't care too much about the HP each flag has. I think it's cool that towers have different variables that at least make them unique. The change to Sardon's was a change in the right direction. I knew on my very first day of towering that it was way, way, way too easy to defend that tower. You guys should embrace that some towers are "easy" and some towers are "hard," as it sort of adds a dynamic to towering as a whole. |
Thats the point of having several different forts with different designs: some are easy to take but hard to hold, some are hard to take but easy to hold. Yes, in the past Sardons was a little TOO ridiculously unbalanced towards the defending side, but nerfing the flag to 75hp made a fair balance. Sardons was still hard-take/easy-keep, but guilds cant hold for a full month straight. But whether the new change to sardons makes it too easy to take than it should be, I have yet to fully witness and decide...
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Old towers better to me. This new way gives upcoming guilds a better chance at getting towers too though so I see why they changed it. Although i rather have old classic tower system.
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