Towers need a complete revamp in general. They lowered hp because they were too hard to capture, but now they're pretty broken as is. As they stand now they're absolutely impossible to take(without cheating/lag abuse) if the enemy defends them perfectly. if the enemy has as little as 4 people, and they perfectly manage their timings of death and walking to block it so that they are permanently blocking the stairs, the enemy will never reach it in the first place.
The current system punishes people for slacking for even a second. With towers as low as 50 hp, they can get nuked down faster than you can type "help". The towers are uncapturable for a while as long as the enemy properly times and maintains defense. However, the one moment someone messes up or a door is left unguarded, people come flooding in and the tower snowballs out of control and is lost. I miss when you could actually have conversations in guild chat when things were slow at towers, now you need to stay fully alert the whole time because if a guild attacks in the middle of a few people typing, you probably lost it. It's not about which guild has the best pkers or the most people playing, it's about who can simply keep a door blocked for hours on end.
Fights need to be more drawn out and exciting. This has been recommended for years, but it's never followed through on; the actual physical design of the towers need to be revamped so that mindless blocking isn't the dominant strategy, and that defenders don't have such a steep advantage.
So basically, here's my idea in list form:
1. Remove all choke points by fixing level design in tower areas. getting up the stairs shouldn't be prevented by like 1 or 2 guys blocking. It's ok to add loose choke points so that people have a reason to guard lower levels(ie 4 bushes wide, giving the player oppurtunities to juke the enemy and dodge them or fight). Don't just make them giant rooms, there needs to be a reason to defend them. Basically, you need large doors, medium sized hallways, and no major choke points.
2. Fix Respawn Locations
Some towers already do this, but all of them should work this way. Defenders should spawn a fair distance away so that they don't have the immediate advantage, but still closer than attackers. They need to have a decent advantage so that towers aren't constantly flipping, but they shouldn't be so strong that they're too hard to take.
3. Buff tower hp, but with scaling
With the removal of choke points, defending towers will be harder. To compensate, raise their hp. Have them start with 200 or so like old times, but have them scale over the first 15 minutes. This is so that one random guy taking a tower doesn't hold it for too long before a major guild gets it. For example:
You cap tower, it has 200 max hp. It gains 10 max hp per minute until a hard cap of 350.