I feel that's not going to do much to help cyrodil as people are still going to flock to where the action is. Larger guilds also use voice coms so it's easy to have multiple groups and still keep together. The only thing that will impact is pug groups and as I said , they'll still go where the action is so whether it's 2 - 12 man groups or 1- 24 man group, there will still be close to the same amount of people in the same places. It'll just make it easier for ball groups to roll over them.
Limiting group size to 12 mathematically accomplishes exactly zero things. There are no heals, buffs, or item sets that go past 12 players, and most are capped far far below that at 2-6. Thus, at 12 players you still have the AoE checks constantly going out at the same rate as before. It does nothing except make social people who have more than 11 friends have to do extra work just to play together.
If there was ever a bug where grouping was impossible, and you feel like lag issues "went away" as a result, the answer is obvious: none of the big coordinated groups were playing. If you have a bunch of pugs running around bow light attacking each other, then of course you're going to see less lag, there's no AoE checks going out. If you want big and interesting fights going on, though, then as mentioned above with the math, limiting to 12 players does exactly nothing.
Limiting group size to 12 mathematically accomplishes exactly zero things. There are no heals, buffs, or item sets that go past 12 players, and most are capped far far below that at 2-6. Thus, at 12 players you still have the AoE checks constantly going out at the same rate as before. It does nothing except make social people who have more than 11 friends have to do extra work just to play together.
If there was ever a bug where grouping was impossible, and you feel like lag issues "went away" as a result, the answer is obvious: none of the big coordinated groups were playing. If you have a bunch of pugs running around bow light attacking each other, then of course you're going to see less lag, there's no AoE checks going out. If you want big and interesting fights going on, though, then as mentioned above with the math, limiting to 12 players does exactly nothing.
There is one that does: Hiti. Doesn't it update ticks based on lowest health allies in an area and not based on a set number of players? That's how it worked in PTS and caused massive lag there, I am never surprised when it lags hard and a ball group is around. In fact if you search the forums, I even complained about the set before and when it was introduced...
That's one set they can adjust to fix the "check" problem...though it's possible all area heals function that way and/or proc sets, but that's apparently not a target for the dev team...
Limiting group size to 12 mathematically accomplishes exactly zero things. There are no heals, buffs, or item sets that go past 12 players, and most are capped far far below that at 2-6. Thus, at 12 players you still have the AoE checks constantly going out at the same rate as before. It does nothing except make social people who have more than 11 friends have to do extra work just to play together.
If there was ever a bug where grouping was impossible, and you feel like lag issues "went away" as a result, the answer is obvious: none of the big coordinated groups were playing. If you have a bunch of pugs running around bow light attacking each other, then of course you're going to see less lag, there's no AoE checks going out. If you want big and interesting fights going on, though, then as mentioned above with the math, limiting to 12 players does exactly nothing.
Limiting group size to 12 mathematically accomplishes exactly zero things. There are no heals, buffs, or item sets that go past 12 players, and most are capped far far below that at 2-6. Thus, at 12 players you still have the AoE checks constantly going out at the same rate as before. It does nothing except make social people who have more than 11 friends have to do extra work just to play together.
If there was ever a bug where grouping was impossible, and you feel like lag issues "went away" as a result, the answer is obvious: none of the big coordinated groups were playing. If you have a bunch of pugs running around bow light attacking each other, then of course you're going to see less lag, there's no AoE checks going out. If you want big and interesting fights going on, though, then as mentioned above with the math, limiting to 12 players does exactly nothing.
You clearly do not understand smart healing, no the point is that smaller group and limiting heals to only group the server when you hit rapid regen or use a proc like earthgore no longer has to look at people outside your group or within a large 12+ man and within a split second decide thru all its checks who gets the heal due to there their health. It no longer has to check everyone within the huge radius and see who needs the heal then fire off to them, its just to take that much work off of the servers without changing core mechanics of the game that have been in place for years like they proposed
Chilly-McFreeze wrote: »So I am forced to throw out group invites if I‘m about to defend a keep on my healers? Sounds like this incentives grouping up even more.
Chilly-McFreeze wrote: »So I am forced to throw out group invites if I‘m about to defend a keep on my healers? Sounds like this incentives grouping up even more.
No, "smart heals" are already in the game. I found that Rushed Ceremony and Regeneration both work this way already, and there may be more. But they already can hit people outside your group, it's not mandatory for you to group in order to use those skills.
VaranisArano wrote: »Chilly-McFreeze wrote: »So I am forced to throw out group invites if I‘m about to defend a keep on my healers? Sounds like this incentives grouping up even more.
No, "smart heals" are already in the game. I found that Rushed Ceremony and Regeneration both work this way already, and there may be more. But they already can hit people outside your group, it's not mandatory for you to group in order to use those skills.
Yes, but if some people get their way and group-only heals are implemented, my raid healer will get a slight buff when running with my PVP guild...and be forced to group up in order to heal anyone if I'm not running with guildmates.
Group-only heals do two things:
1. They benefit groups that actually have healers because everyone else missing out on the healing is weaker in comparison.
2. They remove all benefits from playing as a non-grouped support player.
With the latter, I like to farm AP on my healer in Cyrodiil ungrouped, because then I have the freedom to go where and when I please without waiting on a PUG leader, but still play a support role that I enjoy in fights. Group-only heals means I'd be forced to PUG or not play support.
VaranisArano wrote: »Chilly-McFreeze wrote: »So I am forced to throw out group invites if I‘m about to defend a keep on my healers? Sounds like this incentives grouping up even more.
No, "smart heals" are already in the game. I found that Rushed Ceremony and Regeneration both work this way already, and there may be more. But they already can hit people outside your group, it's not mandatory for you to group in order to use those skills.
Yes, but if some people get their way and group-only heals are implemented, my raid healer will get a slight buff when running with my PVP guild...and be forced to group up in order to heal anyone if I'm not running with guildmates.
Group-only heals do two things:
1. They benefit groups that actually have healers because everyone else missing out on the healing is weaker in comparison.
2. They remove all benefits from playing as a non-grouped support player.
With the latter, I like to farm AP on my healer in Cyrodiil ungrouped, because then I have the freedom to go where and when I please without waiting on a PUG leader, but still play a support role that I enjoy in fights. Group-only heals means I'd be forced to PUG or not play support.
Sure, but I don't think group-only heals were on the table in this discussion. Someone just tried to counter my arguments about how reducing max group size does nothing for lag with "BUT SMART HEALS" so there was a brief tangent about that, is all.
VaranisArano wrote: »VaranisArano wrote: »Chilly-McFreeze wrote: »So I am forced to throw out group invites if I‘m about to defend a keep on my healers? Sounds like this incentives grouping up even more.
No, "smart heals" are already in the game. I found that Rushed Ceremony and Regeneration both work this way already, and there may be more. But they already can hit people outside your group, it's not mandatory for you to group in order to use those skills.
Yes, but if some people get their way and group-only heals are implemented, my raid healer will get a slight buff when running with my PVP guild...and be forced to group up in order to heal anyone if I'm not running with guildmates.
Group-only heals do two things:
1. They benefit groups that actually have healers because everyone else missing out on the healing is weaker in comparison.
2. They remove all benefits from playing as a non-grouped support player.
With the latter, I like to farm AP on my healer in Cyrodiil ungrouped, because then I have the freedom to go where and when I please without waiting on a PUG leader, but still play a support role that I enjoy in fights. Group-only heals means I'd be forced to PUG or not play support.
Sure, but I don't think group-only heals were on the table in this discussion. Someone just tried to counter my arguments about how reducing max group size does nothing for lag with "BUT SMART HEALS" so there was a brief tangent about that, is all.
Group-only heals aren't in the OP, but it comes up pretty early in the thread. I guess its also a tangent?
VaranisArano wrote: »VaranisArano wrote: »Chilly-McFreeze wrote: »So I am forced to throw out group invites if I‘m about to defend a keep on my healers? Sounds like this incentives grouping up even more.
No, "smart heals" are already in the game. I found that Rushed Ceremony and Regeneration both work this way already, and there may be more. But they already can hit people outside your group, it's not mandatory for you to group in order to use those skills.
Yes, but if some people get their way and group-only heals are implemented, my raid healer will get a slight buff when running with my PVP guild...and be forced to group up in order to heal anyone if I'm not running with guildmates.
Group-only heals do two things:
1. They benefit groups that actually have healers because everyone else missing out on the healing is weaker in comparison.
2. They remove all benefits from playing as a non-grouped support player.
With the latter, I like to farm AP on my healer in Cyrodiil ungrouped, because then I have the freedom to go where and when I please without waiting on a PUG leader, but still play a support role that I enjoy in fights. Group-only heals means I'd be forced to PUG or not play support.
Sure, but I don't think group-only heals were on the table in this discussion. Someone just tried to counter my arguments about how reducing max group size does nothing for lag with "BUT SMART HEALS" so there was a brief tangent about that, is all.
Group-only heals aren't in the OP, but it comes up pretty early in the thread. I guess its also a tangent?
Oh I see it now, and by the same person as well. I didn't read any comment besides the OP when making my first comment, so that's my bad. And you quoted me instead of said comment, hence my confusion.
Daviiid_ESO wrote: »Reduce group size to 12 and keep AOE healing and buffs in-group only. Ez fix for lag.