Odysseus87 wrote: »Were we playing in the same campaign? I was on for two hours in prime time last night and I think vigor maybe went off twice.
Unfortunately, Gray Host was the opposite.
In three 2v2 battles during prime time: neither of us was able to get maybe 1 out of 5 skills to go off.
Two at flags @ Cropsford: temp & DK vs. 2 sorcs and temp & DK vs. sorc & NB
One at Drake Mine: temp & DK vs sorc & warden
I did have ONE fight out of two hours where my (I'm the templar) stuff "worked" - stepped on a NB in stealth and popped him. Turns out he musta been afk.
In most battles last night, I could fire my jabs but NO numbers were visible. It was as if the ability wasn't going off or wasn't registering that the enemy player was right in front of me. That particular effect happened in small man and when charging into large, zerg-style blobs of DC and/or AD.
SgtNuttzmeg wrote: »Unfortunately, Gray Host was the opposite.
In three 2v2 battles during prime time: neither of us was able to get maybe 1 out of 5 skills to go off.
Two at flags @ Cropsford: temp & DK vs. 2 sorcs and temp & DK vs. sorc & NB
One at Drake Mine: temp & DK vs sorc & warden
I did have ONE fight out of two hours where my (I'm the templar) stuff "worked" - stepped on a NB in stealth and popped him. Turns out he musta been afk.
In most battles last night, I could fire my jabs but NO numbers were visible. It was as if the ability wasn't going off or wasn't registering that the enemy player was right in front of me. That particular effect happened in small man and when charging into large, zerg-style blobs of DC and/or AD.
That jab issue sounds like a position desync. I notice the same thing on Cleeve and dawnbreaker. It's increasingly becoming harder to hit people with these abilities because where they are is different from where you see they are. Your best bet is to try and line up your character model so you are attacking where they will be in 1-2 seconds.
I have yet to try greyhost and I intend to before CP 2.0 goes live but this test might really be reinforcing how much of an issue CP 1.0 was for performance. I think CP 2.0 goes live for the last week of this test if I recall correctly. Hopefully we will see some improvements.
SgtNuttzmeg wrote: »Unfortunately, Gray Host was the opposite.
In three 2v2 battles during prime time: neither of us was able to get maybe 1 out of 5 skills to go off.
Two at flags @ Cropsford: temp & DK vs. 2 sorcs and temp & DK vs. sorc & NB
One at Drake Mine: temp & DK vs sorc & warden
I did have ONE fight out of two hours where my (I'm the templar) stuff "worked" - stepped on a NB in stealth and popped him. Turns out he musta been afk.
In most battles last night, I could fire my jabs but NO numbers were visible. It was as if the ability wasn't going off or wasn't registering that the enemy player was right in front of me. That particular effect happened in small man and when charging into large, zerg-style blobs of DC and/or AD.
That jab issue sounds like a position desync. I notice the same thing on Cleeve and dawnbreaker. It's increasingly becoming harder to hit people with these abilities because where they are is different from where you see they are. Your best bet is to try and line up your character model so you are attacking where they will be in 1-2 seconds.
I have yet to try greyhost and I intend to before CP 2.0 goes live but this test might really be reinforcing how much of an issue CP 1.0 was for performance. I think CP 2.0 goes live for the last week of this test if I recall correctly. Hopefully we will see some improvements.
I've been on 30-day Standard (Blackreach?) the last few days and can confirm, its positional desyncs killing Templar on top of the usual lag.. I haven't noted any improvement in the lag department. I'm lucky to hit 2 jabs per channel. People walk right through dawnbreakers, I tried a master's Cleave build before the tests, yeah, dropped that idea.
It's strange, I don't have trouble hitting DK's breath, but Templar Jabs are very few and far between. Leap also suffers from these desyncs too, you target a player and have to press the skill 4-5 times before the server accepts you have LOS and are in range to leap.
SgtNuttzmeg wrote: »Unfortunately, Gray Host was the opposite.
In three 2v2 battles during prime time: neither of us was able to get maybe 1 out of 5 skills to go off.
Two at flags @ Cropsford: temp & DK vs. 2 sorcs and temp & DK vs. sorc & NB
One at Drake Mine: temp & DK vs sorc & warden
I did have ONE fight out of two hours where my (I'm the templar) stuff "worked" - stepped on a NB in stealth and popped him. Turns out he musta been afk.
In most battles last night, I could fire my jabs but NO numbers were visible. It was as if the ability wasn't going off or wasn't registering that the enemy player was right in front of me. That particular effect happened in small man and when charging into large, zerg-style blobs of DC and/or AD.
That jab issue sounds like a position desync. I notice the same thing on Cleeve and dawnbreaker. It's increasingly becoming harder to hit people with these abilities because where they are is different from where you see they are. Your best bet is to try and line up your character model so you are attacking where they will be in 1-2 seconds.
I have yet to try greyhost and I intend to before CP 2.0 goes live but this test might really be reinforcing how much of an issue CP 1.0 was for performance. I think CP 2.0 goes live for the last week of this test if I recall correctly. Hopefully we will see some improvements.
I've been on 30-day Standard (Blackreach?) the last few days and can confirm, its positional desyncs killing Templar on top of the usual lag.. I haven't noted any improvement in the lag department. I'm lucky to hit 2 jabs per channel. People walk right through dawnbreakers, I tried a master's Cleave build before the tests, yeah, dropped that idea.
It's strange, I don't have trouble hitting DK's breath, but Templar Jabs are very few and far between. Leap also suffers from these desyncs too, you target a player and have to press the skill 4-5 times before the server accepts you have LOS and are in range to leap.
I tried the past two days both cp and no cp campaigns. In both cases at peak hours the performance is definitely increased - for me. Meanwhile I have friends who state the exact opposite for them. Can barely cast anything or move for that matter. All the same I've seen people utterly stuck (probably incapable to move themselves). I know this is premature, but while the proc sets definitely brought an improvement for many - others seem to be getting pretty much the same as before. Thus while this idea is good - it is not enough - there is more behind the proc sets issue that causes pvp areas to lag .
Joy_Division wrote: »SgtNuttzmeg wrote: »Unfortunately, Gray Host was the opposite.
In three 2v2 battles during prime time: neither of us was able to get maybe 1 out of 5 skills to go off.
Two at flags @ Cropsford: temp & DK vs. 2 sorcs and temp & DK vs. sorc & NB
One at Drake Mine: temp & DK vs sorc & warden
I did have ONE fight out of two hours where my (I'm the templar) stuff "worked" - stepped on a NB in stealth and popped him. Turns out he musta been afk.
In most battles last night, I could fire my jabs but NO numbers were visible. It was as if the ability wasn't going off or wasn't registering that the enemy player was right in front of me. That particular effect happened in small man and when charging into large, zerg-style blobs of DC and/or AD.
That jab issue sounds like a position desync. I notice the same thing on Cleeve and dawnbreaker. It's increasingly becoming harder to hit people with these abilities because where they are is different from where you see they are. Your best bet is to try and line up your character model so you are attacking where they will be in 1-2 seconds.
I have yet to try greyhost and I intend to before CP 2.0 goes live but this test might really be reinforcing how much of an issue CP 1.0 was for performance. I think CP 2.0 goes live for the last week of this test if I recall correctly. Hopefully we will see some improvements.
I've been on 30-day Standard (Blackreach?) the last few days and can confirm, its positional desyncs killing Templar on top of the usual lag.. I haven't noted any improvement in the lag department. I'm lucky to hit 2 jabs per channel. People walk right through dawnbreakers, I tried a master's Cleave build before the tests, yeah, dropped that idea.
It's strange, I don't have trouble hitting DK's breath, but Templar Jabs are very few and far between. Leap also suffers from these desyncs too, you target a player and have to press the skill 4-5 times before the server accepts you have LOS and are in range to leap.
Not so strange, par for the course actually. Channels won;t work in lag (RIP Templars) and skills with long animations (like Shards) are a shot in the dark (RIP Templars again). I'd imagine that whole minimum flight time mechanic did Leap no favors; as it was even before, that ulti was notorious for not going off (who can forget when their DK's were stuck with the wings animation?).
Having also played no CP, I can say that last night was playable, but that's the way no CP is on most Tuesday nights and I suspect not related to the test.
Odysseus87 wrote: »Were we playing in the same campaign? I was on for two hours in prime time last night and I think vigor maybe went off twice.
I had great performance last night in my group: skills went off, no noticeable lag, channels worked... but others in the same group said it was terrible. So what's the difference? Is it even something wildly unrelated to the game code, like the polar vortex and power outages affecting US players while I'm doing fine in Canada? Honestly baffled here.