Raven is free of lag mostly even when all are locked.
martinhpb16_ESO wrote: »
doesurmindglow wrote: »I predicted all of this on the PTS: The sets would not only do nothing to stop ball groups, they would active buff them. This is utterly unsurprising to anyone who's actually run ball groups. To be clear, there is no set, combination of skills, or tweaks to abilities that will do anything to "ball groups."
doesurmindglow wrote: »Until they address the heal stacking, nothing will change with the organized groups.
martinhpb16_ESO wrote: »If I was new at pvp I would throw this game in the trash, really honestly. I would just not play it.
Just returned to Cyrodil after a hiatus playing in IC.
The lag is unplayable, its beyond acceptable!
Combine it with the ridiculous proc pulls and no skill passive aoe and its beyond bad.
Really Zos, please pull your finger out, something has to give.
martinhpb16_ESO wrote: »doesurmindglow wrote: »Until they address the heal stacking, nothing will change with the organized groups.
Everything you said is spot on
It's crazy that 4 cross-healing p2w necros / wardens can fend off a rabble almost indefinitely when they are balled and cross healing.
Plaguebreak was supposed to be "the answer" to ball groups, but ball groups simply quit casting Purge and devoted those resources to extra heals to blast hrough the Dark Convergence / Hrothgar spam. And now ball groups just stack Dark Convergence and roll through zergs, small groups, and solo players stronger than ever. Until they address the heal stacking, nothing will change with the organized groups.
The same goes for Dark Convergence and Hrothgar’s. They need to have their damage reduced by a large amount to where a solo player barely feels them, but then scale much higher based on enemies hit.
Tommy_The_Gun wrote: »
Tommy_The_Gun wrote: »
They did say that performance was slightly worse during the no-proc test, so that's not surprising. Might have to do with people using more skills instead of letting sets do the work. One reason may be that procs work automatically in the lag, whereas in no-proc people are spamming skills trying to get past the input lag, thereby creating a critical amount of server calls.
doesurmindglow wrote: »I predicted all of this on the PTS: The sets would not only do nothing to stop ball groups, they would active buff them. This is utterly unsurprising to anyone who's actually run ball groups. To be clear, there is no set, combination of skills, or tweaks to abilities that will do anything to "ball groups."
The best bet is looking at the problem differently, which is to recognize it as a skill gap between a coordinated, optimized guild of experienced players using voice comms and restructure incentives to actively penalize farming and griefing behaviors. I don't exactly know what that looks like, though I tried to offer a few ideas on the PTS discussion about the allegedly "anti-ball group sets." But this idea that we'll throw a few sets into the game and their existence alone will "stop ball groups" is very silly and the implementation has been exactly as I expected.
What I didn't anticipate is how badly they'd also wreck performance. That's something that's a little harder to foresee with the PTS. But it has done that, also.
Raven is free of lag mostly even when all are locked.
spacefracking wrote: »A spell cost debuff on non-self heals would be pretty awesome. Or at least non-single target.
Long_Distance wrote: »People complaining about ball groups "still" rolling over pugs should be reminded that ball grouping is just zerging on another level.
NotTaylorSwift wrote: »Long_Distance wrote: »People complaining about ball groups "still" rolling over pugs should be reminded that ball grouping is just zerging on another level.
How is ballgrouping zerging?
Don’t understand 🤷🏻♂️ I’d say zerging is running with LOTS of players (more than one groups worth) or just rolling over people whilst outnumbering them. Ballgrouping is basically the opposite of this?
spacefracking wrote: »A spell cost debuff on non-self heals would be pretty awesome. Or at least non-single target.
The mechanics for this are already in place, with Streak. "Casting again within 4 seconds costs 33% more Magicka."
Could change AOE heals/regen to a similar scaling metric.
martinhpb16_ESO wrote: »
martinhpb16_ESO wrote: »
well....so far I've heard and experienced a lot of queuing, farming, open world ganking and a fair amount of good old desync