I haven't tested it yet but it's good to hear some positive news …let's hope!!!!!!!!!!!
I agree with the post above. All these performance tests are slightly skewed toward having better performance since there are less people playing pvp due to the testing. Less people = better performance, even on a pop lock server where there are less people stuck in queue since server doesn’t have to constantly pull people in & out.
I agree with the post above. All these performance tests are slightly skewed toward having better performance since there are less people playing pvp due to the testing. Less people = better performance, even on a pop lock server where there are less people stuck in queue since server doesn’t have to constantly pull people in & out.
anyone who plays pvp in eso has to know bad performance spike is near ballgroups. reducing their size is right move, it directly improves performance
Ariades_swe wrote: »Gj. Death to the zerglings is a good thing.
BaiterOfZergs wrote: »Ariades_swe wrote: »Gj. Death to the zerglings is a good thing.
Death to big ball groups is a good thing not zerging in general, I prefer people zerging. If I’m in open world then chances are I’m looking for outnumbered fights.
BaiterOfZergs wrote: »Ariades_swe wrote: »Gj. Death to the zerglings is a good thing.
Death to big ball groups is a good thing not zerging in general, I prefer people zerging. If I’m in open world then chances are I’m looking for outnumbered fights.
I like zerg vs zerg fights too, even if i am purely solo. What i don't like is fighting ballgroups (well, it isn't really fighting since i am trying to avoid them)
Ballgroups were there even years before but there was at least some counter to them. Since resto staff heal and vigor buffed you cannot even kill them. Even timed negate with damage isnt enought now because negate doesn't work on those healings and these groups are basicly immortal.
Everything should have counter - that is ballance. If something don't, its just bs
This week's test favors ballgroups, because their normal group size IS 12.
But who is willing to lead a pug zerg, when its size is limited to 12? A Pug zerg of 12 doesn't even stand a chance against 4 Small Scalers, not even speaking of ball groups.
I can understand the enthusiasm about the server performance, but if PuG groups are limited to 12, we experienced players will soon run out of targets, and the epic battles that are the core of the Cyro experience won't take place any longer. PuGs need numerical superiority of at least 3 : 1 to stand a chance. There must be a way to allow LfG raids to be as large as 24.
I don't know on which server you are but EU no-cp
...usually full of 20+ ballgroups
Why should they go with 12 if they are stronger with 24?
What did they do this week?
I don't know on which server you are but EU no-cp
I won't comment on that one.
...usually full of 20+ ballgroups
Why should they go with 12 if they are stronger with 24?
Real ballgroups don't run with 20+. The usual size is 10-14. This is simply a math thing: healing scales to 6 persons, and almost all support set scale up to 12. The Vicious Death set und Detonation have no upper limit.
In short: when you have more than 12 players, every surplus player increases your chance for a group wipe when you face a similarly organized group. Yes, you might have more damage, but it doesn't matter since even a well-made 6- person group can have more than enough damage to destroy a much larger group.
This is also EXACTLY what you can observe when certain red "ball groups" (they aren't) run with more than 16 persons.
Furthermore, having more than, say, 8 players in a group generally leads to a drop in individual player quality. When you run with, like, 20 players chances are high that some of them are not playing as well as the group wants them to, and cause all kinds of trouble.
Your perception that ballgroups run in 20+ groups comes from solo players following them. That's why most ballgroups farm far away from their own faction, as those solo players are potential Vicious Death triggers, and thus a security risk. Though there are exceptions, you should always identify the solo players who follow a group, and target them first, as they don't profit from the healing and support of the group they are following.
Why don't they run in 6 person groups, you ask? Simply because there are not enough group leaders available. 2 optimized 6person groups are far stronger than one 12person raid, simply, because they can attack from two sides, and because even if you wipe one of the two, the other one can countercharge and destroy you.
There are maybe 5 groups on the server who can face 30 enemy players with only 6 players, and win. All the others will suffer next week - or refuse to play, as many have in the first 2 test weeks.