We have been saying for years that the main offender of lag in cyrodrill is ball groups behaviour. The way those group build and play, having for example 15 rapidregens/echoing vigors and other HoTs/effects that calculate on EACH player every second, creates a snowball effect on performance. Is very easy to notice when there are ball groups online in the campaing or not, there is a massive performance difference during the day compared to primetime, even with the camping being poplock in both cases. And don't' get me wrong, im not blaming the players of those groups, they are just doing what is effective and encouraged with the current game mechanics, and is understandable.
The problem is not just the calculations producted by having a lot of ppl spam-casting HoTs on groups of people, but also each individual players goes around with 10/15+ effects ticking every second. A simple math can proof that a zergball group of 12 ppl can produce more calculations to the server than 48 "pug" players, by a large margin.
Can we please test 1 week with healing stacking disabled? if for example you have 1 rapidregen on you, any other applicaiton would refresh the duration instead of stacking. Just for the sake of testing, i know that a proper solution for this would have to consider if the effect being applied is stronger/weaker than the one already present on the player, etc, etc, but just a quick dirty test to validate this. In combination with the already tested change of Ally-targeted abilities only applied to group members if possible, to simplify the calculations related to casting the abilities.
Is too much to ask? why we need to endure another two weeks of abilities like jabs going into AoE cooldown when we all know that is not the issue?
Edited by ManDraKE on 17 October 2020 16:53