OtarTheMad wrote: »I'm sorry but how are ball groups the issue when a single alliance can run 80 players deep to take a outpost? Lol. Just tonight it felt like AD had 6 bars (their queue was 144+ even...lol) no matter where EP went. Flag sej? 80 AD players run out, flag a resource? Here comes a server. I get everyone wants to blame ball groups but there's gotta be a counter to the zergs that run the map
Ball groups don't help but neither do faction stacks. It's not the ball group technically it's any group that stays tight together and spams spells in a small area, basically on top of one another, that makes the servers crap themselves. So stuff like that on top of non-player-caused issues make it hard. Heck, a few years ago that was a way to lag the servers so bad they crashed and caused a rollback.
Four_Fingers wrote: »So riddle me this, if ball groups cause such problems, how come they aren't crashing and lagging out themselves?
Four_Fingers wrote: »So riddle me this, if ball groups cause such problems, how come they aren't crashing and lagging out themselves?
It's very simple, they do, but it's easier mode for them because they just spam AoE skills that rarely need any proper targeting. Those still work, kind of, even if you have to spam the button 2-3 times. When 5-6 DDs just spam an AoE skill stack to damage it goes off and eventually kills someone.
If you play solo it's incredibly difficult to actually fight someone due to this lag because if your burst or heal doesn't go off while the other person does you're dead.
In ball groups case with the multiple healing stack you always have several going off even if it's laggy.
Four_Fingers wrote: »So riddle me this, if ball groups cause such problems, how come they aren't crashing and lagging out themselves?
OtarTheMad wrote: »