I'm happy you like the test but I don't believe this is a genuine solution to problems.
I think Zenimax needs to buff certain damage related subclasses to make them all equal to one another. It will result in faster fights and less lag overall. More importantly, it will encourage more creativity in the long run. As it is right now PvP is overpopulated with the population cap. If they ever raise the cap for PvP at night in Greyhost there would be double the amount of players on the field playing as there are currently.
MincMincMinc wrote: »I'm happy you like the test but I don't believe this is a genuine solution to problems.
I think Zenimax needs to buff certain damage related subclasses to make them all equal to one another. It will result in faster fights and less lag overall. More importantly, it will encourage more creativity in the long run. As it is right now PvP is overpopulated with the population cap. If they ever raise the cap for PvP at night in Greyhost there would be double the amount of players on the field playing as there are currently.
Nobody has said it is a solution, just people like to create their own fantasy to hate. Wild how you can oppose the test to improve performance, and then in the same thought process ask to improve performance.
The current meta that popped up within the first week of pts subclassing only shows how bad live is in terms of power creep and stat balance. People these days are just going down the list of stacking the clearly unopposed best stats. Simply adjusting stats would do nothing to improve performance. Making the TTK shorter could even worsen performance. With the recent vengeance test we can see that group healing, buffing, stacking of effects makes an obvious drain on the server. Forcing players to huddle for warmth even more may only reinforce the playstyle causing issues in the first place. To begin making claims like this you first need data.....which you get from tests.....which people oppose
Pvp is hardly overpopulated, live GH sits at 1/4 the old population. The now extra campaigns are beyond dead and do not have enough population to be remotely functional. IC is dead 99% of the time. BGs die out because mmr is reset so frequently the high mmr players need to spend a week or two every patch before they can fight each other.
Population is only going to dwindle as old players burn out and new players never get started. Again lowbie and nocp Cyro is non functional because it doesn't have a stable population. IC isnt worth the risk. Dueling is rough without a teacher. Bgs WOULD be a good learning experience, except every match has a high mmr reset player going 40/0. Usually the only reason they are not going 50/0 or higher is simply because the time it takes to run between targets or for them to respawn and want to drop down.
...As it is right now PvP is overpopulated with the population cap. If they ever raise the cap for PvP at night in Greyhost there would be double the amount of players on the field playing as there are currently.
we see you PvP tourists taking this opportunistic way to attack the unrestricted PvP that we have invested in for years.
Anybody notice the Vengeance 3 Test announcement? Seems to be moving along quite quickly to me:
Cyrodiil Vengeance Testing Round 3!
Various systems have been turned on for this testing round to see what overhead they could contribute to overall performance. Skyshards, Mount Selection (along with any collectibles allowed in Cyrodiil), Titles, and Achievements have been re-enabled.
Meatbag Catapults are back, however they no longer leave a ground lingering effect and only effect players on impact.
Mages and Fighters Guild lines have been added, again, with tailored abilities for performance.
A new armor skill line has been added which includes all three active abilities for light, medium and heavy armor, tailored for performance.
Anybody notice the Vengeance 3 Test announcement? Seems to be moving along quite quickly to me:
Cyrodiil Vengeance Testing Round 3!
Various systems have been turned on for this testing round to see what overhead they could contribute to overall performance. Skyshards, Mount Selection (along with any collectibles allowed in Cyrodiil), Titles, and Achievements have been re-enabled.
Meatbag Catapults are back, however they no longer leave a ground lingering effect and only effect players on impact.
Mages and Fighters Guild lines have been added, again, with tailored abilities for performance.
A new armor skill line has been added which includes all three active abilities for light, medium and heavy armor, tailored for performance.