Oblivion_Protocol wrote: »I dont see the problem, I am having a blast. Haven't touched pvp in over a year, now I plan on actually playing it again.
The problem is that the people who were enjoying the very competitive month of GH suddenly have to put it on hold for this game mode that could’ve been run side-by-side. Like I said in another thread, the people that play GH will play GH and the people that play Vengeance will play Vengeance. But instead, all we get is Vengeance.


I dont see the problem, I am having a blast. Haven't touched pvp in over a year, now I plan on actually playing it again.
I'm taking my time with this one after rushing the other two. Besides, I need to keep an eye on that 2K cap.Its_MySniff wrote: »I finished it in less than an hour in a public dungeon. That is your best choice.
Not yet since I'm mostly questing doing this one, but I'm about to cross to the next DC zone, one more quest to go.Weird, it says they should. Have you tried different zones?
Pleaaaaase don't take away the new white wolf's cute pink nose and skin tone. It looks SO GOOD. 😧
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
Well, sounds like in 2026 a good autoscalable infrastructure with a better scheduler for zones would be a good idea. Having servers on a fixed-scale infrastructure spin up the zones, instead of the scheduler spin up right-sized servers needed for that zone/group of zones explains many performance issues with the game. It's been a while since Microsoft bought you folks, could be a good idea to check Azure AKS....
The backend stuff is only the tip of the iceberg, and hand-waving "Azure" not only isn't going to actually solve that, but it also won't fix all the other issues.
Well i listed 3 builds actually. 1: DoT with Maarselok (10% usage). 2: DK (60%), 3: Damage/Burst lines subclass (15%). You can use Shalks instead of Heart of Flame or Blastbones in another damage/burst line. You can use another glyph and one other trait than your friend. Does it really change your build or playstyle meaningfully? And everything else i listed are just used by all three of these. From medium armor to weapon dmg stack to speed cap unlimited sprint to high hp to unlimited sustain to godly dmg to crits/ block healing, extreme burst/proc sets. Just the same OP playstyle and build.Call me crazy but looks like you listed 11 different ways to play…