Remove aoe caps and they will die much quicker, or killl their enemies much quicker, and lag won't last as long.
24 man groups will take 4 times the damage they are taking now, they will drop way faster, the server will be better off.
ZOS_BrianWheeler wrote: »The number of Campaigns will be getting addressed in the patch after Orsineum when some other heavily ingrained Campaign restrictions are adjusted.
Looks like my prediction is going to happen. 2 campaigns gone, IC gates locked, Travel to group leader removed. Will they remove the guest campaign feature? Probably not but be ready for the era of VESTED player commitment. PVP might have a real meaning very soon.
Was doable with the old meta but it's gone. And I'm not talking about AoEing a random PuG group.
Against a large and organised group, you can just sit and die in the lagfest.
We miss real tools to handle those situations as small groups. What did we get ? Siege weapons and... the wonderful guard skill.
Remove aoe caps and they will die much quicker, or killl their enemies much quicker, and lag won't last as long.
24 man groups will take 4 times the damage they are taking now, they will drop way faster, the server will be better off.
did you notice that making the fights shorter is not the trend of the game atm ?
Additionnaly since it's a lot easier to fight with aoe stacks than mono target skills, the group which will succeed in stacking more aoe (multi aoe warband) will win... so from times to times your team of 4 "overskilled" players will eventually destroy a warband of newbies unable to coordinate...
and most of the time an organised wb will stack more aoe than you could and wipe you instant.
Then in order to destroy this organised aoe warband, opponents will need to stack two organized aoe warbands... (exactly what is happening now on eu servers with with steel tornadoe groups).
aoe stack already gives organized aoe warbands an advantage over everyone... an advantage they will keep whatever you do with or without aoe caps... so the only thing you ll get by suppressing aoe cap is crushings the pugs more easily...
As far as we can see on eu servers we play with Sarousse, the pugs are not the major lag factor... we fight dozens of them without major lag issue. Now clearly organized aoe macro steel tornadoe spammer warbands are mass lag providers: as soon as they die the lag goes down instant.
One thing I noticed last night for the first time. I ported to a stronghold that and went out the front door. I received a random tick that was likely generated by someone suiciding and I noticed that a second or two before the tick and for the next 5-10 second after the tick my framerate dropped from 60 to 5-10...and then it was back to perfect right afterwards.
I wonder if their is something in the FTC alliance point parsing that is causing some of the framerate issues we're seeing? When zergballs are around D-ticks/O-ticks and normal AP gains are happening all over, I wonder if that was just a random coincidence or something meaningful?
You dont need a macro to spam steel tornado first of all.
And pugz dont make out very well from AOE caps. Pug groups are often not as organized by the nature of being pug groups, they are spread out and not as tight as ball groups. Ball groups make the best use of AOE caps because they are always together. Pug groups wont beat them as is now unless theyre throwing enough stuff to break them. In the case of AOE caps, they will need to throw a lot less in a smaller window than they need to now to break it.
You dont need a macro to spam steel tornado first of all.
100% agree... I even banned it from my wbAnd pugz dont make out very well from AOE caps. Pug groups are often not as organized by the nature of being pug groups, they are spread out and not as tight as ball groups. Ball groups make the best use of AOE caps because they are always together. Pug groups wont beat them as is now unless theyre throwing enough stuff to break them. In the case of AOE caps, they will need to throw a lot less in a smaller window than they need to now to break it.
pugs are not the main lag pb atm...
Organized aoe macro spammer warbands are.
Remove aoe caps would encourage that kind of groups... brainless mono button aoe spam stackers. I would really prefer the creation of mass controls to oblige zergs to spread, than encouraging more aoe stacks.
In the case of AOE caps, they will need to throw a lot less in a smaller window than they need to now to break it.
You dont need a macro to spam steel tornado first of all.
100% agree... I even banned it from my wbAnd pugz dont make out very well from AOE caps. Pug groups are often not as organized by the nature of being pug groups, they are spread out and not as tight as ball groups. Ball groups make the best use of AOE caps because they are always together. Pug groups wont beat them as is now unless theyre throwing enough stuff to break them. In the case of AOE caps, they will need to throw a lot less in a smaller window than they need to now to break it.
pugs are not the main lag pb atm...
Organized aoe macro spammer warbands are.
Remove aoe caps would encourage that kind of groups... brainless mono button aoe spam stackers. I would really prefer the creation of mass controls to oblige zergs to spread, than encouraging more aoe stacks.
You dont need a macro to spam steel tornado first of all.
100% agree... I even banned it from my wbAnd pugz dont make out very well from AOE caps. Pug groups are often not as organized by the nature of being pug groups, they are spread out and not as tight as ball groups. Ball groups make the best use of AOE caps because they are always together. Pug groups wont beat them as is now unless theyre throwing enough stuff to break them. In the case of AOE caps, they will need to throw a lot less in a smaller window than they need to now to break it.
pugs are not the main lag pb atm...
Organized aoe macro spammer warbands are.
Remove aoe caps would encourage that kind of groups... brainless mono button aoe spam stackers. I would really prefer the creation of mass controls to oblige zergs to spread, than encouraging more aoe stacks.
Buddy, what is a "aoe macro spammer warband"?????
You've got to stop with the tinfoil hat man, warband macro spammers haha
(faut arreter de fumer la moquette, y'en a pas tant que ça des utilisateurs de macro, et surtout c'est pas aussi grave que ça en a l'air)
@Xeven
Fully agree as far as damage is concerned.
Uncapped silence is certainly a solution.You've got to stop with the tinfoil hat man, warband macro spammers haha
(faut arreter de fumer la moquette, y'en a pas tant que ça des utilisateurs de macro, et surtout c'est pas aussi grave que ça en a l'air)
et tu sais pas le dire en anglais ?
Stick that tinfoil funnel up where you like it the most, and just get some proper selling points my pleasure milady
(and if your feel hurt by this remark on macro players, this is not the place to cry about it)
You seem to be pretty butthurt most of the time yourself man especially when you get to argue, you are most of the time unable to avoid personnal attacks. This is a clear sign of weakness in argumentation. So I suggest you stick to the subject of cyrodiil performance and get yourself some real ideas on how to improve performance issues.
The main pb being aoe spam stackers who cause major lag, and would certainly not be discouraged by aoe damage decap (and we both know which kind of groups we are talking about).
Still macro users are a reality nonetheless, wether you are ready to admit it or not.
We both do agree this is not a majority, few groups are really involved.
Uncapped negate used to work wonders here. Removing AOE wouldnt be good. What do you do in a 2v10? This is essentially how theyve changed dynamic ult to static ult. Buffed numbers.
Darnathian wrote: »
Uncapped negate used to work wonders here. Removing AOE wouldnt be good. What do you do in a 2v10? This is essentially how theyve changed dynamic ult to static ult. Buffed numbers.
Only problem was it seemed like whoever had more negates won the big battles. Maybe that's how it should be though. It did help smaller groups. Remove proxdet though.
Darnathian wrote: »
Uncapped negate used to work wonders here. Removing AOE wouldnt be good. What do you do in a 2v10? This is essentially how theyve changed dynamic ult to static ult. Buffed numbers.
Only problem was it seemed like whoever had more negates won the big battles. Maybe that's how it should be though. It did help smaller groups. Remove proxdet though.
It's more of that they cant just all stack together, otherwise ALL of them would be affected by the negate or other ults. It would encourage people to spread out and think differently about strategy rather than a brainless effort that exists today.
Darnathian wrote: »
Uncapped negate used to work wonders here. Removing AOE wouldnt be good. What do you do in a 2v10? This is essentially how theyve changed dynamic ult to static ult. Buffed numbers.
Only problem was it seemed like whoever had more negates won the big battles. Maybe that's how it should be though. It did help smaller groups. Remove proxdet though.
It's more of that they cant just all stack together, otherwise ALL of them would be affected by the negate or other ults. It would encourage people to spread out and think differently about strategy rather than a brainless effort that exists today.
Jessica Folsom wrote:It's a very grey area.
One thing I noticed last night for the first time. I ported to a stronghold that and went out the front door. I received a random tick that was likely generated by someone suiciding and I noticed that a second or two before the tick and for the next 5-10 second after the tick my framerate dropped from 60 to 5-10...and then it was back to perfect right afterwards.
I wonder if their is something in the FTC alliance point parsing that is causing some of the framerate issues we're seeing? When zergballs are around D-ticks/O-ticks and normal AP gains are happening all over, I wonder if that was just a random coincidence or something meaningful?
I don't use FTC and my framerate is still s*** with a GTX980 and an I7-4790K. Everything plays smooth as silk except ESO.
Still macro users are a reality nonetheless, wether you are ready to admit it or not.
We both do agree this is not a majority, few groups are really involved.
Still macro users are a reality nonetheless, wether you are ready to admit it or not.
We both do agree this is not a majority, few groups are really involved.
No serious PvPer in the game would agree with this. Ask any player out there of a Palantine Rank or higher if he thinks "Macro Users" are a problem or even exist in PvP and he will look at you as Incredulously as we do. There are bigger fish to fry than nonexistent ones.
Still macro users are a reality nonetheless, wether you are ready to admit it or not.
We both do agree this is not a majority, few groups are really involved.
No serious PvPer in the game would agree with this. Ask any player out there of a Palantine Rank or higher if he thinks "Macro Users" are a problem or even exist in PvP and he will look at you as Incredulously as we do. There are bigger fish to fry than nonexistent ones.
Thank you. (Although I think Prootch is General rank so your argument doesn't work haha)
ScruffyWhiskers wrote: »I think performance overall is better. I haven't seen a lot of the really bad lag at the last emp keep like before. It does seem to be more spread out though. What I mean is that my ping is fine during the off hours with medium/low pop (like before) but if I play around 8-11 pm EST then if BRK is on fire, my ping sitting at Arrius or even the morrowind gates is 30-90 ms more than usual (yellow mostly) so 160 to 220 ms range. And it stays there a lot. I've run some tests on my own connection and it seems ok.
I also have noticed a real difficulty in landing melee hits when ping is 140+ ms. I don't remember it being that hard before. It seems just the last few weeks that hitting with melee has gotten significantly harder. Anybody else see this?