I never really post on forums specially since my last actual post went completely unanswered by devs and we continue to see those issues in-game.
- Cyrodiil Lag
This is an on going issue in Cyrodiil. As you approach a battle you can go from a steady 90-130 latency and slowly watch it increase as you approach the battle. It can go up slowly or largely, sometimes 200-300 ping every 50-200 meters or so you move closer.
Now what causes this lag?
->It can't be the zergs! No way!
Actually, this is a large portion of this issue. Zenimax decided to make only 2 MAIN PVP campaigns that people will use, causing everyone to bundle up, we were nearly full on all campaigns and now each faction has about a 100-man wait on prime time. But what causes the lag, and how are zergs involved? Simply look at it in an engineering perspective:
Imagine each player has some file, maybe a header, or a cpp, or some sort of storing file that keeps our data and updates frequently to return the user updated values. The player(user) has a set amount of data, buffs that increase skills, damage taken, done, and healing. But OP how does this cause a lag? Well as those zergs bundle up it is not a frame rate issue most get, but ping. The simple answer is imagine Healing Springs skills, a skill like this checks the users around the caster, restores health to those low (so it checked their health and then saw they were low healing them, moving onto the next) After that it continues to do this, around 12 is decreases the heal, going into another code that is AOECAP.cpp or AOECAP.h or some sort of storing mechanism. Now thats done this will go back to the caster and restore the magicka to the caster. That is a total of at least 12 or so files being located, accessed and ran through the system in just that little ball.
->Ok but get to the point!This can be the same with damage, it accesses files, does the same checks and removes health from the user also displaying damage. This is all ran through the server code and compiler causing a slight lag. This is the major part, however after doing that there is the issue with large groups together causing more ping as the server was built to handle it, but not in such large numbers causing an even larger latency issue. Basically too much running on the server side.
- Frame Rate
FPS drop is happening as you see a different banner above an enemy head. It can drop about 10-20 FPS I call this the "EP/AD" lag due to being DC but it alerts me when an enemy is near, sometimes my FPS gets locked. Confirmed with 10 others.
Moving on.....
Skill Issues
- Wrecking Blow
Wrecking Blow should be somewhat bashable, interuptible. Why? When you have someone constantly spamming it on you all you can do is block and walk through them. But there is not much you can do besides being defensive. This skill is also able to be animation canceled causing it to be cast twice in one frame of casting time.
- Radiant Destruction
Radiant % increase works fine, the 20% increase based off magicka is fine. However, Radiant Destruction TOOL TIP is too high and should be toned down. Being a 10k AVERAGE tool tip on every Templar is too high. If two Templars spam the ability on one and they do not purge they are instantly dead.
- Dragon Leap
Dragon leap half the time fails, uses half ultimate, sometime all the ultimate. Dragon Leaps fails about 2/5 the time.
- Gap Closers(general)
They don't work on anything but smooth ground.
- Green Dragon Blood
Percentage based heal, but if you have 1 health and pop it you get 10% of your health back. The heal is near useless in Cyrodiil.
- Eclipse
Eclipse is reflected skills that ARE NOT listed as a reflective skill. Were Wolves skills, flurry, and other skills can still be reflected.
- Camouflage Hunter
Camouflage Hunter still procs too often, and off different skills that should not be causing it to proc. Some gank specs can get 2 Camo Hunters to proc twice in 0.02seconds causing 5-15k damage each.
- Shields
Some classes have high shields, these can be spammed. Increase cost per 5-10seconds could maybe be a fix? Possible just 3 seconds? If this isn't a fix, then fix and or buff other class shields, such as Blazing shield which is near useless on 80% Templar builds.
- Heals
These can still be used through LOS. This should not be a thing, healing people inside a tower from outside is an ongoing issue.
- Chains (DK)
Still causing CC immunity, but has no CC what so ever.
Can also enter keeps with Chains
- Night Blade Execute(stamina)
The tooltip is magical damage, not physical damage.
- Flawless Dawnbreaker
This gives weapon damage, but does magic damage.
- CC
Some skills cause you to slide across the floor, or fly mid air and be slowed.
- Ambush
spammable, CC that holds you in your place for good. Most spam this. Issue with it? You can use it to get into keeps through doors.
- Mist form
It soaks up damage well, however why is it being nerfed constantly?
- Werewolf
Can jump into keeps still
- Dawnbreaker of Smiting
The dot is happening nearly after the use even after the fix. Please re-look at it.
Sets
- Vicious Death
This procs on low health targets, not recently dead players. Also, this procs off of guards.
Go ahead and post what you guys think! Add on to this list, let it grow! Also go ahead and please let me know if any of these should not be on the list. Please keep this forum clean, and please also keep this forum respected. I do not wanna' see arguments. Just disagreements or agreements.
Thank you guys.