Rohamad_Ali wrote: »Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .
Rohamad_Ali wrote: »Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .
Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.
Agrippa_Invisus wrote: »Rohamad_Ali wrote: »Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .
Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.
Can't just blob through a breach like they used to?
Many failed keep defenses I've been in usually involve some large bumrush of folks that AOE caps struggled to deal with at several key stages (outer wall, inner breach, back flag, etc).
It'll be nice to see the lemming tactics actively punished. Attackers should be encouraged to open multiple breaches, siege down the inner, and not just shovel bodies onto flags.
Im running an AOE stam sorc to get the most out of this change, and from what I can tell initially it feels great. Just sit back and throw down caltrops on a faction stack, acuity procs, and theres just a flood of damage. Then streak in with a hurricane empowered Dawnbreaker when the time is right. Very excited to see whats in store. This is gonna be a fantastic patch for small scale/small group PvP. Obviously destro ulti ball zergs will benefit more. But there are now options available for small groups like never before, which means the fireworks will be real.
While it is a good change, the only real impact it will have is some sort of placebo effect.
Agrippa_Invisus wrote: »So, AOE caps are gone.
Thoughts?
Haven't gotten to run in a raid yet myself, but it was hilarious watching a dozen players melt on when a door repair crew got bomb bladed. That, at least, felt way nastier than it used to be.
As an aside: TBH, the best part of this patch is the 'no more monster shoulder graphics' thing. God, I hated that dumb one shoulder thing. Felt like it was trying to be fake edgelord. Gimme my proper Imperial shoulders, kthxbye.
Agrippa_Invisus wrote: »Rohamad_Ali wrote: »Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .
Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.
Can't just blob through a breach like they used to?
Many failed keep defenses I've been in usually involve some large bumrush of folks that AOE caps struggled to deal with at several key stages (outer wall, inner breach, back flag, etc).
It'll be nice to see the lemming tactics actively punished. Attackers should be encouraged to open multiple breaches, siege down the inner, and not just shovel bodies onto flags.
Also don't underrate synergies. Being able to purify and use shards easily makes pvping much more enjoyable.
The real question is: Does it reduce lag as expected?
Agrippa_Invisus wrote: »To confirm, there was not a hint of lag reduction last night. My frames and general sluggishness (5-10s weapon swaps, etc) were pretty terrible anytime we encountered a big group.
At the Chal milegate last night, my staff bar was using the DW animations and vice versa for a solid 15 minutes. Hard to build ult when you’re just swinging your staff around not actually firing any light attacks.
Rohamad_Ali wrote: »The lag and the weapon swapping is terrible . Needs to be addressed .
What I did have was the inability to swap bars.
Agrippa_Invisus wrote: »To confirm, there was not a hint of lag reduction last night. My frames and general sluggishness (5-10s weapon swaps, etc) were pretty terrible anytime we encountered a big group.
Ran in a full raid for the first time since I retired VE, I noticed higher damage but no lag reduction, for what that is worth.
What I did not have were screen freezes when plowing into 40 ppl.
What I did have was the inability to swap bars.
The real question is: Does it reduce lag as expected?
I dont think. Their problems are far deeper in code and related on wrong architecture patterns. See in this post (Myth AoE Cap) the parts with "zone splitting" and my hint with the removing of the deers in cyro. For example they didn't implemented zone splitting.
Another example is on another post Wrobel explained the calculation of deto. The calculation of different deto dmg's are splitted into "steps" and they do the hole calculations with LOS and so on for all "steps", instead of doing it only one times. This is so lazy...
There are so much more issues, if you read between the lines. These issues are not easy to get out. So removing of aoe caps helps only a bit, but it's not the golden nail.
I think we will have that lag problem forever or for very looong time. The architecture issues are too deep.
Edit: And the aoe caps are still there. If you have a skill with sub effects, like talons (dmg + root), the sub effects are still capped to 6 targets. Only the dmg part is not capped.
Agrippa_Invisus wrote: »So, AOE caps are gone.
Thoughts?
Haven't gotten to run in a raid yet myself, but it was hilarious watching a dozen players melt on when a door repair crew got bomb bladed. That, at least, felt way nastier than it used to be.
As an aside: TBH, the best part of this patch is the 'no more monster shoulder graphics' thing. God, I hated that dumb one shoulder thing. Felt like it was trying to be fake edgelord. Gimme my proper Imperial shoulders, kthxbye.