Update 40 featuring the Endless Archive is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

Update on Cyrodiil Performance & Upcoming AOE Tests

  • Elsonso
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    MipMip wrote: »
    This unfortunately will probably get a "positive" performance result. Combat is going to slow down to a grinding hault, so performance will improve since people will be playing the game at a significantly slower speed.

    ESO's hallmark feature is it's combat speed and fluidity, especially for PvP. Cooldowns shouldn't be introduced into a system that was fundamentally designed to not have them. Period.

    Thanks @Dottzgaming for this excellent comment, and @NirnStorm and many others who point out how such changes will make the game slower and less interesting.

    I also agree with those who say that these issues should be addressed not by changing fundamental game mechanics but by increasing server performance (many of us spend a lot of money on subs and in the crown store...)

    If these changes go through I think I will recommend the game to my grandparents!

    I think that the whole point is that there is no where left to increase server performance.

    Where I think that @Dottzgaming is missing the point is that he fails to mention that something has to give. If the cooldowns are unacceptable, then remove the spammable AoE so players are not able to even do it, and if that is not acceptable, do whatever they did for MYM that is obviously something so unspeakable that they won't even suggest it.

    It certainly appears that ESO has arrived at a zero-sum situation. More was added than the game can handle. Something needs to be removed, since it is apparently not possible to have a bigger box to put it all in.
  • MurderMostFoul
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    Elsonso wrote: »
    MipMip wrote: »
    This unfortunately will probably get a "positive" performance result. Combat is going to slow down to a grinding hault, so performance will improve since people will be playing the game at a significantly slower speed.

    ESO's hallmark feature is it's combat speed and fluidity, especially for PvP. Cooldowns shouldn't be introduced into a system that was fundamentally designed to not have them. Period.

    Thanks @Dottzgaming for this excellent comment, and @NirnStorm and many others who point out how such changes will make the game slower and less interesting.

    I also agree with those who say that these issues should be addressed not by changing fundamental game mechanics but by increasing server performance (many of us spend a lot of money on subs and in the crown store...)

    If these changes go through I think I will recommend the game to my grandparents!

    I think that the whole point is that there is no where left to increase server performance.

    Where I think that @Dottzgaming is missing the point is that he fails to mention that something has to give. If the cooldowns are unacceptable, then remove the spammable AoE so players are not able to even do it, and if that is not acceptable, do whatever they did for MYM that is obviously something so unspeakable that they won't even suggest it.

    It certainly appears that ESO has arrived at a zero-sum situation. More was added than the game can handle. Something needs to be removed, since it is apparently not possible to have a bigger box to put it all in.

    Is a hardware solution on ZOS's end impossible?
    “There is nothing either good or bad, but thinking makes it so.”
  • BloodMagicLord
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    Correct problem diagnosis, but bad solutions.
    My idea: Total overhaul of healing. Not just % nerf on this and that, but make healing more directional and strategic, instead of having healing skills with a wide range that has to find and heal the correct players out of potentially dozens in the vicinity.
    Obviously I don't have access to the data that ZOS do, but my instict would be that changing healing would be much less impactful on combat and have an equal if not greater benefit to server performance in pvp vs literally destroying the combat identity of ESO that has been one of the game's main strength's since launch.
    PC EU | Tank | Immortal Redeemer | Gryphon Heart
    STOP CLASS HOMOGENISATION
  • Dojohoda
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    I will participate in the test.

    My magblade has aoe only on the backbar, so I won't need to make changes.

    My magplar .. not sure about that character because it is mostly aoe.

    I also play on magsorc and stamDK.

    I hope I can find some time to test my characters on the PTS to see what is affected.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • JusticeSouldier
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    • Test 1 – Shared global AOE cooldown - 3 second timer. This test adds a global 3 second shared cooldown to any AOE ability. This means that when you cast an AOE, you will not be able to cast another for 3 seconds. For example, as a Templar, if I cast Ritual of Retribution, I wouldn’t be able to cast Puncturing Sweep for 3 seconds.
    • Test 2 – Individual AOE cooldown - 3 second timer. This test adds an individual AOE cooldown to each AOE ability. This means that when you cast an AOE, you will not be able to cast that same AOE ability for 3 seconds. For example – as a Templar, if I cast Puncturing Sweep, I wouldn’t be able to cast Puncturing Sweep again for 3 seconds.
    • Test 3 – No cooldown, global ramping AOE cost. This test adds a global ramping AOE cost for each AOE cast. Similar to how streak or roll dodge works, where when you cast an AOE you receive a debuff for 5 seconds, each stack of the debuff increases the cost of any AOE cast.
    • Test 4 – Individual AOE cooldown – 3 second timer, global ramping AOE cost. This test adds an individual AOE cooldown to each ability as in test 2, but also combines that with a global ramping cost from test 3.

    1. no, No, nO, NO. HUGE MISTAKE. any sense in testing. waste of time. gameplay will be garbage in such case.
    2. it should depend on what aoe type we have. it's HUGE mistake to try grab every aoe as equal "finger"
    3. it can work. But u need to recognize aoe types. Separate, precise changes... Communism methods always make life worse!
    4. No, no, nO, NO. guys, test 3 only in some form please...

    @ZOS_RichLambert only test 3 is useful here if make it smarter than announced. other 3 are wrong directions to convert gameplay into feel-laggy-like one.
    Edited by JusticeSouldier on July 27, 2020 5:51PM
    all classes. pc platform, dissapointed.
  • StShoot
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    Elsonso wrote: »
    MipMip wrote: »
    This unfortunately will probably get a "positive" performance result. Combat is going to slow down to a grinding hault, so performance will improve since people will be playing the game at a significantly slower speed.

    ESO's hallmark feature is it's combat speed and fluidity, especially for PvP. Cooldowns shouldn't be introduced into a system that was fundamentally designed to not have them. Period.

    Thanks @Dottzgaming for this excellent comment, and @NirnStorm and many others who point out how such changes will make the game slower and less interesting.

    I also agree with those who say that these issues should be addressed not by changing fundamental game mechanics but by increasing server performance (many of us spend a lot of money on subs and in the crown store...)

    If these changes go through I think I will recommend the game to my grandparents!

    I think that the whole point is that there is no where left to increase server performance.

    Where I think that @Dottzgaming is missing the point is that he fails to mention that something has to give. If the cooldowns are unacceptable, then remove the spammable AoE so players are not able to even do it, and if that is not acceptable, do whatever they did for MYM that is obviously something so unspeakable that they won't even suggest it.

    It certainly appears that ESO has arrived at a zero-sum situation. More was added than the game can handle. Something needs to be removed, since it is apparently not possible to have a bigger box to put it all in.

    there is always a way to increase server performance, they could pay for an own mega server for pvp, raids and so on. But that would cost them alot. So the question is not if there IS a way to increase server performance. The question is if zos wants to pay more money for increasing server performance.
  • JimmyJuJu
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    "Frock of the Brisk"

    (2) something useless
    (3) something else that's useless
    (4) yet another useless thing
    (5) Reduce the arbitrary global cooldown by 2 seconds
  • laksikus
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    Ha. Stupid change. Will destroy alot solo builds aswell. Every templar, every support char, bombblades, sorc streak,

    At the same time. I already tested a few proc sets. Some are pretty viable for bombblades and ballgroups. So not much will change for them
  • HeroOfNone
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    As a follow up to my "calm down" post, lets look how we got here from a player standpoint:

    1. You lag so much you can't use single target melee ranged abilities, making players favor AOE spamables that don't require a target
    2. Players use AOE heals because its easy and trying to see who to heal in a group is a nightmare in PVP
    3. Certain abilities are AOE only by their design and have no alternatives. Skills like Vigor for example have no single target alternative that works well for all classes of all weapon types.
    4. Because players lag, people stay in large groups where they get a safety net of heals, purges, and buffs. These groups also use AOEs because they are quick to use as they are charging through
    5. Because we have these large sustaining group, you have players slotting on more AOE abilities to deal with these large groups...

    The increase to AOEs to me isn't just because of the increase to sustain, but a by product of the lag. If the test proves the theory that too many AOEs all at once is the main culprit, then it seems like a downhill spiral into the current situation.

    Now a few possible unforeseen consequences to this current test (not to say these are good or bad):

    1. DOTs may be more powerful again as purify and purge would now have a cooldown/cost increase
    2. Single target abilities might take center stage again, where many were marginalized because they were equivalent damage to their AOE counterparts
    3. Players will need to be self reliant again with their heals and keeping their buffs up
    4. the beam heal in the psijic line might actually have a use now (oh god I don't want to do this quest line on all my toons, please no)
    5. This will force players to weave their AOEs with either single target abilities or other AOEs, possibly build diversifying more
    6. Certain proc sets will excel in this mode, given the shorter time for AOE heals
    7. There will be a higher skill bar for players not used to single target abilities.

    These could also impact the performance results, including the reduced number of PVPers that don't want to figure out how to adjust to this temporary test. I'm interested to see how this impacts things overall
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • nk125x
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    I just shake my head every time ZO$ suggest fundamental changes, like the last one changing LA/HA around. I guess they were hopping we would all HA to slow things down. Instead everybody realized LA weaving would give you infinite resources so you could change all your glyphs to Weapon or spell damage - Now this change, just means you will rotate your aoe's in a ball group between damage/heal and purge, abuse the new proc meta and cause so much more lag!!!!
  • MincVinyl
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    1. It IS a good thing that they have decided to finally do actual testing on the live playerbase
    2. I think they are looking at yet another blanket change that doesnt solve the issue, just tries to prevent it from happening
    3. We know the cp system needs to be reworked to have no procs and just constant stat buffs and also needs to get rid of the rounding % numbers issue(would help newer players)
    4. The real issue with AOE is not that they can be spammed. It is because aoe over times can be stacked and you have aoe abilities and aoe ots that have 4-5 additional effects tied to them. There was a point in the game when an aoe damage ability was just that.....it did aoe damage. Not an aoe, a dot, a status effect, snare, and a root, etc.......there is too much being done by ONE button press, not that same button 5 times in a row
    5. If aoe abilities cant be spammed I see more players just swapping to aoe proc sets instead and building tanky. I mean this is happening this and next patch regardless, but it will be more profound in upcoming patches for sure as more people catch on.
  • Lyar09
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    I think test 3 is the only reasonable one. That being said, there needs to be a cost reduction of certain skills in order to not completely screw over players when it comes to sustaining.
    PC/NA | twitch.tv/ohhlyar | youtube.com/lyaryt
  • Tammany
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    laksikus wrote: »
    streak

    Oh now you wont be able to streak away to the horizont within 5 seconds ?
    Thats saad (not)
  • Tommy_The_Gun
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    Most of the commenters seem to be focused on Templars, because they were named in the examples of the original post, but everybody should be aware how many skills are affected. For example:
    • Cleave
    • Arrow Spray
    • Volley
    • Wall of Elements
    • Impulse
    • Streak (yes, Streak!)
    • (..)
    If all this is affected by a cooldown, then good bye PVP combat ..
    ... And Lotus Fan... yep, this gap-closer has AOE effect... same as Stampede .

    I am pretty sure there are way more skills like that - their primary function is different, but they have additional AOE effect - meaning that you will have to wait 3 seconds each time.

    Werewolf for example has a well-known combo: Brutal Pounce (gap closer leap with AOE) -> Roar (AOE fear CC) -> Infectious Claws (AOE Cone)...

    You won't be able to do that after those changes. Combo is quite slow and can not be spammed (unlike some skills in Cyro) so it feels kinda unfair...
    Edited by Tommy_The_Gun on July 27, 2020 5:54PM
  • Iskaldt
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    I find it very interesting that during midyear mayhem the servers were performing better than ever, even with all the extra players. i mean, there was still lag and desyncs at points but all in all it was a better experiance than usual. Even on the max capacity servers.

    I swear the day the event ended i could feel the server performance going to ***... Almost like they tuned down the hamsters instantly as it ended.

    They seriously need to add another NO CP Cyrodiil campaign. As the servers are at their very limit every day and i cant/wont play becouse of this.
    If i enter the NOCP campaign during primetime all that will do is induce rage and make me quit becouse of the 3-5 second delay on every skill i do, if they even go off at all.

    Personally i wouldnt be affected that much if they added a 3 second individual CD on aoe's but so many classes will die if this ever happened. Destroying the game and its player base more than it allready is.
  • AlyennahsCrafting
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    Correct problem diagnosis, but bad solutions.
    My idea: Total overhaul of healing. Not just % nerf on this and that, but make healing more directional and strategic, instead of having healing skills with a wide range that has to find and heal the correct players out of potentially dozens in the vicinity.
    Obviously I don't have access to the data that ZOS do, but my instict would be that changing healing would be much less impactful on combat and have an equal if not greater benefit to server performance in pvp vs literally destroying the combat identity of ESO that has been one of the game's main strength's since launch.

    That does sound complicated, especially with people moving fast and moving in and out of AoE.

    Whatever they do, I just hope it works. There have been issues since Beta, it was one of the reason I stopped playing as I'd had a huge interest in that element at the start, but was disappointed by how it worked in practice. But I got to say I too have my doubts. Issues were here since day one and it all just has to do with massive groups of people spamming attacks like crazy. I hope they find a root cause they can tweak, in a way that doesn't take the fun away.
    When Alyennnah is not here, she's probably crafting. Quite possibly at Alyennah's Crafting in Wayrest. Or maybe she's out there, looking for new materials, recipes and styles to use in crafting. She wants to craft all the things.
  • technohic
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    Am I reading between the lines too much to assume this is being done via Battle Spirit as to not impact PVE and that's why its such a blanket AOE nerf for each scenario?
  • MurderMostFoul
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    technohic wrote: »
    Am I reading between the lines too much to assume this is being done via Battle Spirit as to not impact PVE and that's why its such a blanket AOE nerf for each scenario?

    That could never work as a final solution. That doesn't mean ZOS wouldn't consider it though.
    “There is nothing either good or bad, but thinking makes it so.”
  • Vevvev
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    I just realized this test would make vampire's mesmerize skill even more worthless. Not only will it have an incredibly poor chance of getting someone but now you can't spam it to make sure it does.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Strider__Roshin
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    maxjapank wrote: »
    What a nightmare for a Templar’s during these tests as our main spammable, Sweeps, is aoe.

    Truthfully, sweeps has always been too good in group play. I think if they made it a single target dodgeable ability it would be better for balance and for performance.
This discussion has been closed.