@ZOS_RichLambert there is 3 points:
1. You must understand that all negative effects you described are caused by ballgroups. Its going simple as that, literally everything you described is abused by ball-groups and for taht reason prime-time cyro unplayable: even with locked population its fine but as soon as ballgroup logging in and starting to spam AoEs by specialized group members - cyro suddenly becoming unplayable. So, remove overperforming skills from this kind of play (like Alliance Purge witch cant be spammed by anyone but gallgroup specialized member so-called "purge spammer"). For that reason even with rudiculous cost increase of AoE skill - you wont affect positive result as main offender that cause lag will be able to bypass this limitation.
2. Its drastically affect class balance as some classes based on AoE like dk, templar, warden, while others in single target damage. Any changes to AoEs without huge additional overhauls of those "aoe-heavy classes" will defacto means classes get nerfed for perfomance reason while other classes untouched. And that lead to 3rd problem:
3. And third problem that which I, as Templar, think is ruddiculous^^ Templar wont be able to use its spammable. This is by itself means that Templars are autoamtically excluded from Test 2.ZOS_RichLambert wrote: »[*] 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.
Dottzgaming 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.
People, please read, these tests are only gonna affect things in Cyrodiil, not in PVE or even BG.
@ZOS_RichLambert there is 3 points:
1. You must understand that all negative effects you described are caused by ballgroups. Its going simple as that, literally everything you described is abused by ball-groups and for taht reason prime-time cyro unplayable: even with locked population its fine but as soon as ballgroup logging in and starting to spam AoEs by specialized group members - cyro suddenly becoming unplayable. So, remove overperforming skills from this kind of play (like Alliance Purge witch cant be spammed by anyone but gallgroup specialized member so-called "purge spammer"). For that reason even with rudiculous cost increase of AoE skill - you wont affect positive result as main offender that cause lag will be able to bypass this limitation.
2. Its drastically affect class balance as some classes based on AoE like dk, templar, warden, while others in single target damage. Any changes to AoEs without huge additional overhauls of those "aoe-heavy classes" will defacto means classes get nerfed for perfomance reason while other classes untouched. And that lead to 3rd problem:
3. And third problem that which I, as Templar, think is ruddiculous^^ Templar wont be able to use its spammable. This is by itself means that Templars are autoamtically excluded from Test 2.ZOS_RichLambert wrote: »[*] 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.
" We would then go through each class and ensure that there are viable builds for each and make adjustments as necessary."
It was already acknowledged that any changes would require class adjustments as well.
@ZOS_RichLambert there is 3 points:
1. You must understand that all negative effects you described are caused by ballgroups. Its going simple as that, literally everything you described is abused by ball-groups and for taht reason prime-time cyro unplayable: even with locked population its fine but as soon as ballgroup logging in and starting to spam AoEs by specialized group members - cyro suddenly becoming unplayable. So, remove overperforming skills from this kind of play (like Alliance Purge witch cant be spammed by anyone but gallgroup specialized member so-called "purge spammer"). For that reason even with rudiculous cost increase of AoE skill - you wont affect positive result as main offender that cause lag will be able to bypass this limitation.
2. Its drastically affect class balance as some classes based on AoE like dk, templar, warden, while others in single target damage. Any changes to AoEs without huge additional overhauls of those "aoe-heavy classes" will defacto means classes get nerfed for perfomance reason while other classes untouched. And that lead to 3rd problem:
3. And third problem that which I, as Templar, think is ruddiculous^^ Templar wont be able to use its spammable. This is by itself means that Templars are autoamtically excluded from Test 2.ZOS_RichLambert wrote: »[*] 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.
""For example – as a Templar, if I cast Puncturing Sweep, I wouldn’t be able to cast Puncturing Sweep again for 3 seconds.""
LOL.... just LOL
@ZOS_RichLambert there is 3 points:
1. You must understand that all negative effects you described are caused by ballgroups. Its going simple as that, literally everything you described is abused by ball-groups and for taht reason prime-time cyro unplayable: even with locked population its fine but as soon as ballgroup logging in and starting to spam AoEs by specialized group members - cyro suddenly becoming unplayable. So, remove overperforming skills from this kind of play (like Alliance Purge witch cant be spammed by anyone but gallgroup specialized member so-called "purge spammer"). For that reason even with rudiculous cost increase of AoE skill - you wont affect positive result as main offender that cause lag will be able to bypass this limitation.
2. Its drastically affect class balance as some classes based on AoE like dk, templar, warden, while others in single target damage. Any changes to AoEs without huge additional overhauls of those "aoe-heavy classes" will defacto means classes get nerfed for perfomance reason while other classes untouched. And that lead to 3rd problem:
3. And third problem that which I, as Templar, think is ruddiculous^^ Templar wont be able to use its spammable. This is by itself means that Templars are autoamtically excluded from Test 2.ZOS_RichLambert wrote: »[*] 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.
As Cinbri describes. A blanket test really hurts some classes considerably more than others that are not responsible for the spam.
You could try using a scalpal rather than a hammer and try starting with cross heals and purify. Or things that seem like they are not intended to be spammed like siege shield. Maybe even the AOE root spam. Just asking you exempt obvious abilities that are not spammed to create a situation but as they are designed. Jabs is designed to be spammed. Shalks and Blastbones already have natural Cool downs because they are delayed.
That actually gives me an idea. Rather than Cool Down or rebuff timer; why not take some of these abilities and make them have a delay from activation to where they just don't go off if you hit them again?
"Oh, dear God, no!"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.
"Oh, dear God, no!"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.
H o w e v e r
The constant loading screen issue also exists in Craglorn, where it is arguably even worse (sometimes can't even catch a breather to teleport OUT of there). There are no issues with skill casting, as I doubt there are that many AOEs being spammed there, but obviously I don't have the numbers. The issue sometimes even persists in Craglorn trials, mostly in Aetherian Archive (from anecdotal experience). What I would like to ask is if you could look into that zone as well please?
So the elephant in the room is... if this test confirms your hypothesis, will you be limiting your adjustments to just PvP?
I'm all for it, it's a test. If the test doesn't make the game better just revert.