Yo
This is about this post - >
https://forums.elderscrollsonline.com/en/discussion/539136/update-on-cyrodiil-performance-upcoming-aoe-tests
A post where ZoS announces their plans for AoE in ESO and how they'll change them and test if performance improves.
First off,
good. I'm glad we're seeing tests like this. If even one of the suggested changes leads to great performance in Cyro - great performance, not just okay or average - then I'll take it.
My dragon miniatures on my desk know that I've cursed and sworn enough to earn a special place in hell due to performance issues so if this is the way out, then we should not hesitate to take it.
That said, I'd say it's a tricky road ahead. AoE and fast paced gameplay is the core of ESO and whatever they end up doing - assuming their tests prove that performance is indeed heavily impacted by AoE spam - will change that.
Therefore I'd toss the idea out there that they should make a separation between two types of AoE. Spammable AoE and Skill-shot AoE and tweak them each differently.
Spammable AoE: Jabs, Spin2Win, Impulse, Cleave, Radiating Regen, etc.
Anything that doesn't do much on its own and is clearly designed to be spammed for effectiveness.
These should increase in cost each time you use them to assure they remain spammable but doing so will cost you in the long run. You'll want to maximise their impact the first two times, before they become unsustainable. However, they should also be made slightly stronger to compensate (except Jabs, to the Daedra with jabs, right Templars? ). The fewer Jabs or Impulses you're landing now, should do something extra or do more damage or healing to compensate for your inability to keep casting them. Otherwise you'd smack nerfs on all AoE in exchange for performance, which cannot be the goal.
This means they'll be effective but require some skill to use. If your AoE is avoided, healed or blocked, and you run yourself dry, you deserve the punishment. Likewise, well times AoE skills would be potent for their fewer uses.
Skill-Shot AoEConduit, Bombard, Dawnbreaker, Shalks, Fire Breath, etc.
These are generally not spammed and should be skill shots where missing has a downside now.
These should get a 3 second cooldown per skill. So you can still chain them together but you can't spam Bombard now. You missed your target and they're not immobilised and snared? Too bad, try again in three seconds. You missed with Fire Breath, too bad. Should have aimed better. Stationary AoE skills will need to be placed more cleverly. Oops, your healing springs landed in a useless spot? You can move it, in 3 seconds.
Since this change is only for PvP, Pve won't be affected but you'll have to think just one second longer before you smack that button. Am I going to hit? Most AoE can't be dodged so if they're in your skill-range you should hit them fine. And since most of these do little initial damage - as opposed to spammable AoE - getting them blocked will generally not be that bad.
This would of course still change the landscape of PvP but if any changes to AoE help us with performance, then why would we want to continue lagging. I'd rather play a game that plays a little differently than a game that doesn't work and makes me pop enough blood vessels to create an Earthgore rain around me.
I didn't mention pulsing AoE for example because I've no idea what they'd do with that.
Please share your opinions in a civil manner (except you jabbers, am I right Templars? ;-) )