The best is that Ballgroups, like predicted, don't care at all they still just wait for their AoE Ultstorms and run you over. Only change I felt: Half the ballgroups spam D Swing on one target now, while still running it over. That was hilarious to watch yesterday evening, imagine 15 Stam necros spamming Blastbones and D Swing on one poor Stamsorc.
It really has not been too bad, I can live with the changes and have already updated builds so I have some usable characters. If it delivers the much needed performance improvements then I’ll be happy.
]15 ppl is a zerg not a ball group. Why do you guys keep using the term in a wrong way? Most ball groups I know have 8-12 ppl.
TheEndBringer wrote: »]15 ppl is a zerg not a ball group. Why do you guys keep using the term in a wrong way? Most ball groups I know have 8-12 ppl.
A ball group is any group with set roles, specific skills being cast by each roll, and coordinate tactics. I've seen 24 man ball groups. Zergs are different. They're the equivalent of sending a raving mob of infantry screaming at a keep.
TheEndBringer wrote: »]15 ppl is a zerg not a ball group. Why do you guys keep using the term in a wrong way? Most ball groups I know have 8-12 ppl.
A ball group is any group with set roles, specific skills being cast by each roll, and coordinate tactics. I've seen 24 man ball groups. Zergs are different. They're the equivalent of sending a raving mob of infantry screaming at a keep.
I know these groups. They lack the mobility and coordination of smaller groups, they may employ ball tactics but essentially they're zergs.
TheEndBringer wrote: »]15 ppl is a zerg not a ball group. Why do you guys keep using the term in a wrong way? Most ball groups I know have 8-12 ppl.
A ball group is any group with set roles, specific skills being cast by each roll, and coordinate tactics. I've seen 24 man ball groups. Zergs are different. They're the equivalent of sending a raving mob of infantry screaming at a keep.
I know these groups. They lack the mobility and coordination of smaller groups, they may employ ball tactics but essentially they're zergs.
So after the first week with practically zero ball groups, now they are back and so is the awful lag.
The first day of the 1st test, lag was bad as there was many ball groups, then it got better as they stopped playing around Wednesday.
Today ball groups are back again testing stuff and lag is unbearable. We'll see if they stop playing later in the week and how it effects lag spikes.
Hi folks,
Just wondering what your constructive thoughts are for this week of AOE 3 second cool down testing on PVP campaigns?
I main a magplar...let me say...it was literally unplayable with my current setup. You can stack skills to cast off (for example : Rune, Purify, Honor the dead - all with cool downs)....It just feels like heavy lag honestly...and we come back to square one.
Food for thought,
Freya
So after the first week with practically zero ball groups, now they are back and so is the awful lag.
The first day of the 1st test, lag was bad as there was many ball groups, then it got better as they stopped playing around Wednesday.
Today ball groups are back again testing stuff and lag is unbearable. We'll see if they stop playing later in the week and how it effects lag spikes.
In another thread, someone said that the lag was back the moment a ball group came on yesterday. i.e. Before todays new test.
Which begs the question, if that ball group caused the same amount of lag when they couldn't cast AOEs as frequently, what is causing the lag?