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?
each class in eso has an innate group buff. So while grouped that innate buff is constantly being refreshed for all classes at all times...
barney2525 wrote: »whatever happened to testing on the Test server?
just curious
barney2525 wrote: »whatever happened to testing on the Test server?
just curious
TineaCruris wrote: »Two years ago when things worked pretty decent, there were not any AOE cooldowns.
This radically changes the game, and it didn't seem to lower ping noticeably either. This radically changes how every single class has to arrange their bars and the skills they will be using.
If that playstyle is indeed the source of bad performance, how do you think ZOS should deal with ball groups on a technical level of game mechanics?
If that playstyle is indeed the source of bad performance, how do you think ZOS should deal with ball groups on a technical level of game mechanics?
I played cyro long ago as a solo ganker, in small groups and in zerg as well. I enjoyed all, including zerg fights. This is a MMORPG, massivley multiplayer game, there is nothing bad that dozens of players group up and fight together. If someone don't like it, then get out of the way of the zerg and play in solo or small groups. There is a possibility for it in cyro, imp city and BGs.
What ZOS should do is improve their *** hardware... They broke their own game by
TequilaFire wrote: »This blaming "ball" groups is getting ridiculous people that spew this call every group a "ball" group.
[Quoted post was removed]
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?
Are they testing this on the main server? It seems to me like they should test on, you know, the test server.
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?
here is your answer
this is not affected by the current AoE Testing
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
it refresh if it the same caster, if you have multiple people casting rapid regen for example, it stacks. And that screenshot is from a "medium" size group of 12 man, a 24 man group can easily have 10-15 rapidregen on EACH player. This is why the game becomes unplayable as soon a ballgroup shows up.
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
it refresh if it the same caster, if you have multiple people casting rapid regen for example, it stacks. And that screenshot is from a "medium" size group of 12 man, a 24 man group can easily have 10-15 rapidregen on EACH player. This is why the game becomes unplayable as soon a ballgroup shows up.
Good investigative work.
Seems simple enough to only allow one regen per person. I thought that was already the case. No wonder they are so hard to kill.
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
it refresh if it the same caster, if you have multiple people casting rapid regen for example, it stacks. And that screenshot is from a "medium" size group of 12 man, a 24 man group can easily have 10-15 rapidregen on EACH player. This is why the game becomes unplayable as soon a ballgroup shows up.
Good investigative work.
Seems simple enough to only allow one regen per person. I thought that was already the case. No wonder they are so hard to kill.
CC's, stuns...fear...go for the back end buffers -> it's pretty simple -> split in all directions when charged or roll through them with immune potion. That's how to fight a organised group of 12 +. It's going to be a lot of flanking and spanking unless you have a similar setup where both groups will fake push and see who uses ultimate bomb and fails to hit.
TequilaFire wrote: »That an addon? Because doesn't show that way on PS4.
And yes I have buffs from others displayed.