Pretty much the same as the dungeon finder who has been an mess for years and break down hard on load.Cyrodil used to have a much bigger population with much less lag. The problem is years of buggy patches they never fix and server issues. Stop with the toxicity blaming other players when Zos is at fault.
electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
@DjinnAeternam well he is not entirely wrong there that an well organized group can contribute more to lag than a larger group of disorganized players.
It is all calculation density and say if that 12man organized group is running heavily calculation dense abilities all at once like proxy bombing with timed aoe dot+effects, then yeah they could potentially cause a spike.
If you played during any of the mym events when boat loads of pve'ers come in you would see that for some reason the server doesnt lag as much even when pop locked. So what gives? Well the thought would be that those players are new to pvp and arent running with a pvp meta group/zerg playstyle.
Not saying they should prevent 12 man organized groups from taking down 50man groups, but they definitely play a role. We should really be looking for measures to take that would limit how much strain groups in general can put on the server.
- if dots/hots didnt stack
- if ally buffs/skills only affected group members
- group sizes limited to 12
- make aoe damage scale with number of players hit
- remove large sources of cheap cc spammables EX: bombard
A couple years ago ZOS accidentally fixed the problem of ball groups and also increased the need for cooperative game play. This accidental fix had the side affect of reducing lag which increased the PvP fun for everyone. What was this accidental fix? It was a buff to fire and oil siege damage. This caused people to spread out, no longer could they stack on a ram spamming siege shield and heals. Keeps could be defended, ball groups running around a wall couldn't stack purge and heals fast enough. Keeps could still be taken but team work and a strategy more then one dimension was needed. Sadly that only lasted one week because people (ball groups that just wanted to farm AP) cried louder then the folks cried about the change to how rapids was earned.
gatekeeper13 wrote: »Ball groups actually exist not because they are based on skilled playstyle but because they take advantage of a design flaw in the gameplay: endless aoe spamming, crossheals and shields. A player who cannot stay alive for 10 secs on his own, becomes immortal in a ball group. Most people I talk with in the campaign actually hate ball groups and want them disappear from Cyro.
Another big issue with ballgroups is that they make servers melt. I dont have to see a ball to know it's there. Sudden severe lag tells me there is one in close distance.
Also, it has nothing to do with Cyro being a zone of massive battles instead of 1v1. If you want to play like that, just join a group and play like normal people do. Ball group is actually mindless 1-2 skill spamming.
This is not pvp. It's an abomination. And I wonder when ZOS will do sth about it.
DjinnAeternam wrote: »Do you understand that a group has builds and setups exactly for group play?
Or do you feel a better player if you 1v1 a healer and he dies?
You clearly have no idea how a coordinated group runs, or you wouldn't say that.
Check some videos from good guilds, maybe you learn something.
Imagine blaming people for playing in a team and actually doing *TEAMWORK*..