Fivefivesix wrote: »I didn't see much of a defense setup in that keep. I think it would have been a different story if there were loads of people in the keep with oil and ballista's setup. It all depends on the situation I guess but It looks like a good strategy to me.
I don't think it's the AoE cap calcs that cause it, it's the "smart healing" that causes the lag. In order to have a heal target the lowest health friendly pc, all possible targets have to be evaluated in real time. Queue massive zerg scenario - messy...Sad that this sort of thing lags the game, Betting it's the AoE cap calculations.
DAoC had hardly any lag and had more people in aoe fights (that has no caps).
I was there for it with Wabbajack. I don't remember if this was before I took over lead or while one of our other raid leaders was running it.
Pretty much no one enjoys lag and not many of us in Wabbajack try to cause it. However sometimes it is needed to send in a larger force to clear something quickly and overrun the enemy.
This was the case last night, we wanted to push that keep as fast as we could and as such followed what was already a large force and helped take the keep.
We do as well run the dreaded AoE trains and realise they case lag however they are an effective tactic in the current game.
I would love if we could only employ tactics which don't cause lag, as a raid leader I don't like telling my group to charge into a keep with 60+ people already fighting because we know what it will be like, however we also want to win the campaign which means sometimes you need to suffer it.