
willlienellson wrote: »But someone got very lucky if that happens. It's not something you can replicate with regularity. Kind of like a Ult Meteor Proc'ing a Valkyn Skoria Meteor. Yeah...it happens, but let's not balance the game around it.As pointed out in countless threads, the issue boils down to damage procs stacking with each other. The response by ZOS is they will remove critical damage from this, but many feel this is not enough. As many more have suggested, proc damage should not all proc at once. Things like Selene's bear, Widowmaker's poison and Viper's poison hitting you at once can mean game over to many people. You can defend against it to a point, but it adds a LOT of raw damage to someone's burst.
Selenes is a % chance to proc
Widowmaker is a % chance to proc
Viper is a guaranteed proc, and even though the conversations become broad, going as far as stuff like global cooldowns (which I hate)....the issue is almost certainly viper.
99% of the time when people are complaining they are complaining about Viper......or ________+ Viper.
Perhaps the easiest solution is just to take the Viper set and convert it to % chance to proc and do ONLY THAT and see it goes from there.
The chances of 3 proc sets going off together if they are all % chance on damage is extremely low.
Sandman929 wrote: »Armor doing damage is a terrible idea and has no place in competitive PvP.
IndyWendieGo wrote: »Edit: Also, we get that you don't like PvP. You don't have to keep voicing it over and over when you know it's not going anywhere. The horse is dead.
ZOS_GinaBruno wrote: »KNOWN ISSUES
Combat & Gameplay
Grouping
- You currently are not able to form groups of more than four players.
ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
Another good reason to get rid of them....Lag.ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
bowmanz607 wrote: »Another good reason to get rid of them....Lag.ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
OK they could just keep working on fixing lag and not balance the game around lag. Js
bowmanz607 wrote: »Another good reason to get rid of them....Lag.ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
OK they could just keep working on fixing lag and not balance the game around lag. Js
I'm not a computer science guy, but at least logically speaking there are two parts to the lag. The amount of data that is being communicated, and the size of data that can be handled in a timely manner. This fits into the former category, and while it can theoretically be minimized it can't be reduced to zero. I think if they could have increased the size of data that can be handled they would have, that part is easy if it's not expensive.
I have seen this game reach 1mbs in PvP, that is a whole lot of data. After 11 hours it would be like downloading the whole game. I'd prefer not to balance around the lag but I don't think it's a hardware problem. The hardware hasn't gotten worse, the demand on it has through CP, proc sets, potions/poisons and more. There is just too much data going through the pipes.