Oreyn_Bearclaw wrote: »
You know what else contributes to Lag? Massive zergs with you know who right in the middle. I would also take a hard look at skills like purge that perpetuate ball groups (different than zergs). As far as I am concerned, purge should be, well, purged from the game.
TX12001rwb17_ESO wrote: »So Healers are the cause of the lag?
Well good thing that ROTPO is coming out.
vamp_emily wrote: »Please change the thread title to something like:
"Zeni restarts servers before testing and fanboys praise the all mighty fengrush for fixing lag"
I played for a few minutes over the weekend and the performance was poor. I was at a resource ( only one other person near me ) and had a hard time trying to get skills to fire off.
Joy_Division wrote: »If you're going to make a biased poll, at least provide one that isn't selfish or breaks the game for everyone who doesn't play like you do.
You like ball groups? I hope so because without cross-healing, the PuGs stand zero chance fighting them without faction-stacking.
Oh look I'm playing alliance vs alliance, there's my teammate dying and I can;t heal him. What fun! Why? Because people like Fengrush have whined for 6 years that whenever they zerg down some PuG, they get salty because someone casts a heal and prevents a killing blow.
I played no CP on a Tuesday night and the lag , skill delay was still there. Whenever ZOS has done anything that lightens the load on the servers, the performance has still sucked. And it sucks now.
Oreyn_Bearclaw wrote: »
You know what else contributes to Lag? Massive zergs with you know who right in the middle. I would also take a hard look at skills like purge that perpetuate ball groups (different than zergs). As far as I am concerned, purge should be, well, purged from the game.
And then cyro would just be a bunch of bowblades with sheer venom spamming poison inject. At least AD might finally win a campaign xD
anitajoneb17_ESO wrote: »
yes <==== that's the correct answer
no <==== that's the wrong answer
I just hate polls presented this way.
And also those that go
- yes
- version A of "no"
- version B of "no"
- version C of "no
- version D of "no"
relentless_turnip wrote: »[snip]
Also in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
relentless_turnip wrote: »Joy_Division wrote: »relentless_turnip wrote: »i canot, under any circumstance, forward this opinion...
It renders Healers and support Roles utterly useless in Cyrodil. i repeat myself here, but it seems not everyone of the DD players (no offense) understands, how tremendous this impacts the rest of the viable options in PVP...
With less cross healing it also makes your role more important and sought after to anyone who knows what they're doing. I do appreciate it makes joining in less of a casual undertaking than someone just doing damage.
I would predict that if this was a permanent change then we would see group building become more important over time. It is just a numbers game at the moment and totally indescriminate. What I'm saying is the net effect will most likely be that support roles become more important, not less.
No group relies on ungrouped PuG healers so there isn't going to be a greater demand for their role. If I'm running solo, I'm running solo and it's not like I'm gonna all of a sudden put LF healer in zone chat to play.
All this change will do is force people who don't necessarily want to group or just want to hop in for an hour or so to group up just to play, which is not only dumb and constraining, but goes completely against the supposed mantra of "play as you want." If ZOS made it so DPS could not damage enemy players unless they were grouped, 95% of the people who support this change would immediately say no way.
The change would also undeniably strengthen the organized groups that people claim to hate and claim to want to see nerfed. If the PuGs can;t heal each other, they stand zero chance unless stacking in ridiculous numbers.
And even if you want to force PuGs to just randomly group up simply to get heals, it will still create idiotic situations where if one group is getting destroyed on a keep flag, their teammates from a different group still can;t support them. It's no longer AvAvA, it's just a glorified battleground with allies who are just in the wayAlso in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
If people couldn't do damage outside of a group then yes everyone would be upset. That is because the over arching point of any PvP scenario is to kill your enemy. Support roles are exactly that... Support. If you have a healer and your enemy doesn't you are at major advantage. Arguing they are the same is redundant in my opinion...
You act like there is nothing in between solo and group. Even in a duo you can take a much larger group. In a group of 24 you don't need healers as much because off all the cross healing, when you lose half of that it is noticible and roles become more important. Would you need healers in a trial if you could take 24 people and everyone was casting aoe heals?
Why should players/customers care about any calculations in mmo they pay for? Simple question.
relentless_turnip wrote: »Joy_Division wrote: »relentless_turnip wrote: »i canot, under any circumstance, forward this opinion...
It renders Healers and support Roles utterly useless in Cyrodil. i repeat myself here, but it seems not everyone of the DD players (no offense) understands, how tremendous this impacts the rest of the viable options in PVP...
With less cross healing it also makes your role more important and sought after to anyone who knows what they're doing. I do appreciate it makes joining in less of a casual undertaking than someone just doing damage.
I would predict that if this was a permanent change then we would see group building become more important over time. It is just a numbers game at the moment and totally indescriminate. What I'm saying is the net effect will most likely be that support roles become more important, not less.
No group relies on ungrouped PuG healers so there isn't going to be a greater demand for their role. If I'm running solo, I'm running solo and it's not like I'm gonna all of a sudden put LF healer in zone chat to play.
All this change will do is force people who don't necessarily want to group or just want to hop in for an hour or so to group up just to play, which is not only dumb and constraining, but goes completely against the supposed mantra of "play as you want." If ZOS made it so DPS could not damage enemy players unless they were grouped, 95% of the people who support this change would immediately say no way.
The change would also undeniably strengthen the organized groups that people claim to hate and claim to want to see nerfed. If the PuGs can;t heal each other, they stand zero chance unless stacking in ridiculous numbers.
And even if you want to force PuGs to just randomly group up simply to get heals, it will still create idiotic situations where if one group is getting destroyed on a keep flag, their teammates from a different group still can;t support them. It's no longer AvAvA, it's just a glorified battleground with allies who are just in the way
If people couldn't do damage outside of a group then yes everyone would be upset. That is because the over arching point of any PvP scenario is to kill your enemy. Support roles are exactly that... Support. If you have a healer and your enemy doesn't you are at major advantage. Arguing they are the same is redundant in my opinion...
You act like there is nothing in between solo and group. Even in a duo you can take a much larger group. In a group of 24 you don't need healers as much because off all the cross healing, when you lose half of that it is noticible and roles become more important. Would you need healers in a trial if you could take 24 people and everyone was casting aoe heals?
Also in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
Why should players/customers care about any calculations in mmo they pay for? Simple question.
Cyrodiil should have never been a pvp area to start with. This game engine and the higher fidelity graphics and the size of that map are like mixing motor oil, carboard, and volcano ash to make a birthday cake. It just does not work.
Make Cyrodiil PVE in a new expansion and make Imperials great again. Create more PVP battlegrounds and some with larger player count for the PVP'ers with unique rewards and achievements.
RVRVR PVP is old hat and easily exploitable.
MasterSpatula wrote: »relentless_turnip wrote: »[snip]
Also in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
Because, as we all know, real-world combat medics are all using magic sticks.
Joy_Division wrote: »relentless_turnip wrote: »Joy_Division wrote: »relentless_turnip wrote: »i canot, under any circumstance, forward this opinion...
It renders Healers and support Roles utterly useless in Cyrodil. i repeat myself here, but it seems not everyone of the DD players (no offense) understands, how tremendous this impacts the rest of the viable options in PVP...
With less cross healing it also makes your role more important and sought after to anyone who knows what they're doing. I do appreciate it makes joining in less of a casual undertaking than someone just doing damage.
I would predict that if this was a permanent change then we would see group building become more important over time. It is just a numbers game at the moment and totally indescriminate. What I'm saying is the net effect will most likely be that support roles become more important, not less.
No group relies on ungrouped PuG healers so there isn't going to be a greater demand for their role. If I'm running solo, I'm running solo and it's not like I'm gonna all of a sudden put LF healer in zone chat to play.
All this change will do is force people who don't necessarily want to group or just want to hop in for an hour or so to group up just to play, which is not only dumb and constraining, but goes completely against the supposed mantra of "play as you want." If ZOS made it so DPS could not damage enemy players unless they were grouped, 95% of the people who support this change would immediately say no way.
The change would also undeniably strengthen the organized groups that people claim to hate and claim to want to see nerfed. If the PuGs can;t heal each other, they stand zero chance unless stacking in ridiculous numbers.
And even if you want to force PuGs to just randomly group up simply to get heals, it will still create idiotic situations where if one group is getting destroyed on a keep flag, their teammates from a different group still can;t support them. It's no longer AvAvA, it's just a glorified battleground with allies who are just in the way
If people couldn't do damage outside of a group then yes everyone would be upset. That is because the over arching point of any PvP scenario is to kill your enemy. Support roles are exactly that... Support. If you have a healer and your enemy doesn't you are at major advantage. Arguing they are the same is redundant in my opinion...
You act like there is nothing in between solo and group. Even in a duo you can take a much larger group. In a group of 24 you don't need healers as much because off all the cross healing, when you lose half of that it is noticible and roles become more important. Would you need healers in a trial if you could take 24 people and everyone was casting aoe heals?
Also in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
The overarching point of PvP is to win according to the match conditions. You score your Alliance zero points for killing a player. None. Damage, like healing, buffing, maneuver, strategy, etc., are just means to achieve that goal. DPS doesn't stand in its own special category and the players who DPS are not special snowflakes. If support roles are supposed to support then they should be able to do that for their alliance mates because, you know, they're in the same alliance working toward the same objective. This really isn't that hard. If DPS doesn't have any specific conditions to fulfill in order to do their thing (damage) then it would be inconsistent, not to mention idiotic and about as non-immersive as one could get to put such stipulations on healers and support.
Yes, you would need healers in trials even with 24 because healers do more than heal. They debuff the boss, restore resources to everyone, and buff the DPS so they do a lot more damage. If you have DPS throwing out heals and wearing non DPS sets, their damage drops precipitously and this creates a cascading effect because all these buffs stack with each other. Healers are important ... which is why ungroup PuGs need anything they can get if their going to stand a chance Vs organized groups, to say nothing of just not dying on the inner top floor as it is covered with meatbag debuffs, scattershot debuffs, and cold fire ballista. Anyone who thinks not healing the PuGs is a good idea is either the selfish DPS who gets salty when some healer does their job and deprives them of a KB or quite frankly doesn't pay any attention to what happens in scenarios like the top inner floor of a sieged keep. I doubt there are 10 players on PC-NA who have more oil killing blows than I do; I know exactly what goes on that top floor. Even as a templar who puts down healing ritual and casts heals in between pouring oils I still have to constantly rez people all. the. time. And now you and people like Fengrush think its a good idea to cut off all support to them. Wut? Or instead do people just want to impose how they think Cyrodiil ought to be played and everyone be damned?
As far as a battle scenario the medic heals EVERYONE - including the enemy - because:
- rules of war
- Hippocratic oath
- such actions might convince more of the enemy to surrender
- basic human decency
- why would they not heal their own teammate, duh? Except that somehow makes sense to people on these forums
@relentless_turnip
comparing the TAB target compat from WoW to the "action-combat" of ESO is kinda comparing apples to pears... besides that, "I think all skills need looking at and made single target where possible." does not work in ESO, since everything that affects someone besides you is categorized as AOE (cooldowns week one and two). and healing that only affects yourself is just flawed since it renders healers beyond useless in any environment... besides that, in WoW there are spells like tranquility, prayer of healing etc. which are clearly AoE, so its not all single target as you stated. such skills are essential to the role of a healer.
im not saying there should not be targetet healing in ESO, i kinda like the target heal from wardens, but there also needs to be some AoE for healers.
There's just one problem with this. If this current test was to be implemented, the only viable way to PvP would be to ball group. Not all of us have the time or energy to play this way and there is a lot of solo players who like to be the ad-hoc support/healer during sieges etc.
If cross healing is indeed the problem, why not make it so you can't receive the same heal more than once? We've all seen organised group streams and how they have 12 rapid regens stacked on their buff bars at all times. It's a bit silly.
Another thing would be dots and procs. If you're already affected by Hunter Venom proc, you shouldn't be able to receive another one until current runs out or you cleanse. Just the other day i got chased by a zerg and received 17 procs of Venomous Smite in 1 (ONE) second! The game couldn't keep up, so I was completely locked out of any skills, which is understandable. Receiving 34000 damage per second would not be survivable by any means regardless but it just shows, that the game can't keep up (on server I was obviously registered as deceased but in game I was still alive, until I was disconnected).
ZOS needs to consider their next move carefully.
Grianasteri wrote: »I am fairly sure that one of the main solutions that could improve laag and performance, would be investment in server space.
There I said it.
If too many complex calculations are causing issues... get more processing power...