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Cross healing maybe be one of several contributoring factors to lag in Cyrodiil.

  • Crash427
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    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
    anitajoneb17_ESO
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    nwKDXfq.png
  • Gorreck
    Gorreck
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    Yes
    So Healers are the cause of the lag?

    Well good thing that ROTPO is coming out.



    When they broke grouping in Cyrodill for 2 weeks (accidentally) lag largely went away. YMMV.
  • Ehym
    Ehym
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    Ball groups are flourishing in this current test. Only proponents of that style of ‘gameplay’ would support this test.
  • vamp_emily
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    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.

    If you want a friend, get a dog.
    AW Rank: Grand Warlord 1 ( level 49)

  • BigBragg
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    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.

    Over the weekend was last weeks tests.
  • idk
    idk
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    Other.
    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.

    So well said.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Crash427 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

    Jokes aside, you will never eliminate zergs. EVERYONE zergs from time to time, and anyone that claims they don't is delusional (or simply repairs walls). Not because they are part of some massive group, but because people are always going to look at the map, see where the action is, and go there. Cyrodiil is designed to be zerg warfare.

    Ball groups are a bit of a different issue. Zerg does not equal Ball group. It is unfortunate, because running in a really good ball group does take skill, coordination, planning, etc. Some of the best and most fun fights I have ever been in are ball group vs ball group.

    That said, as long as grouping is allowed, people will try to run ball groups. That is why group size needs severely capped. I am 100% convinced that ball groups are the primary source of lag in PVP. Restricting skills to only affect your group members AND simultaneously limiting group size is the only thing that is going to put a dent in the lag, unless Bill Gates decides to throw down on new servers from this century. That is because it's the only way to limit the number of calculations the servers have to deal with when you cast skills with friendlies in the vicinity, which there nearly always are.
  • idk
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    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"

    Heck, OP did not even give us a real "no" answer but one that clearly shows everything from the opinion stated in the title to the poll is intended to be a biased poll showing how much they follow Fengrush.

    Zos is smart enough to ignore such polls because of useless information is.
  • Raideen
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    No, I'd rather the game be overburdened and laggy then have this test go live even if it kills the game and destroys it with overburdening calculations.
    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
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    [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.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Sililos
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    Oh goodie lets blame healers more!

    Im not looking forward to getting bitched at when i cant keep a group alive in Cyro because you guys got us nerfed into the ground.

    So do us a favor, come up with a fix without making my spec viewed as even less useful/worth playing, the lack of loot in many places, the getting blamed by the guy standing in fire dieing due to us 'not healing him enough', the sudden long cooldowns on heals in Cyro without any form of compensation (I.E maybe replacing out AOE heals with HOT's) is all bad enough as it is.

    We are not here too be abused and blamed for literally everything! (And now lag too).
    Edited by Sililos on October 7, 2020 11:36PM
  • idk
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    Xuhora 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?

    This is a great question. Besides the fact that one player cannot actually have heals going on 100 characters at the same time, but a wise and well-trained medic with 100 soldiers in their sight will not restrict themselves, nor be restricted. to the small group they are attached to. They will heal any and all allies based on the training they have received.
  • Khaleesi8688
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    This is the worst lag I've experienced in a while tonight. Skills need to be clicked over and over, literally can't sprint even on foot....what is going on?
  • FlaviusPK
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    Why should players/customers care about any calculations in mmo they pay for? Simple question.
  • rpa
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    FlaviusPK wrote: »
    Why should players/customers care about any calculations in mmo they pay for? Simple question.

    Because developers of this mmo have not yet figured out how to make service scale up with number of players with resources given them by management. Not that players can do anything for that but stop playing.

    Edited by rpa on October 8, 2020 3:14AM
  • techyeshic
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    I dont think the group size limit helps performance much. I dont think it hurts ball groups as much as people think. There just are more of them for the ones that took it up to 24 running tight. If they want to address the current strength of ball groups and not hit bugs so hard, they should reduce HOT stacks and put a CD on being purged rather than casting purge or otherwise reduce the ability to immediately cleanse masses of players
  • Pauls
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    Biased poll and worshipping of some streamer, why this thread still non locked?
  • Joy_Division
    Joy_Division
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    Other.
    Xuhora 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
    Edited by Joy_Division on October 8, 2020 4:28AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • ne.ga.kurai_ESO
    ne.ga.kurai_ESO
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    FlaviusPK wrote: »
    Why should players/customers care about any calculations in mmo they pay for? Simple question.

    No one has been able to make large format PvP happen since DAoC. WoW,GW2,WAR,SWTOR and I’m assuming many more I haven’t played have tried.

    ESO’s engine wasn’t built from the ground up to handle what we expect of it.

    I hate to defend them but they are trying to do the impossible here. Updating the “server” will likely not fix the issue since it has been here since launch.

    We care because we want this flawed (sometimes enjoyable) bucket of bolts to occasionally activate skills when we push a button.

  • relentless_turnip
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    Other.
    Raideen wrote: »
    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.

    How about they just give us what was promised?
    [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.

    Fair enough, name another mmo where your healing spells check the health of 100 people?
  • relentless_turnip
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    Xuhora 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

    Clearly we have our own biased. I think all skills need looking at and made single target where possible. I have never played a healer in this game, but did in WOW. In wow you had to target players this is so much less taxing on the server. I don't even know if it would be possible in this game, but something need to give. I have slotted support skills and obviously my own buffs and hots are often shared when I would rather they weren't.

    At the moment the ironically named smart healing will check 100 players in a radius and with most players spamming these trying to heal them selves or a near by ally the amount of calculations on these alone is nearly inconceivable. Damage aoe is checking in a cone in front of the player or a small circle around the player. As I said I think this should be reduced too, but isn't as taxing heals, buff and hots IMO.

    We all know ZOS have made dramatic behind the scenes changes that we have seen from one patch to the next be far more detrimental to performance than anything being discussed in this thread. We also know this is completely off the table in terms of discussion with them and they will never revert changes that have harmed performance.
  • geonsocal
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    confirmed: it is and forever has been (and forever will be) - the healers fault...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Xuhora
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    No, I'd rather the game be overburdened and laggy then have this test go live even if it kills the game and destroys it with overburdening calculations.
    @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.
  • red_emu
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    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.
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • Ysbriel
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    Other.
    Didn’t know Fenrush stated that but anyways i think the cross healing and group changes for Cyrodiil should had been implemented way earlier. It would has saved us from some of the nerfs that have been put in place. I haven’t stepped into Cyrodiil or imperial city after the PvP event only to buys some items there and i have been experiencing high ping and some lag in the overland including while im by myself decorating my Psijic Villa.
  • relentless_turnip
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    Xuhora wrote: »
    @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.

    I have said I'm not sure it is possible, but my point was radius checks need examining. Heals, hots and buffs do the greatest radius check every time they are activated. So without a doubt will be causing the most amount of calculations in a large scale fight.

    I am also saying that the healing role is already pretty redundant as everyone is healing everyone whether they want to or not. Healing should be limited to a group or have a much smaller radius check. The latter would mean you couldn't heal from a safe distance.

    I have previously suggested to add an option(in settings) to switch off buff sharing. Meaning players can opt out of sharing their heals, hots and buffs with their group and will no longer be accidentally causing radius checks. It will also make having a healer a massive advantage. They could then implement the final test where if more than 3 people(for example) have shared buffs switched on the whole group gains cooldowns and escalating costs. This makes room for dedicated healers IMO and reduces radius checks. You could then have an unlimited size group as long as there was a limit on buff sharing members.

    I definitely do not want tab targeting in any role, but I do believe healing should be more than mindlessly tapping rapid regen. Keeping healing to a group does that to a degree as you can easily monitor your allies health and takes the mindlessness out of it a bit.

    The same can be said for AOE damage when you can just run into a group and mindlessly spam skills hoping to hit anyone. Yes I believe AOE needs drastically reducing where ever it can be. If I learnt anything from the week 1 test it is that single target combat was a lot more engaging, challenging and performant.
  • relentless_turnip
    relentless_turnip
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    Other.
    red_emu wrote: »
    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.

    I am an absolute advocate for this idea also! but the radius check still needs limitations as it still has to check 100 or so players sometimes. So limiting buffs to groups or shrinking the radius would still be necessary IMO.
  • Grianasteri
    Grianasteri
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    Yes
    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...
  • Bashev
    Bashev
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    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...

    Only if it was that simple. ZoS are trying to fix the performance the last 2 years and I cannot deny that they try. It is not successfully but they try. If you calculate how much money were wasted in these tries (in form of salaries, missing opportunity to use these developers for something else, losing customers because of bad performance and so on). Dont you think that the people on top will not calculate how much it will cost to increase the server power vs these attempts? I really doubt that the best servers will cost more than what ZoS spent in the last 2 years.
    Because I can!
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