I doubt the size of the area has impact on performance, it is the algorithm used to perform any check at all.
Besides, didn't ZOS say none of the tests had any real impact? The reason they kept the healing changes was to nerf cross healing, not to improve performance.
NeillMcAttack wrote: »I doubt the size of the area has impact on performance, it is the algorithm used to perform any check at all.
Besides, didn't ZOS say none of the tests had any real impact? The reason they kept the healing changes was to nerf cross healing, not to improve performance.
They said that there was an average of a 25% reduction in server spikes across all the tests. Which is pretty significant I’d say. The reason people make this claim it seems is because Gina continued and mentioned that it didn’t have a significant enough effect on the overall “player experience”, in that Cyro still isn’t where they would like it to be, and it requires further adjustments.
Greasytengu wrote: »Only if you reduce Damage ability AOE's radius as well.
Seriously, I swear you guys just hate healers. Did someone thwart your ganking?
Greasytengu wrote: »Only if you reduce Damage ability AOE's radius as well.
Seriously, I swear you guys just hate healers. Did someone thwart your ganking?
I doubt the size of the area has impact on performance, it is the algorithm used to perform any check at all.
Besides, didn't ZOS say none of the tests had any real impact? The reason they kept the healing changes was to nerf cross healing, not to improve performance.
Greasytengu wrote: »Only if you reduce Damage ability AOE's radius as well.
Seriously, I swear you guys just hate healers. Did someone thwart your ganking?
VaranisArano wrote: »I like bringing back cross heals for all manner of informal grouping situations, whether small or large scale. It made no sense that I can't heal alliance mates fighting at the same objective or repairing the same wall.
Maybe with range limits we'd even see less players claiming that PVP healers brainlessly spam AOE heals, but I won't hold my breath on that one.
Just be prepared that this suggestion will still impact ball groups much less than their PUG opponents. After all, that's one reason why ball groups pack themselves into a ball - to stay in the radius of their stacked support stacks and their dedicated heals. PUGs without voice comms naturally spread out a lot more. So limiting the radius of heals won't do much to my raid healer. Everyone I'm trying to heal is in close range of me most of the time. As for my PUG healer, most of my groupmates are, ah, doing their own thing farther away from me which limits their healing even with the current ranges.
So compared to where we are now, some limited range cross healing would be better for PUGs than no cross-healing.
But from where we used to be before the healing changes, some limited range cross-healing is going to hurt PUGs worse than ball groups, when PUGs were already at a healing disadvantage vs ball groups.
VaranisArano wrote: »I like bringing back cross heals for all manner of informal grouping situations, whether small or large scale. It made no sense that I can't heal alliance mates fighting at the same objective or repairing the same wall.
Maybe with range limits we'd even see less players claiming that PVP healers brainlessly spam AOE heals, but I won't hold my breath on that one.
Just be prepared that this suggestion will still impact ball groups much less than their PUG opponents. After all, that's one reason why ball groups pack themselves into a ball - to stay in the radius of their stacked support stacks and their dedicated heals. PUGs without voice comms naturally spread out a lot more. So limiting the radius of heals won't do much to my raid healer. Everyone I'm trying to heal is in close range of me most of the time. As for my PUG healer, most of my groupmates are, ah, doing their own thing farther away from me which limits their healing even with the current ranges.
So compared to where we are now, some limited range cross healing would be better for PUGs than no cross-healing.
But from where we used to be before the healing changes, some limited range cross-healing is going to hurt PUGs worse than ball groups, when PUGs were already at a healing disadvantage vs ball groups.
This is very true, ball groups by the very nature of balling up would be affected to a lesser degree than ungrouped people, or unorganized groups, BUT..
In my mind the most important skill of being in a ball group and not being Crown is the ability to stay on Crown. The second most important ability is to quickly get back on Crown when you get pulled off Crown. The most important ability of Crown is to not outrun your group. Staying together in a cohesive group is what makes it work, without that people get picked off and it falls apart. The most successful ball groups are the ones whose members stay on crown. The weaker ball groups have stragglers that can't keep up and get picked off before they can get back within the safety net of the Crown.
In essence what this would do is reduce the cast size area of that safety net by 75%. Now all those people following Crown would have to stay twice as close, and that margin of error starts getting very tight. The way it is now borders on too tight for some ball groups. Cut that radius in half and now more people in the ball are not close enough to get the heal/purge/buff. Tightening this safety net will have an impact.
Right now you could have a healer 14 meters south of Crown and a DPS 14 meters north of crown in need of a heal, and that DPS would get the heal. Reducing that radius by half means now that DPS has to be within 7 meters of Crown and the healer also within 7 meters of crown (if Crown is centered in group), or at least within 14 meters of the DPS in need of that heal (If Crown is on the edge of group). Doing this reduces the area of the safety net by 75% which I think ball groups would find very significant.
I'm surprised they didn't try this in their tests, it would be less of a pain in the ass to adapt to than ability cooldowns.
It's almost as if they weren't focused on healing being self-evidently bad, and that's just a popular scapegoat in an echo chamber or two. 🤔
VaranisArano wrote: »I'm surprised they didn't try this in their tests, it would be less of a pain in the ass to adapt to than ability cooldowns.
It's almost as if they weren't focused on healing being self-evidently bad, and that's just a popular scapegoat in an echo chamber or two. 🤔
In their defense, I think they were more concerned with testing ways to reduce AOE spam. If you reduce my heal radius, I'm going to have to cast more AOE heals to cope.
VaranisArano wrote: »I'm surprised they didn't try this in their tests, it would be less of a pain in the ass to adapt to than ability cooldowns.
It's almost as if they weren't focused on healing being self-evidently bad, and that's just a popular scapegoat in an echo chamber or two. 🤔
In their defense, I think they were more concerned with testing ways to reduce AOE spam. If you reduce my heal radius, I'm going to have to cast more AOE heals to cope.
VaranisArano wrote: »I'm surprised they didn't try this in their tests, it would be less of a pain in the ass to adapt to than ability cooldowns.
It's almost as if they weren't focused on healing being self-evidently bad, and that's just a popular scapegoat in an echo chamber or two. 🤔
In their defense, I think they were more concerned with testing ways to reduce AOE spam. If you reduce my heal radius, I'm going to have to cast more AOE heals to cope.
It is a compromise between where we are now and where we were. How much rapids spam is there currently to keep a 12 man group layered 3 or 4 deep combined with purging, buffing, and other heal spam? Can it really get any worse? Serious question there.
VaranisArano wrote: »VaranisArano wrote: »I'm surprised they didn't try this in their tests, it would be less of a pain in the ass to adapt to than ability cooldowns.
It's almost as if they weren't focused on healing being self-evidently bad, and that's just a popular scapegoat in an echo chamber or two. 🤔
In their defense, I think they were more concerned with testing ways to reduce AOE spam. If you reduce my heal radius, I'm going to have to cast more AOE heals to cope.
It is a compromise between where we are now and where we were. How much rapids spam is there currently to keep a 12 man group layered 3 or 4 deep combined with purging, buffing, and other heal spam? Can it really get any worse? Serious question there.
In that comment, I was speaking to why ZOS didn't test reduced heal range in the first round of testing. They were trying a lot of things to reduce AOE spamming which they thought was the major culprit causing performance issues, including putting cooldowns on AOEs. That's a hard reduction on the number of AOE heals cast...but it turns out that reducing the amount of AOEs cast didn't make a big overall difference in Cyrodiil performance. That's confirmed by ZOS not touching the biggest source of AOE spam in Cyrodiil: ball groups.
Since their initial hypothesis failed, that means ZOS is likely to look in other directions for the second round of tests. Those might just include looking at reduced healing range in order to reduce calculations. I think it would make for a good test when ZOS restarts testing and I'd be willing to give it a try.
It will only favor ballgroups which are already dominate everything. *** no