Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
rlindsey912nub18_ESO wrote: »This is coming from a solo player who’s played the game for 10 I absolutely do not care about my healing being gutted if it means I can kill the guy im fighting . Healing and shield stacking needs to be nuked those two things alone are not to suppose to keep you alive forever players have gotten lazy with doing the absolute bare minimum to stay alive and I don’t know if healers realize this yet but this nerf makes you even more valuable than you were before players being able to heal themselves less means your healing matters now
rlindsey912nub18_ESO wrote: »This is coming from a solo player who’s played the game for 10 I absolutely do not care about my healing being gutted if it means I can kill the guy im fighting . Healing and shield stacking needs to be nuked those two things alone are not to suppose to keep you alive forever players have gotten lazy with doing the absolute bare minimum to stay alive and I don’t know if healers realize this yet but this nerf makes you even more valuable than you were before players being able to heal themselves less means your healing matters now
Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
Thats just one of the causes of the performances issues. it isnt the only one.
MeridiaFavorsMe wrote: »HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
MeridiaFavorsMe wrote: »HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except ZOS's tests have shown that server calcs are the problem. I don't know how many ways I can tell you the same thing.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
MeridiaFavorsMe wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
You’re still hyper-focusing on one slice of the problem and pretending the rest of the pizza doesn’t exist. Yes, stacking rules changed. Yes, player kits are denser now. That doesn’t automatically mean HoTs are the primary villain.
The game has added layers upon layers of systems since then: proc sets firing conditionally, cross-heals, cross-buffs, scaling shields, CP passives, status effects, synergies, mythics, scripted set logic, and constant buff/debuff recalculation. A solo player walking around with ~20 active buffs today would’ve been unthinkable back then.
MeridiaFavorsMe wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
You’re still hyper-focusing on one slice of the problem and pretending the rest of the pizza doesn’t exist. Yes, stacking rules changed. Yes, player kits are denser now. That doesn’t automatically mean HoTs are the primary villain.
The game has added layers upon layers of systems since then: proc sets firing conditionally, cross-heals, cross-buffs, scaling shields, CP passives, status effects, synergies, mythics, scripted set logic, and constant buff/debuff recalculation. A solo player walking around with ~20 active buffs today would’ve been unthinkable back then.
MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
Artisian0001 wrote: »The main issue of Cyrodiil nowdays are the playstyles enabled overimte by the game itself. When I first joined Cyrodiil, I found a place of freedom, in which everyone brings what they have, and fight together as an alliance for a purpose ( campaign results). Groups were merely 24 random people, among which maybe some friends, simply grouping to go together somewhere for a purpose (take an objective, help their alliance, fight along side each other). It was because of ballgroups that the original nr of grouping in Cyrodiil was reduced.
Nowdays we have so called "organized groups" from 4 to 12, functioning exactly like trial groups - and I do not mean in terms of what they wear or what they do - no, they are indeed very pvp organized. But the mentality of these groups is 100% driven by said trial groups. They even have schedules for when to play together. Fine and well - for them. Some are even decent enough to admit their playstyle is special, and only fight other balls, but the majority - for now it's a well-spread trend - would just run over anyone still daring to play freely. Pretty sure there are special requirements to be in any of these groups - exactly like in "serious trial groups". And the sad part? I see nowdays they are even reffered to as "groups" - simply. As if that is the only variety of groups existing in Cyrodiil.
I'll take anything helping downgrade these types of groups. And if complaints arise? Consider the spread-amount of this trend which led to this situation to begin with. For a free Cyrodiil!
I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
Artisian0001 wrote: »The main issue of Cyrodiil nowdays are the playstyles enabled overimte by the game itself. When I first joined Cyrodiil, I found a place of freedom, in which everyone brings what they have, and fight together as an alliance for a purpose ( campaign results). Groups were merely 24 random people, among which maybe some friends, simply grouping to go together somewhere for a purpose (take an objective, help their alliance, fight along side each other). It was because of ballgroups that the original nr of grouping in Cyrodiil was reduced.
Nowdays we have so called "organized groups" from 4 to 12, functioning exactly like trial groups - and I do not mean in terms of what they wear or what they do - no, they are indeed very pvp organized. But the mentality of these groups is 100% driven by said trial groups. They even have schedules for when to play together. Fine and well - for them. Some are even decent enough to admit their playstyle is special, and only fight other balls, but the majority - for now it's a well-spread trend - would just run over anyone still daring to play freely. Pretty sure there are special requirements to be in any of these groups - exactly like in "serious trial groups". And the sad part? I see nowdays they are even reffered to as "groups" - simply. As if that is the only variety of groups existing in Cyrodiil.
I'll take anything helping downgrade these types of groups. And if complaints arise? Consider the spread-amount of this trend which led to this situation to begin with. For a free Cyrodiil!
I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
First year Cyrodiil had 10 campaigns with 300 players per faction while now PC can get only one campaign with 120 players full and on Console not even that so over 90% of players have left because of changes as most changes made PvP not better but worse. First year Cyrodiil was played and liked by more than 10 times more players than current Cyrodiil.
Sticking to Vengeance is bad advice when it is currently not available and you want prevent ZOS from ever making it available again.
When 24 man groups existet most of them were PUGs not coordinating anything. Only a small minority of groups were ballgroups and the group sets they had were less and much weaker back then.
Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
They have stacked for longer than they haven't and the game was most popular when they did, so what even is the argument?
Artisian0001 wrote: »The main issue of Cyrodiil nowdays are the playstyles enabled overimte by the game itself. When I first joined Cyrodiil, I found a place of freedom, in which everyone brings what they have, and fight together as an alliance for a purpose ( campaign results). Groups were merely 24 random people, among which maybe some friends, simply grouping to go together somewhere for a purpose (take an objective, help their alliance, fight along side each other). It was because of ballgroups that the original nr of grouping in Cyrodiil was reduced.
Nowdays we have so called "organized groups" from 4 to 12, functioning exactly like trial groups - and I do not mean in terms of what they wear or what they do - no, they are indeed very pvp organized. But the mentality of these groups is 100% driven by said trial groups. They even have schedules for when to play together. Fine and well - for them. Some are even decent enough to admit their playstyle is special, and only fight other balls, but the majority - for now it's a well-spread trend - would just run over anyone still daring to play freely. Pretty sure there are special requirements to be in any of these groups - exactly like in "serious trial groups". And the sad part? I see nowdays they are even reffered to as "groups" - simply. As if that is the only variety of groups existing in Cyrodiil.
I'll take anything helping downgrade these types of groups. And if complaints arise? Consider the spread-amount of this trend which led to this situation to begin with. For a free Cyrodiil!
I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
First year Cyrodiil had 10 campaigns with 300 players per faction while now PC can get only one campaign with 120 players full and on Console not even that so over 90% of players have left because of changes as most changes made PvP not better but worse. First year Cyrodiil was played and liked by more than 10 times more players than current Cyrodiil.
Sticking to Vengeance is bad advice when it is currently not available and you want prevent ZOS from ever making it available again.
When 24 man groups existet most of them were PUGs not coordinating anything. Only a small minority of groups were ballgroups and the group sets they had were less and much weaker back then.
MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
They have stacked for longer than they haven't and the game was most popular when they did, so what even is the argument?
Debatable on those claims, you and I simply dont have the numbers to even prove that or disprove that. Pointless bringing it up.
Popularity does not equate to performance. Even if you could prove that pvp popularity was better after and flourished following (which we all know it hasn't or we wouldn't be talking about performance for the past 10+ years)
The arguments is reducing part of a known numerical performance problem by an exponential amount while hardly affecting average player experience instead of adding to it with a blanket "fix" that doesn't even hit their intended target.
I don’t think this change will reduce calculations and I don’t think the change is made for that reason.
I see this change as a test, to see if it is possible to reduce the power gap between experienced players in good ball groups and inexperienced player testing pvp.
Most players don’t want to put in the effort needed to learn to play the way a ball group play. I think the players new to pvp expects to die a lot, but having no realistic chance to win, is not fun. Thus, the power gap must be reduced, if we want more people to come to cyro and learn to play pvp.
I don’t think this change will reduce calculations and I don’t think the change is made for that reason.
I see this change as a test, to see if it is possible to reduce the power gap between experienced players in good ball groups and inexperienced player testing pvp.
Most players don’t want to put in the effort needed to learn to play the way a ball group play. I think the players new to pvp expects to die a lot, but having no realistic chance to win, is not fun. Thus, the power gap must be reduced, if we want more people to come to cyro and learn to play pvp.
Teeba_Shei wrote: »I don’t think this change will reduce calculations and I don’t think the change is made for that reason.
I see this change as a test, to see if it is possible to reduce the power gap between experienced players in good ball groups and inexperienced player testing pvp.
Most players don’t want to put in the effort needed to learn to play the way a ball group play. I think the players new to pvp expects to die a lot, but having no realistic chance to win, is not fun. Thus, the power gap must be reduced, if we want more people to come to cyro and learn to play pvp.
The problem with this change is that it doesn't just impact experienced players in ball groups. It will also impact the inexperienced players. This change is effectively just going to make battle spirit a 75% healing debuff.
Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
They have stacked for longer than they haven't and the game was most popular when they did, so what even is the argument?
Debatable on those claims, you and I simply dont have the numbers to even prove that or disprove that. Pointless bringing it up.
Popularity does not equate to performance. Even if you could prove that pvp popularity was better after and flourished following (which we all know it hasn't or we wouldn't be talking about performance for the past 10+ years)
The arguments is reducing part of a known numerical performance problem by an exponential amount while hardly affecting average player experience instead of adding to it with a blanket "fix" that doesn't even hit their intended target.
It isn't debatable you can use sources from platforms that release numbers which are representative of the larger population, at least on PC. Popularity doesn't equate to performance but then you have to show how HoTs and DoTs that are sticky(the ones contributing to the nerf) are the ones causing these issues moreso than others which they have never shown. I have watched groups of 12 fight other groups of 12 open field within the last 2 months and there is no lag at all during those. The lag has only ever existed when giant groups of people sit around fighting, rezzing each other, rezzing at camps, and continuing the fight for a long period of time, or groups of 50 people are in one area like volendrung or emp keeps.
MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
They have stacked for longer than they haven't and the game was most popular when they did, so what even is the argument?
Debatable on those claims, you and I simply dont have the numbers to even prove that or disprove that. Pointless bringing it up.
Popularity does not equate to performance. Even if you could prove that pvp popularity was better after and flourished following (which we all know it hasn't or we wouldn't be talking about performance for the past 10+ years)
The arguments is reducing part of a known numerical performance problem by an exponential amount while hardly affecting average player experience instead of adding to it with a blanket "fix" that doesn't even hit their intended target.
It isn't debatable you can use sources from platforms that release numbers which are representative of the larger population, at least on PC. Popularity doesn't equate to performance but then you have to show how HoTs and DoTs that are sticky(the ones contributing to the nerf) are the ones causing these issues moreso than others which they have never shown. I have watched groups of 12 fight other groups of 12 open field within the last 2 months and there is no lag at all during those. The lag has only ever existed when giant groups of people sit around fighting, rezzing each other, rezzing at camps, and continuing the fight for a long period of time, or groups of 50 people are in one area like volendrung or emp keeps.
If you are talking about steamcharts.....yeah thats for steam ESO early on was primarily sold through TESO's website. Again you do not have numbers.......even if we did we dont have the PVP population trends to even continue this line of debate on the PVP issues across time.
I did already show how hots contribute to more calculations, its simple math.
X = number of players
Y = number of hots
Assume both X and Y are the same value greater than 0.
Nonstacking is X*Y
Stacking is X*X*Y
There is no possible scenario mathematically where stacking is better than nonstacking in terms of calculations.
MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.
ZOS own tests show it is the root cause of the performance issues. Multiple HoTs and competing DoTs are a massive amount of server calcs.
HoTs and DoTs have existed forever without this level of performance dumpster fire. Blaming combat math is an easy scapegoat when server architecture, population spikes, and years of layered systems are the real suspects.
Except hots, dots, and effects used to not stack lol. At the same time we had maybe half the skills in the current game. Meaning during large pvp singularity events hots were a finite number, not infinitely stacking based on the population of the singularity.
We are talking if 5 hots are in the game that dont stack we take the number of players X * 5 and this is the possible number of calcs happening in a large group fight.
With infinite stacking we have this multiplied times the number of people. X * X * 5 which is what we see in current ballgroups stacking as many BIS hots and shields as possible.
Removing an exponential component is far better for performance than adding another component checking EVERY SINGLE HOT calculation in the game.
They have stacked for longer than they haven't and the game was most popular when they did, so what even is the argument?
Debatable on those claims, you and I simply dont have the numbers to even prove that or disprove that. Pointless bringing it up.
Popularity does not equate to performance. Even if you could prove that pvp popularity was better after and flourished following (which we all know it hasn't or we wouldn't be talking about performance for the past 10+ years)
The arguments is reducing part of a known numerical performance problem by an exponential amount while hardly affecting average player experience instead of adding to it with a blanket "fix" that doesn't even hit their intended target.
It isn't debatable you can use sources from platforms that release numbers which are representative of the larger population, at least on PC. Popularity doesn't equate to performance but then you have to show how HoTs and DoTs that are sticky(the ones contributing to the nerf) are the ones causing these issues moreso than others which they have never shown. I have watched groups of 12 fight other groups of 12 open field within the last 2 months and there is no lag at all during those. The lag has only ever existed when giant groups of people sit around fighting, rezzing each other, rezzing at camps, and continuing the fight for a long period of time, or groups of 50 people are in one area like volendrung or emp keeps.
If you are talking about steamcharts.....yeah thats for steam ESO early on was primarily sold through TESO's website. Again you do not have numbers.......even if we did we dont have the PVP population trends to even continue this line of debate on the PVP issues across time.
I did already show how hots contribute to more calculations, its simple math.
X = number of players
Y = number of hots
Assume both X and Y are the same value greater than 0.
Nonstacking is X*Y
Stacking is X*X*Y
There is no possible scenario mathematically where stacking is better than nonstacking in terms of calculations.