colossalvoids wrote: »It lagged substantially less in "choke point" situations.
SundarahFr3akinrican wrote: »colossalvoids wrote: »It lagged substantially less in "choke point" situations.
Why dont they just run with that then? get rid of CP campaign.
BGs already dont have CP. CP also just makes people make ridiculous builds as well.
MincMincMinc wrote: »It definitely lagged less, but we are comparing very different demographics. Nocp never really had the taxing ballgroupers. Much like how we notice during MyM events it seems like all the servers lag less.....because the server is full of noobs who only light attack with half filled out builds.
Yeah this, it would still lag badly wherever a dense concentration of players were spamming skills, that just didn't happen as often on a less popular game mode. Ironically it was unpopular for the same reasons Vengeance is now being criticized. Terrible build diversity (mostly Beekeeper hp regen tanks), defense outpacing offense turning it into a player count tank-heal-zerg meta.WaywardArgonian wrote: »Yes, they did. The extremes were less than Gray Host at its worst, but no-CP could still get to a state where it felt similarly unplayable with the amount of skill delay. Even no-proc could lag out pretty bad, but often didn't simply because the population was much lower than in Gray Host or the old Ravenwatch.
On PCEU, it was the most popular mode until they botched the no-proc implementation, but it still lagged majorly before and after. Skills not firing, infinite loading screens, everyone stuck in place on your client, random loading screens that lasted minutes when a keep changed sides, etc.
Dunno if EU handled it different but on NA they never bothered releasing a list of sets that worked with the new rules, nor did the game warn players if their sets were disabled.SundarahFr3akinrican wrote: »How'd they botch the no proc implemenation?