https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I usually don't say these kinds of things...
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Was also in that fight. It was pretty nuts, I remember at one point it had to been a good 20 seconds waiting for my heal to go off. You could tell all sides were just reduced to 1 spaming and praying to hit things and praying other people were not on top of them.
When that keep finally fell and the 3 groups went separate ways, oh man that was funny. Things were busted for a good whole 10 minutes while the server seemed to overcompensate or just not validate. I’ve never seen initiative costs & cool downs just not exist, or auto attack chains as quick as one whole attack. It was like URF for gw2.
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
It’s not just happening in t1, it’s happening in any area that has a ton of players, especially if there’s a fight involving all 3 sides. Smc is usually a good place to find it.
I just wanna blame all the conditions and boons flying around for this. XD
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“Game over man, Game Over!” – RIP Bill
im from eu and i dont understand whats happening with their servers
one day it can handle 2 60 man blobs fighting and few days later theres skill lag in 30v30
Getting it heavy in T2 also.
Pretty sure we’ve been asking for this to be prioritized for quite some time now.
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It comes in waves and I’ve been experiencing it on FA more frequently than normal since last week.
It’s most noticeable when I’m trying to use Ranger GS skill #3, Swoop. Because it’s a clunky skill to begin with that doesn’t always feel very fluent unless you’re on perfectly flat ground, the lag really becomes apparent when I try to cover some ground with this skill. I’ll have a half second, sometimes a full second delay before it fully goes off or it’ll feel like it didn’t take me as far as it should have.
Of course it happens with any skill on any profession, I just mean that this particular skill is a very good indicator that some skill lag is happening if it’s not quite enough to be sure. You know the lag where you think hm, is that delay or was that my imagination? That kind, lol.
Anyway yes, it has definitely been happening a lot lately and it’s very noticeable. I completely understand if there are 3 whole servers fighting in one small area that there might be some lag but when I’m all by myself with no one near me and large scale fights are effecting me across the map, something is probably wrong. Seems like any time I see orange swords pop up, I start to get some skill delay even if I’m no where near the battle.
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in desolation i have no problems with lags even if theres 100+ peeps fighting …just saying
They need to reduce the AOE/Cleave spamming, and then make some long aoe CD skilsl stronger to cover that,probably get also from 5 to 7 targets.
All the aoe+clevaes+condis calculation procs, with easy spam really rekts the game, i would apreciate more single targeted skills, less server load, and better fights.
(edited by Aeolus.3615)
The speed up is just insane. I was autohitting a 7man group with my rev on hammer, they went down in like 3 second. they couldnt even do kitten. Its ridiculous. LIke 3-4 Hammers flew around per second. Cmon Anet, stop using potatoe servers.
It’s the incoming LS3 bloatware…
The speed up is just insane. I was autohitting a 7man group with my rev on hammer, they went down in like 3 second. they couldnt even do kitten. Its ridiculous. LIke 3-4 Hammers flew around per second. Cmon Anet, stop using potatoe servers.
I was on ranger. Let me tell you, rapid fire was more along the lines of instant-fire lol. Thieves were recovering 3 initiative per second. Was just totally bonkers and probably worse than the lag itself.
Though as some posters reporting issues have said about regarding 1-2 seconds, which is whatever under heavy loads if it happens occasionally, the skill lag last night in the T1 fight was more along the lines of 10-15 seconds/not casting altogether – I’ve never seen it as bad as it was such that I think the subsequent speedup came from the system clock itself slowing down from either backup or heat from the strain.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
This sounds like an excellent way to crush the ridiculous blob’s and the bad tendency for them to form. Smaller groups, go go~~
;)
Jenna Gracen – Scrapper && Merit Sullivan – Guardian
Daenerys Ceridwen – Druid && Vexia Gracen – Chronomancer
The combat was made for 5v5. Don’t expect sweeping ch-ch-changes. Also brace yourselves for more direct damage and condi tick calculations from the deployable siege <3
Hopefully some of this is alleviated if they nerf the condi and boonshare cancer, though they more than likely need to upgrade their server hardware as well. That said, code optimization is not as simple as many might perceive it to be. Ensuring calculations are made in the correct order remains among top priorities for such a goal, and when you are dealing with something that is static (like the order of damage calculations), it can be difficult to find ways to optimize it beyond what you’ve already done.
What it really boils down to, though, is that they are receiving numerous inputs from numerous clients at different speeds/latencies. The server hardware must have the necessary I/O, processing power, and bandwidth to handle all of this going on at the same time. It’s not an easy feat, given the amount of data they are handling while all of this is going on.