My connection is occasionally a little laggy. Nothing major, but 50ms can sometimes become 300ms for a bit, which does cause lag. Manageable lag, but lag nonetheless.
In your experience, which of the current classes handles lag or lag spikes the best, and which the least? (In a PvE group setting at least.)
Comments
Trickster Rogue might be the worst, because some hard hits shred them like cole slaw.
Won't lag be a problem when you are the healer in, say, a heroic dungeon? I haven't healed in a higher level dungeon in NW, so this is very theoretical on my part and I don't know how quickly people go down, but in other MMOs where I healed, reaction time did matter in more difficult content.
No way to know that yet, but guardian fighter is probably safest, followed by the GWF, then cleric imo.
For MMOs you are right, but don't tell me the same for an FPS like BF3
He didn't...unless you're seeing some invisible words appear, in which case you may want to seek psychiatric help.
-= Dark Star Syndicate - Heavy RP, Dark Themes =-
Website ★ Recruitment
"Healing" in Neverwinter is better thought of as "Damage Mitigation." It far more proactive than it is reactionary which reduces the effects of lag significantly.
Forgemaster's Flame cast in divinity mode and Astral Seal are two of the primary heals it seems. FF is cast on CD as long as there's a mob around that won't die before the ticks finish and AS is just cast it on everything and maintain.
Cleric's really don't have any reactionary spike heals that lag would interfere with. If someone is on like 10% health the only person that can save them is themselves with a potion and positioning. You can heal them up slowly once they are safe and reduce the damage in the first place but you just don't have the ability to instantly save someone after things go wrong. Which is fair because they're the one who got hit by something they shouldn't have.
Things may change a bit at later levels (50-60) but it won't suddenly make cleric healing reactionary instead of proactive and damage prevention/mitigation oriented abilities.
I am just preventing....
if u are concerning solo lving, since theres no one tanking for u, GF with the best def should be best when lag. it's true theres some tank companions could hold the threat but as i remembered they could only hold 1 while mobs usually come as group of 4-5.
but if u are concerning dungeons, i would say CW best when lag. bcs dungeons mobs atk players who generate more threat. if the mob casts non-threat-concerning-aoe then everyone has the same chance to be hit. but except that, a ranged dps would be most safe. since u are lag, so your atk would be insufficient which lead a relatively lower threat compared to other players. so mobs wont atk u.
Cheers!
Look like you belong and the walls will change colour to match you."
- Kender Proverb
GF is probably worst because trying to block an incoming special is almost impossible. By the time you see the red outline and hit Shift the server has already decided you got hit regardless of what you see on screen. To the point where if you are currently blocking and see them launch a big hit, you can drop block and attack because the server has already decided you block. There is a complete desynch between what you see and what actually happens.
GWF is probably next worse because sprint seems to suffer more than dodge in lag.
Rogue next but overall fairly close to GWF.
Cleric and Wizard feel the most forgiving to high latency.
Melee characters almost make me bash my keyboard in frustration at the annoying situations that latency (and abilities that pin your character to a spot, whoever though that was a valid combat mechanic needs their head read) will cause. I get some of the same in the casters but far far less often.
I pretty much agree with burninator42's observations. Blocking with the GF was fine for me until they (correctly) switched it from client-side to server-side, so now the latency does make it hard. I notice this mostly in PvP where it is almost impossible to block anything in time, because by the time you see it, it already happened, and by the time the block command is registered, the damage is already applied. It is the right way of handling blocking (server-side), but yes, latency affects it more severely than any other ability in the game. It is better in PvE, at least for me (180-200ms, this may be different at 300+ms), because the attack animation of mobs (which are also more stationary) are telling.
I found the wizard to work well for me (I have two of those), partly because of how blink/teleport works. It moves you from location A to B without any travel time, so even if I see the red marker late due to latency, it just takes one key press (or in my case: mousewheel-up movement) to get out of that area. The Cleric would be second best, but due to how healing aggro works at the moment, the class has to always be on the move, which is harder if latency causes rubberbanding or makes you be in a different place than you see yourself on the screen.
My experience with the GWF and the TR are similar. They are playable, the GWF more so than he TR, with lag, but sprinting or rolling out of "stuff" takes longer than with the CW. PvP with the TR is difficult with latency because players don't really stand still.
All in all, I feel that the CW is the class that is least impacted by lag. I can do PvE and PvP fine with mine, and the range makes being in the exact right place and reacting at the exact time a little less required.