What are the best classes for high ping?

  • The rubberbanding that I spoke of when playing solo wasn't remotely related to rendering issues as I know for certain that the specs of the PC I'm using to play the game has much more processing power required to run the game. Even then, in single player scenario a peer-to-peer connection theory is invalid as there is no peer available since all the games that do peer-to-peer group peers up in different sessions (a.k.a parties/instances in this case). If you really want to force the peer to peer theory then in a single player party scenario the peers are virtually you and the server.


    In a single player instance scenario, the basic practice in network security would require the server to validate character HP and coordinates for every action that occurs in the game. This way the client cannot cheat simply by freezing a portion of the process's memory. This is the main cause of the so-called "lag spikes" that we are used to, one where you are at A at time X but suddenly jerked back to location B that you were at X-2 (as an example). This lag spike happens because the client pre-process your movement/action as "approved" before receiving an acknowledgement from the server, and however received a signal from server that such movement/action was not allowed.


    One of the indications of such a protocol took place is the damage indicator, sometimes it will appear ASAP (because that's as fast as we can perceived) while others delayed for maybe half a second or a second. You can argue (but whether it's true or not is not certain) that this is due to the local computer's own delay, but you can just unplug/turn off your internet midway in a dungeon then go hit the mobs a few times, no damage indication will pop up -> this clearly prove that no damage will take place without the server's approval. A lot of rendering and computing elements will be done on client side but things such as damage/hit point will most likely be done on server side. In peer to peer the movement of other characters will most likely be pinged to your client at the same time it pinged to the server so that your client can pre-process it to create a "smoother" experience. The only true peer to peer games are the ones originally meant to be played as a single player game, such as darksoul or monster hunter (please simply imaging playing with your friend through LAN).


    TLDR: for ping 100-200 players the only thing that should be affecting them due to their ping (assuming the servers work as intended) will be a slight delay in damage/hp updates and invulnerability skills being a bit off while they will be able to move like normal and skill effects/usage remain unaffects as cooldown isn't that big of a deal because you are not using skills every 1-2 seconds (a 0.5s increase in a 10s cd still will most likely go unnoticed).

  • PhoenixShi
    I know there are some system that uses CDN setup for smoother game play for users from different parts of the world. I was just curious if this game was setup this way that's all.

    Thanks, I'll test it out.

  • I've seen many people claim some problem can't possibly be related to how well some game runs on their system, because of how great their system is, only for it to turn out to be the case, as the game wasn't optimized well, and/or conflicts with something on their system. No matter how well above the requirements you feel your system is, you could still have problems. Then if you were running into that in town, that is where you're playing on the servers.


    The basic example of peer to peer games are not single player games, but multiplayer games sold as a product, rather than provided as a service. The Borderlands games for instance would be examples of peer to peer games, then when played through Steam, can make use of Steam services to find other players, and monitor some actions made in game, like you getting achievements.


    Your damage example could easily just be that you missed, rather than it being something else, or maybe rather than waiting to only register kills, it does go a bit further to register damage too, as an added security measure (Path of Exile devs insisted on making the game run off of their servers, as a measure to limit cheating from what I remember them saying back in beta). The rest just comes off as you trying to make things more complicated, or more complicated sounding than it needs to be. I've yet to see any rubberbanding, or lag when playing solo by the way, and only server issues I've had were when getting disconnected, the NA server not showing up, not seeing my characters in character select, and those sort of things. Given how many constant problems the NA server in particular has been having, if every action did need to get processed by the servers, the game likely would have been pretty unplayable for everyone thus far. Even if you say that's just the login servers, while other servers are used for the game, it'd still stand to reason that the game servers would be facing a rather constant heavy load, resulting in rather constant noticeable lag, like I've seen in open world MMOs.

  • I'm not facing any problem with high ping, tbh. Just do whatever floats your boat.

    How much ping are you playing with.

    Do you not get rubberbanding issues when playing melee classes?

    no you need to learn how to dodge , and gitgud

    Easy to say, but although dodging sooner sometimes works, it sometimes just kills you anyways. It's not always smooth.

    I normally wouldn't mind but in this game getting hit once can mean death.

  • erwin: needs decent ping, as he's a close-combat character. his aerial shots skill is a bread-and-butter skill that you will use all the time, and it needs precise positioning to hit the enemy, which will be hard with high ping. his ultimate will miss if enemies are too close, and with high ping it might be hard to know what's the real distance between you and enemies


    lily: not as much affected, as her best damaging skill, tornado, has lock-on and will follow the enemies automatically. all other lily damaging skills are so mediocre it doesn't really matter


    haru: she's hard to play with high ping, as her skills need good aiming, but two of her most damaging endgame skills are AoE type so it doesn't matter too much in the end


    stella: ping is not a big problem for her