James-Wayne wrote: »Remember ZOS has stats that we do not and the change being so slow is probably because there are TONS of players with a very low AP rating.
The change is low because they need to balance things out especially for console players who lacked the one year of play time in PvP to rank up quickly using exploit methods.
silentgecko wrote: »As a PvE Player:
I love the changes to the AP requirements!
Because i never liked the PvP in ESO, and my max ava rank on live on my chars is Rank 6. and this only for warhorn.
I hate it, when i'm forced to do stuff that i don't like, but i have no other choice to.
As a pve player, getting the magicka detonation is like going through hell. i have to play a lot of hours, just to get a single step further to it.
with the new change i can go to cyrodiil and get it in a few hours, and done.
For all this PvP players who don't play PvE: The Magicka Deto is nearly a must have skill for every progression player in trials.
as a suggestion:
Increase the needed AP for a higher rank after reaching the max on the skill line. Then everyone can use the skills with a little bit of farming, but you won't get the higher ava ranks without PvPing
leepalmer95 wrote: »
But hey if your nerfing grinding, lets nerf mage/fighters/undaunted/lvl1-50 grind/v1-16 grind while where there by 90%?
Seems fair.
xskinzcity wrote: »Great now were gonna have low ranked pvp players balling through cyrodill with proxi det spam and lagging out the servers.
leepalmer95 wrote: »
But hey if your nerfing grinding, lets nerf mage/fighters/undaunted/lvl1-50 grind/v1-16 grind while where there by 90%?
Seems fair.
Do you really want to compare this with the undaunted grind?
It takes 1500 undaunted points to get to rank 10 in the undaunted skill line. You get 500 of those points for completing the dungeons for the first time + some speed/no-death achievements. That means you only need to get 1000 undaunted points from the dailies.
You get 30 undaunted points for doing silver + gold. That means you need to do 1000/30=33.333 silver+gold quests.
An average group should be able to this in 45min so thats 25hours of doing undaunted quests.
Now lets compare this to the assault skill line. You need to get 1624000 AP to unlock the last active ability (prox det).
An average player gets like 20k AP/hour? Yes, i know its possible to do more but i doubt the average player is able to achieve much higher gains per hour. So at 20k AP/hour it takes 81hours till you have prox det.
Im not in favor of reducing the AP required by 90% but the current situation is not quite fair either compared to the time it takes to level undaunted.
leepalmer95 wrote: »
So why isn't that fair? Pvp players have to level everything to get pve skills? Mage/fighters/undaunted. There all a lot easier to get then pvp skills.
Yeah it's fair to reduce the AP, but not by this much. I put this in one of the other threads on this, but I think it's a good example of comparison to Fighters Guild:Yes, you are right. It is easier to get mage/fighter/undaunted skills than pvp skills. And thats why i think it is fair to reduce the AP needed to lvl up in the pvp skill line.leepalmer95 wrote: »
So why isn't that fair? Pvp players have to level everything to get pve skills? Mage/fighters/undaunted. There all a lot easier to get then pvp skills.
Yes, but that's also over-simplifying things. You wouldn't want all your class skills handed out to you without earning them, would you? You wouldn't want to be able to use Meteor right after joining the Mage's Guild, would you? Again, it's about finding the right balance between the sense of achievement and accessibility of skills. This balance doesn't exist on Live. But it doesn't exist on the PTS, either.
Yeah it's fair to reduce the AP, but not by this much. I put this in one of the other threads on this, but I think it's a good example of comparison to Fighters Guild:
Here's my thinking: You have to kill 4272 Undead/Daedra to max Fighters Guild (assuming one elite per 5 standard mobs, and 5 FG rep for an elite kill). Assuming 800 AP per player kill, that's 3.4 mil AP for 4272 player kills. 3.4 mil AP puts you at Alliance Rank 19. Drop that down to Alliance Rank 17 (2.4 mil AP), and you get a nice increment of one skill line level every two ranks, and something that is kill-comparable to levelling Fighters Guild.
leepalmer95 wrote: »
But hey if your nerfing grinding, lets nerf mage/fighters/undaunted/lvl1-50 grind/v1-16 grind while where there by 90%?
Seems fair.
Do you really want to compare this with the undaunted grind?
It takes 1500 undaunted points to get to rank 10 in the undaunted skill line. You get 500 of those points for completing the dungeons for the first time + some speed/no-death achievements. That means you only need to get 1000 undaunted points from the dailies.
You get 30 undaunted points for doing silver + gold. That means you need to do 1000/30=33.333 silver+gold quests.
An average group should be able to this in 45min so thats 25hours of doing undaunted quests.
Now lets compare this to the assault skill line. You need to get 1624000 AP to unlock the last active ability (prox det).
An average player gets like 20k AP/hour? Yes, i know its possible to do more but i doubt the average player is able to achieve much higher gains per hour. So at 20k AP/hour it takes 81hours till you have prox det.
Im not in favor of reducing the AP required by 90% but the current situation is not quite fair either compared to the time it takes to level undaunted.
leepalmer95 wrote: »James-Wayne wrote: »Remember ZOS has stats that we do not and the change being so slow is probably because there are TONS of players with a very low AP rating.
The change is low because they need to balance things out especially for console players who lacked the one year of play time in PvP to rank up quickly using exploit methods.
Yet i'm a console player who has proxy det on 3 characters. Did i grind it? No? It took time though, took hard work/effort and gold to earn the hard but effective skills now.
Now with this change i could of earned proxy det on a character in 1 day.
It's ridiculous and the result of pve crying about having to do something they don't like. Much like the fact in order to pvp, pvpers have to go and do the entirety of pvp as well as grind mage/fighers guild
But hey if your nerfing grinding, lets nerf mage/fighters/undaunted/lvl1-50 grind/v1-16 grind while where there by 90%?
Seems fair.
DisgracefulMind wrote: »Moonshadow66 wrote: »I have eight characters at v16, and I've been wanting to get these pvp skills on all of them, but you're not going to see me in pvp 9 hours a day every day.
These might seem trivial to you, but to someone like me, it's a nice change. On one character it'll be laughably easy to get the skills, but do that again 7 more times, and you'll see it's at least some kind of grind, but at least now it's something I'm willing to work for.
Same here.
I think the skills should be fairly easy to get, yes. Take the skills. Not those passives though. Please not every Templar in Cyrodiil with Battle Ress II -_-
No one should be forced to play in a lag infested zone where sometimes abilities do not even work. I think the solution to make both parties happy is to leave the passives alone at their current AP per rank and have the abilities unlock sooner. PVE player can have their abilities and PVP players can have their increased ultimate gain and faster rez times.
I haven't touched pvp since I started playing but what's the problem with unlocking skills for everyone? I was planning on pvping only to get barrier and test it out when I heal in group dungeons as a sorc. I'm glad it takes much less time for these skills. Is it a balance issue for pvp? Or is it because people are complaining they took an x amount of time to get these skills?
leepalmer95 wrote: »James-Wayne wrote: »Remember ZOS has stats that we do not and the change being so slow is probably because there are TONS of players with a very low AP rating.
The change is low because they need to balance things out especially for console players who lacked the one year of play time in PvP to rank up quickly using exploit methods.
Yet i'm a console player who has proxy det on 3 characters. Did i grind it? No? It took time though, took hard work/effort and gold to earn the hard but effective skills now.
Now with this change i could of earned proxy det on a character in 1 day.
It's ridiculous and the result of pve crying about having to do something they don't like. Much like the fact in order to pvp, pvpers have to go and do the entirety of pvp as well as grind mage/fighers guild
But hey if your nerfing grinding, lets nerf mage/fighters/undaunted/lvl1-50 grind/v1-16 grind while where there by 90%?
Seems fair.
Yeah it's fair to reduce the AP, but not by this much. I put this in one of the other threads on this, but I think it's a good example of comparison to Fighters Guild:Yes, you are right. It is easier to get mage/fighter/undaunted skills than pvp skills. And thats why i think it is fair to reduce the AP needed to lvl up in the pvp skill line.leepalmer95 wrote: »
So why isn't that fair? Pvp players have to level everything to get pve skills? Mage/fighters/undaunted. There all a lot easier to get then pvp skills.
Here's my thinking: You have to kill 4272 Undead/Daedra to max Fighters Guild (assuming one elite per 5 standard mobs, and 5 FG rep for an elite kill). Assuming 800 AP per player kill, that's 3.4 mil AP for 4272 player kills. 3.4 mil AP puts you at Alliance Rank 19. Drop that down to Alliance Rank 17 (2.4 mil AP), and you get a nice increment of one skill line level every two ranks, and something that is kill-comparable to levelling Fighters Guild.