Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
and another point is that the gap between a rr13 and a RR1 char was never that big as the gap between a CP1 and cp3600 char ...
Darkintellect wrote: »It's more like Everquest's Alternate Advancement than anything.
The second one is that you don´t have to make choices but are able to max every champion skill on your character. I think the system would be much better with only say 1200 champion points to spend (passives adjusted acordingly) because this would lead to meaningful choices even in the late progression of the champ system.
Don't diminishing returns per CP spent have kinda the same effect as scaled xp requirements per CP gained?
Not exactly true. Diminishing returns do help but since there are so many stars to chose from the net effect is not the same. If the whole system would be setup as some sort of a skill line that you would traverse deeper and deeper it would have the same effect then. But if the DR kicks in and you are not satisfied with the gain per point anymore you can easily switch to another star and have the same benefit from one point as anybody else, hundreds of points in front of or behind you.Don't diminishing returns per CP spent have kinda the same effect as scaled xp requirements per CP gained?
Exactly. DAoC you had to gain more and more points to get the next ability. In ESO, the points come in at a constant pace, but you need more and more of them to get another 1% increase. Net effect is the same.
Not exactly true. Diminishing returns do help but since there are so many stars to chose from the net effect is not the same. If the whole system would be setup as some sort of a skill line that you would traverse deeper and deeper it would have the same effect then. But if the DR kicks in and you are not satisfied with the gain per point anymore you can easily switch to another star and have the same benefit from one point as anybody else, hundreds of points in front of or behind you.Don't diminishing returns per CP spent have kinda the same effect as scaled xp requirements per CP gained?
Exactly. DAoC you had to gain more and more points to get the next ability. In ESO, the points come in at a constant pace, but you need more and more of them to get another 1% increase. Net effect is the same.
You don't need to. There are several useful stars in one constellation you can switch to.kkampaseb17_ESO wrote: »Yea but if you do that you are missing on some important "milestone" passives.
Not exactly true. Diminishing returns do help but since there are so many stars to chose from the net effect is not the same. If the whole system would be setup as some sort of a skill line that you would traverse deeper and deeper it would have the same effect then.Don't diminishing returns per CP spent have kinda the same effect as scaled xp requirements per CP gained?
Exactly. DAoC you had to gain more and more points to get the next ability. In ESO, the points come in at a constant pace, but you need more and more of them to get another 1% increase. Net effect is the same.
I have no idea about DAoC. I was just reacting to your claim that the diminishing returns have the same net effect as a scaled XP requirement. And that is simply not true.It has been a while since i played DAoC, but from what i remember, realm ability system was not 'some sort of skill line you traverse deeper and deeper'. You had many abilities and you could spend the points in various ways, same as the champion system.
I have no idea about DAoC. I was just reacting to your claim that the diminishing returns have the same net effect as a scaled XP requirement. And that is simply not true.It has been a while since i played DAoC, but from what i remember, realm ability system was not 'some sort of skill line you traverse deeper and deeper'. You had many abilities and you could spend the points in various ways, same as the champion system.
Because of that:Why not?
Not exactly true. Diminishing returns do help but since there are so many stars to chose from the net effect is not the same. If the whole system would be setup as some sort of a skill line that you would traverse deeper and deeper it would have the same effect then. But if the DR kicks in and you are not satisfied with the gain per point anymore you can easily switch to another star and have the same benefit from one point as anybody else, hundreds of points in front of or behind you.
Because of that:Why not?Not exactly true. Diminishing returns do help but since there are so many stars to chose from the net effect is not the same. If the whole system would be setup as some sort of a skill line that you would traverse deeper and deeper it would have the same effect then. But if the DR kicks in and you are not satisfied with the gain per point anymore you can easily switch to another star and have the same benefit from one point as anybody else, hundreds of points in front of or behind you.
That is not cheating, it's using the system. Also, you are not gimping yourself by spreading out your points. You would gimp yourself if you sticked to only one star, exactly BECAUSE of the diminishing returns some people just love to come up with for some reason. Your points would be valid if there was only one useful star for each build but there are at least two in every constellation that are very valid choices. The system is anti-cyclic at best and therefore, it's not the same as a scaled XP requirement. It's just not.It is true that you can 'cheat' the diminishing returns system for a while by putting each new point into an ability you haven't increased yet, but that only delays the inevitable until you run out of new abilities to put points into(while arguably also gimping you since you are spreading the points thin)
Yes, eventually. But that makes your statement false. Because only "eventually" it's the same result. Not per se. But if you like, you can keep on denying the fact that your initial claim is wrong. I will stop arguing now because it's pointless.No matter how many stars you spread the points in, you will run into diminishing returns eventually. All you can achieve is slowing(lessening the effect of) the DR, at the cost of losing focus.
That is not cheating, it's using the system. Also, you are not gimping yourself by spreading out your points. You would gimp yourself if you sticked to only one star, exactly BECAUSE of the diminishing returns some people just love to come up with for some reason. Your points would be valid if there was only one useful star for each build but there are at least two in every constellation that are very valid choices. The system is anti-cyclic at best and therefore, it's not the same as a scaled XP requirement. It's just not.It is true that you can 'cheat' the diminishing returns system for a while by putting each new point into an ability you haven't increased yet, but that only delays the inevitable until you run out of new abilities to put points into(while arguably also gimping you since you are spreading the points thin)
That I can agree on. However, the problem is that some people who like to defend this system with all they have seem to ignore the obvious power gap that will occur over time. A scaled XP requirement as the OP wanted to discuss is an attempt to handle that issue. Diminishing returns are a useful but not the silver bullet to the problem.However i believe the ZOS way is better. If every point would progressively cost more no matter where you put the previous one, there would be no point in spreading the points instead of putting them all into one attribute.
Someone would theorycraft which attribute gives the best 'bang for the buck', and it would become the 'boring right choice' to put every point into, exactly what ZOS wanted to avoid with the CP system.
The ZOS system allows people the spread the points out, while still allowing focus for those who want increased effectiveness of one attribute (at the cost of lowering overall effectiveness)