rlbolab14a_ESO wrote: »I keep seeing people posting about the amount of week's/months/years to get all points. I don't understand why people are applying time to it since it's a matter of experience gain and not time played? I see people comparing this new system to EQ (which I still play from time to time) and it's AA system and honestly, I can get 800 AA's in a week with my Shadowknight Swarming, or about 500 to 600 AA's a week with my ranger using headshot (use to be more but headshot only works on single targets since last years patch). It's all about grinding the experience and here on ESO we already do that with AOE builds and Craig grind groups. There will be people capping this in less then a month.
What I don't understand is why the diminishing returns. The idea is to get stronger like EQ's AA system. With this system your really not getting any stronger after X amount of points which means there really isn't a need to 'grind' all that much. Or am I missing something? I'm not going to go grind just so I can have a .01 boost over another player, for that I'll be out looking for a weapon or armor or something that gives me a better boost then .01%. So after the first 100-200 points, what's the point of continuing the grind?
Elsterchen wrote: »Hmmm, what is actually happening to the tens constellation - the serpent ?
Still do not understand how is this system (account-wide distribution of champion points) is supposed to NOT contribute a strong advantage of 24/7-players over casual players.
Happy for any explanation.
Mainly diminishing returns on point investment. The numbers given are for illustrative purposes only. Someone who plays 24/7 may be able to put 700 points in a passive. But 75% of that passive's value "only" takes 100 points. So sure that 24/7 player can work and max out that passive but the majority of the points provide a very small benefit. The casual player will take a while to get those 100 points in, but won't be woefully behind.
The first thing EVERYONE will notice when the Champion System releases is that all of their stat numbers will be multiplied by ten. That means 2,500 health becomes 25,000, or 400 frost resistance will become 4,000. This is to add "granularity" to the system. They want the player to be able to SEE the effects of their choices. So say if someone chooses a passive that increase frost resistance by 1%, it will be easier to see that change.
The other thing which I haven't addressed yet, is the CS is changing the way numbers work. Without giving the detail (it requires a post of its own) a fully spec'd armor passive in the CS is only 24% of the whole "armour" pie.
Alright I need more detail. This is the armor "pie" in the CS. These are not illustrative these are actual number as they currently exist but are subject to change.
- 30% - Buffs (class/weapon skills and passives, potions, food) - They want to promote "active" combat so it gets the biggest chunk.
- 24% - The Armor itself - Legendary, max level, heavy armor gets the 24%. You cannot get to the 24% without all that is mentioned.
- 24% - 700 points in the CS passive. You can double the value of the armor itself by full CS investment. If you only got the armor slice to 15%, a 700 CS investment will only double the 15%.
- 5% - Item set bonuses
- 5% - Shield
- 4% - Reinforced armor trait (all pieces)
- 4% - Enchants
- 2% - Defending weapon trait
- 2% - Mundas
In order to get the most out of your armor rating - which is only 50% mitigation max, you have to do all of the above. So a "casual" can get to 76% of the whole without any CS investment. Investing only a "little" can get the casual closer to 90% because the first points invested in the CS are the most beneficial. That 24/7 will always have an advantage (and should), but it won't be a gaping hole.
Damn it . . . now I gotta make that other post because I started down the rabbit hole.
rlbolab14a_ESO wrote: »
What I don't understand is why the diminishing returns. The idea is to get stronger like EQ's AA system. With this system your really not getting any stronger after X amount of points which means there really isn't a need to 'grind' all that much. Or am I missing something? I'm not going to go grind just so I can have a .01 boost over another player, for that I'll be out looking for a weapon or armor or something that gives me a better boost then .01%. So after the first 100-200 points, what's the point of continuing the grind?
may have been asked i have yet to run across it though...yet
a current vr 14 character what happens to all that xp they have built up getting there is it converted to champ?
and some of you may say if it is walaaa instant badass..if its added
but if you take this away from these people who have played so hard to get there whether its from grinding like a madperson or simply doing quest after quest(a little bit of both in my case) what are these people left with..o yea another 2+years before they max out again.
so take away or give?
"just a newb in a wolfs clothing"
snip
The points on your account can be spent on ALL characters you have, and they are NOT shared. So if you have 100 points, then you have 100 points to spend on character A, and 100 points to spend on B, and 100 points to spend on C. Using the points on one character does not reduce the pool that can be spent on the others.
timidobserver wrote: »Wolfenbelle wrote: »Since most posters on this thread see the CP system as a positive change, can anyone explain the benefits of this system to me? From my perspective, there are several powerful negatives, but the positives escape me despite having read every post on this thread so far. Although I have others, my two main concerns are these:
1. I don't like the sense that something I've worked hard for over more than six months will be taken away from me, and that what replaces it is just some semi-restricted near endless chase for passives. I've already worked for the millions of XP my characters have earned. Why do I need to start working all over again for something basically already achieved?
2. What should I do about my current characters and where they are in Cadwell's Gold and Silver? Is it worth continuing to try to finish those achievements? My main is vr14 working through Gold and my alt is vr5 working through Silver. If the vr system goes away, what happens to Cadwell's G/S, which exists only to provide content for +50 characters? I also have a level 4 Dragon Knight that I haven't progressed precisely because the impact of the CP system is uncertain.
The CP system will fundamentally change the nature of this game. Maybe it will work out great, but right now I just don't see the positives, so this is the first time I'm thoroughly discouraged to continue playing.
I'll explain it to you. You are apparently the sole player that likes Cadwell's gold and cares about where your characters are at in it and likes leveling all of your characters to VR12 separately. Everybody else hates it, so they are changing it.
timidobserver wrote: »Wolfenbelle wrote: »Since most posters on this thread see the CP system as a positive change, can anyone explain the benefits of this system to me? From my perspective, there are several powerful negatives, but the positives escape me despite having read every post on this thread so far. Although I have others, my two main concerns are these:
1. I don't like the sense that something I've worked hard for over more than six months will be taken away from me, and that what replaces it is just some semi-restricted near endless chase for passives. I've already worked for the millions of XP my characters have earned. Why do I need to start working all over again for something basically already achieved?
2. What should I do about my current characters and where they are in Cadwell's Gold and Silver? Is it worth continuing to try to finish those achievements? My main is vr14 working through Gold and my alt is vr5 working through Silver. If the vr system goes away, what happens to Cadwell's G/S, which exists only to provide content for +50 characters? I also have a level 4 Dragon Knight that I haven't progressed precisely because the impact of the CP system is uncertain.
The CP system will fundamentally change the nature of this game. Maybe it will work out great, but right now I just don't see the positives, so this is the first time I'm thoroughly discouraged to continue playing.
I'll explain it to you. You are apparently the sole player that likes Cadwell's gold and cares about where your characters are at in it and likes leveling all of your characters to VR12 separately. Everybody else hates it, so they are changing it.
No, said person isn't. I enjoy playing Cadwell's silver/gold. So you can't say everyone hates it. That is your personal opinion as well as a few others maybe, but not everyone.
I have the same questions and concern as well. I put allot of work into my Vet 10 Nightblade and my Vet 6 Templar. Was all of it for nothing because of this change?
I actually think there should be a marked difference between casual player and hardcore player. Same as anything else. Casual workers = less money than hard core 80/hr week workers. Casual fitness people less fit than hard core fitness people and so on.
Mine varies from zero time to a lot of time day to day due to the nature of my job. However, this IS my spare time thing at the moment - as with little kids in bed etc I cannot exactly be out travelling or spelunking or whatever.
As I choose to be here more than watch TV, I think I should have it a bit better than someone who shows up 2 hours on Saturday morning once a week.
Time in game *should* net a better bonus than given to people who don't play much.
Skullemainia wrote: »
As mentioned, each sub-constellation has 4 passives that can be spec'ed into. In addition to these four passives each, each constellation also has four additional passives that are unlocked and strengthened as more and more points are placed into a constellation. For example, after you place 10 Champion Points total in the Apprentice constellation you automatically unlock and get the benefits of a new passive called Extraction Boost which increases the likelihood to extract better material. Continuing to place Champion Points into the Apprentice will continue to strengthen this new passive automatically. You do not place Champion Points into this "second-tier" of passives. The second-tier is unlocked automatically as you place more Champion Points in a constellation. These second-tier passives are initially unlocked at 10, 30, 50 and 100 points in a constellation.
This brings the total amount of passives per constellation to 8 for each constellation - 4 that you spec into and four that unlock automatically. This means that a total of 72 new passives are being added by the Champion System.
hmm, where do you get the 8 from?? shouldn't it be 16 passives per constellation?? each of the 36 passives gives you 4 second-tier passives wright? so that should be 144 new passives... or not?
Elsterchen wrote: »Hmmm, what is actually happening to the tens constellation - the serpent ?
Still do not understand how is this system (account-wide distribution of champion points) is supposed to NOT contribute a strong advantage of 24/7-players over casual players.
Happy for any explanation.
Mainly diminishing returns on point investment. The numbers given are for illustrative purposes only. Someone who plays 24/7 may be able to put 700 points in a passive. But 75% of that passive's value "only" takes 100 points. So sure that 24/7 player can work and max out that passive but the majority of the points provide a very small benefit. The casual player will take a while to get those 100 points in, but won't be woefully behind.
The other thing which I haven't addressed yet, is the CS is changing the way numbers work. Without giving the detail (it requires a post of its own) a fully spec'd armor passive in the CS is only 24% of the whole "armour" pie.
Alright I need more detail. This is the armor "pie" in the CS. These are not illustrative these are actual number as they currently exist but are subject to change.
- 30% - Buffs (class/weapon skills and passives, potions, food) - They want to promote "active" combat so it gets the biggest chunk.
- 24% - The Armor itself - Legendary, max level, heavy armor gets the 24%. You cannot get to the 24% without all that is mentioned.
- 24% - 700 points in the CS passive. You can double the value of the armor itself by full CS investment. If you only got the armor slice to 15%, a 700 CS investment will only double the 15%.
- 5% - Item set bonuses
- 5% - Shield
- 4% - Reinforced armor trait (all pieces)
- 4% - Enchants
- 2% - Defending weapon trait
- 2% - Mundas
In order to get the most out of your armor rating - which is only 50% mitigation max, you have to do all of the above. So a "casual" can get to 76% of the whole without any CS investment. Investing only a "little" can get the casual closer to 90% because the first points invested in the CS are the most beneficial. That 24/7 will always have an advantage (and should), but it won't be a gaping hole.
Damn it . . . now I gotta make that other post because I started down the rabbit hole.
Skullemainia wrote: »Elsterchen wrote: »Hmmm, what is actually happening to the tens constellation - the serpent ?
Still do not understand how is this system (account-wide distribution of champion points) is supposed to NOT contribute a strong advantage of 24/7-players over casual players.
Happy for any explanation.
Mainly diminishing returns on point investment. The numbers given are for illustrative purposes only. Someone who plays 24/7 may be able to put 700 points in a passive. But 75% of that passive's value "only" takes 100 points. So sure that 24/7 player can work and max out that passive but the majority of the points provide a very small benefit. The casual player will take a while to get those 100 points in, but won't be woefully behind.
The other thing which I haven't addressed yet, is the CS is changing the way numbers work. Without giving the detail (it requires a post of its own) a fully spec'd armor passive in the CS is only 24% of the whole "armour" pie.
Alright I need more detail. This is the armor "pie" in the CS. These are not illustrative these are actual number as they currently exist but are subject to change.
- 30% - Buffs (class/weapon skills and passives, potions, food) - They want to promote "active" combat so it gets the biggest chunk.
- 24% - The Armor itself - Legendary, max level, heavy armor gets the 24%. You cannot get to the 24% without all that is mentioned.
- 24% - 700 points in the CS passive. You can double the value of the armor itself by full CS investment. If you only got the armor slice to 15%, a 700 CS investment will only double the 15%.
- 5% - Item set bonuses
- 5% - Shield
- 4% - Reinforced armor trait (all pieces)
- 4% - Enchants
- 2% - Defending weapon trait
- 2% - Mundas
In order to get the most out of your armor rating - which is only 50% mitigation max, you have to do all of the above. So a "casual" can get to 76% of the whole without any CS investment. Investing only a "little" can get the casual closer to 90% because the first points invested in the CS are the most beneficial. That 24/7 will always have an advantage (and should), but it won't be a gaping hole.
Damn it . . . now I gotta make that other post because I started down the rabbit hole.
hi, thanks for the good explanation, but I still don't understand some things;
not every class has the same bonuses, so the 30% from buffs and skills will be different for each class? so when I am a DK and I have all passives and I pop-up spiked armor I will have the most out of it. but what if I use ransack, witch is a one hand and shield ability that increases your armor? will I go over the 30%?? I don't get how they can use buffs and skills and place a percentage on it, btw class skills will give you more armor if you have more magica.
and the item sets how is that calculated? did they take the Item set that has the most armor on legendary on max lvl??
p.s.: srry for the wrong spelling, my english isn't that well
Skullemainia wrote: »not every class has the same bonuses, so the 30% from buffs and skills will be different for each class? so when I am a DK and I have all passives and I pop-up spiked armor I will have the most out of it. but what if I use ransack, witch is a one hand and shield ability that increases your armor? will I go over the 30%?? I don't get how they can use buffs and skills and place a percentage on it, btw class skills will give you more armor if you have more magica.
Skullemainia wrote: »
This is something i have thought about as well. You can fill 30% of the armor pie with buffs, but the 4 classes have different access to buffs, so the total amount of armor when combining all class buffs will be higher for some classes than other.
To prevent one class being inferior in the armor department due to the above, as i understand the system, every slice of the pie will have it's own hard cap. That means, you can get 30% of your armor mitigation from buffs, but never more, so any buffs that would put you over the 30% will be ignored.
So if a DK who already is getting the maximum possible 30% of total mitigation from buffs by just using spiked armor, and then uses ransack, ransack buff will be ignored/wasted. But the buff will still be useful for a nightblade, who does not have spiked armor, so he can use ransack instead to get to the 30% cap, making the two classes equal when it comes to reaching the maximum potential armor value.