double postAlphashado wrote: »I agree with that. I also agree that the required XP to gain a CP seems to be high at this point.Alphashado wrote: »I guess for me it boils down to this: If the OP passives were at the top of each tree, then I would agree with the OP and could see how this would create a very major long-term issue. But they aren't. The most powerful passives are easily attainable at the lower end of all the trees.
They actually aren't every bit counts and some of the best passives are at 120 CP (see list linked previously)
But I don't see any passive that will be a requirement for trial groups costing any more than 30 CP in any tree. There is nothing in the upper tiers that is going to cause even the most elitist guy to boot someone if they don't have it.
If I have to choose between a player that has passives and one that doesn't, I'll pick the one who has them, even if they have the same skill, especially for healers & tanks. Anyone playing competitively will do the same and this will penalize good players whose only fault is starting the game too late or not having as much time as others to grind.
Where is the competition in PVE?double postAlphashado wrote: »I agree with that. I also agree that the required XP to gain a CP seems to be high at this point.Alphashado wrote: »I guess for me it boils down to this: If the OP passives were at the top of each tree, then I would agree with the OP and could see how this would create a very major long-term issue. But they aren't. The most powerful passives are easily attainable at the lower end of all the trees.
They actually aren't every bit counts and some of the best passives are at 120 CP (see list linked previously)
But I don't see any passive that will be a requirement for trial groups costing any more than 30 CP in any tree. There is nothing in the upper tiers that is going to cause even the most elitist guy to boot someone if they don't have it.
If I have to choose between a player that has passives and one that doesn't, I'll pick the one who has them, even if they have the same skill, especially for healers & tanks. Anyone playing competitively will do the same and this will penalize good players whose only fault is starting the game too late or not having as much time as others to grind.
Tell that to the new players that wants to compete in end game PVE:Alphashado wrote: »double postAlphashado wrote: »I agree with that. I also agree that the required XP to gain a CP seems to be high at this point.Alphashado wrote: »I guess for me it boils down to this: If the OP passives were at the top of each tree, then I would agree with the OP and could see how this would create a very major long-term issue. But they aren't. The most powerful passives are easily attainable at the lower end of all the trees.
They actually aren't every bit counts and some of the best passives are at 120 CP (see list linked previously)
But I don't see any passive that will be a requirement for trial groups costing any more than 30 CP in any tree. There is nothing in the upper tiers that is going to cause even the most elitist guy to boot someone if they don't have it.
If I have to choose between a player that has passives and one that doesn't, I'll pick the one who has them, even if they have the same skill, especially for healers & tanks. Anyone playing competitively will do the same and this will penalize good players whose only fault is starting the game too late or not having as much time as others to grind.
I just looked at the entire tree. Some of the 75/120 pt passives are nice, but they aren't game breaking by any stretch of the imagination. If you would boot someone from a group because they don't have something as trivial as what I am seeing at the top of these trees, then you are just a pure elitist. And that's fine. Plenty of elitist guilds out there.
But there are also plenty of guilds out there that will easily run and complete trials without run speed enhancements and stamina buffs to mounts.
fromtesonlineb16_ESO wrote: »Where is the competition in PVE?double postAlphashado wrote: »I agree with that. I also agree that the required XP to gain a CP seems to be high at this point.Alphashado wrote: »I guess for me it boils down to this: If the OP passives were at the top of each tree, then I would agree with the OP and could see how this would create a very major long-term issue. But they aren't. The most powerful passives are easily attainable at the lower end of all the trees.
They actually aren't every bit counts and some of the best passives are at 120 CP (see list linked previously)
But I don't see any passive that will be a requirement for trial groups costing any more than 30 CP in any tree. There is nothing in the upper tiers that is going to cause even the most elitist guy to boot someone if they don't have it.
If I have to choose between a player that has passives and one that doesn't, I'll pick the one who has them, even if they have the same skill, especially for healers & tanks. Anyone playing competitively will do the same and this will penalize good players whose only fault is starting the game too late or not having as much time as others to grind.
Somehow I don't get why so many people are defending the system with everything they have except valid points. I mean, you realize that we are trying to improve the system for everyone, new as well as veteran players, right?
I have not read a single good point why the system is good as it is. Only very elaborate postings like "gtfo you are wrong lol", contributions like "this has been blown out of proportions" at best, sadly without mathematical proof. Not a single post that can actually render every given point invalid. Kinda sad.
Partly, I decided to pay a month's fee to see the disaster that seems to be evolving for myself.fromtesonlineb16_ESO wrote: »Where is the competition in PVE?double postAlphashado wrote: »I agree with that. I also agree that the required XP to gain a CP seems to be high at this point.Alphashado wrote: »I guess for me it boils down to this: If the OP passives were at the top of each tree, then I would agree with the OP and could see how this would create a very major long-term issue. But they aren't. The most powerful passives are easily attainable at the lower end of all the trees.
They actually aren't every bit counts and some of the best passives are at 120 CP (see list linked previously)
But I don't see any passive that will be a requirement for trial groups costing any more than 30 CP in any tree. There is nothing in the upper tiers that is going to cause even the most elitist guy to boot someone if they don't have it.
If I have to choose between a player that has passives and one that doesn't, I'll pick the one who has them, even if they have the same skill, especially for healers & tanks. Anyone playing competitively will do the same and this will penalize good players whose only fault is starting the game too late or not having as much time as others to grind.
Didn't you quit the game after a patch you didn't like that was pushed live?
Alphashado wrote: »Seriously though.
- 120 Infusion Increases another player's Magicka Regeneration by (xxx) after you resurrect them
- 120 Arcane Well Grants 20% chance when you kill enemy of opening an Arcane Well, which restores (xxxx) Magicka to you and any allies within 2.5m of the enemy
- 120 Reinforced When blocking gain a damage shield for (xxx) every 20 seconds
- 120 Last Stand Grants Major Heroism when you fall below 20% health, increasing your Ultimate gain by 3 every 1.6 seconds, cooldown 30 seconds
You would boot people from your trial group because they don't have THAT?
Really?
All the other stuff is easily attainable. Especially if/when they reduce the required XP for point gain.
Alphashado wrote: »Seriously though.
- 120 Infusion Increases another player's Magicka Regeneration by (xxx) after you resurrect them
- 120 Arcane Well Grants 20% chance when you kill enemy of opening an Arcane Well, which restores (xxxx) Magicka to you and any allies within 2.5m of the enemy
- 120 Reinforced When blocking gain a damage shield for (xxx) every 20 seconds
- 120 Last Stand Grants Major Heroism when you fall below 20% health, increasing your Ultimate gain by 3 every 1.6 seconds, cooldown 30 seconds
You would boot people from your trial group because they don't have THAT?
Really?
All the other stuff is easily attainable. Especially if/when they reduce the required XP for point gain.
Yup, when comes a point when many healers in the game have Infusion, many DPSers have Arcane Well, and tanks have reinforced, I wont take people in raid who don't have the passives and I won't be alone. Why take subpar when there are people running optimal? It's always like this in MMOs.
Just wait & see, to quote Pythia: "All this has happened before. All this will happen again."
I don't want to post in your thread at the moment because I highly appreciate people that are actually putting thoughts into mechanics how the system can improve no matter if they are good or not instead of just calling out BS to criticism.
I don't want to post in your thread at the moment because I highly appreciate people that are actually putting thoughts into mechanics how the system can improve no matter if they are good or not instead of just calling out BS to criticism.
This approach is somewhat better than tying it to XP and rewards players more or less the same. Also it eliminates grinding from the equation and hunting achievements is (or at least should be) way more fun than running around in circles and killing mobs. And it can be less abused, like for example by using bots. However, implementing a mechanic like enlightenment can't apply with achievements and there is still a huge power gap between new and old players that is not addressed with your system.
I have not read a single good point why the system is good as it is. Only very elaborate postings like "gtfo you are wrong lol", contributions like "this has been blown out of proportions" at best, sadly without mathematical proof. Not a single post that can actually render every given point invalid. Kinda sad.
Well, for starters you can try to address all these issues the system is without a doubt having:Math proof on why "+xxx health after a crit" is or isn't OP? How do you even do that when you're not actually giving any math to dispute? Even if you were, I'm not sure that you can render the "this is an insignificant advantage over a short period of time" opinion invalid with the "this is a significant advantage over a long period of time" opinion.
Alphashado wrote: »Alphashado wrote: »Seriously though.
- 120 Infusion Increases another player's Magicka Regeneration by (xxx) after you resurrect them
- 120 Arcane Well Grants 20% chance when you kill enemy of opening an Arcane Well, which restores (xxxx) Magicka to you and any allies within 2.5m of the enemy
- 120 Reinforced When blocking gain a damage shield for (xxx) every 20 seconds
- 120 Last Stand Grants Major Heroism when you fall below 20% health, increasing your Ultimate gain by 3 every 1.6 seconds, cooldown 30 seconds
You would boot people from your trial group because they don't have THAT?
Really?
All the other stuff is easily attainable. Especially if/when they reduce the required XP for point gain.
Yup, when comes a point when many healers in the game have Infusion, many DPSers have Arcane Well, and tanks have reinforced, I wont take people in raid who don't have the passives and I won't be alone. Why take subpar when there are people running optimal? It's always like this in MMOs.
Just wait & see, to quote Pythia: "All this has happened before. All this will happen again."
/shrug. That's just fine. There are guilds out there right now that won't take people unless they are using the latest FOTM builds/classes
I can understand requiring the lower level passives like Crit% increase etc. But if you are bugging out over those underwhelming 120 point skills, then that is no different then how it is right now. It's not game breaking. It's just elitist vs non elitist. Nothing new.
Alphashado wrote: »Alphashado wrote: »Seriously though.
- 120 Infusion Increases another player's Magicka Regeneration by (xxx) after you resurrect them
- 120 Arcane Well Grants 20% chance when you kill enemy of opening an Arcane Well, which restores (xxxx) Magicka to you and any allies within 2.5m of the enemy
- 120 Reinforced When blocking gain a damage shield for (xxx) every 20 seconds
- 120 Last Stand Grants Major Heroism when you fall below 20% health, increasing your Ultimate gain by 3 every 1.6 seconds, cooldown 30 seconds
You would boot people from your trial group because they don't have THAT?
Really?
All the other stuff is easily attainable. Especially if/when they reduce the required XP for point gain.
Yup, when comes a point when many healers in the game have Infusion, many DPSers have Arcane Well, and tanks have reinforced, I wont take people in raid who don't have the passives and I won't be alone. Why take subpar when there are people running optimal? It's always like this in MMOs.
Just wait & see, to quote Pythia: "All this has happened before. All this will happen again."
/shrug. That's just fine. There are guilds out there right now that won't take people unless they are using the latest FOTM builds/classes
I can understand requiring the lower level passives like Crit% increase etc. But if you are bugging out over those underwhelming 120 point skills, then that is no different then how it is right now. It's not game breaking. It's just elitist vs non elitist. Nothing new.
Alphashado wrote: »Alphashado wrote: »Seriously though.
- 120 Infusion Increases another player's Magicka Regeneration by (xxx) after you resurrect them
- 120 Arcane Well Grants 20% chance when you kill enemy of opening an Arcane Well, which restores (xxxx) Magicka to you and any allies within 2.5m of the enemy
- 120 Reinforced When blocking gain a damage shield for (xxx) every 20 seconds
- 120 Last Stand Grants Major Heroism when you fall below 20% health, increasing your Ultimate gain by 3 every 1.6 seconds, cooldown 30 seconds
You would boot people from your trial group because they don't have THAT?
Really?
All the other stuff is easily attainable. Especially if/when they reduce the required XP for point gain.
Yup, when comes a point when many healers in the game have Infusion, many DPSers have Arcane Well, and tanks have reinforced, I wont take people in raid who don't have the passives and I won't be alone. Why take subpar when there are people running optimal? It's always like this in MMOs.
Just wait & see, to quote Pythia: "All this has happened before. All this will happen again."
/shrug. That's just fine. There are guilds out there right now that won't take people unless they are using the latest FOTM builds/classes
I can understand requiring the lower level passives like Crit% increase etc. But if you are bugging out over those underwhelming 120 point skills, then that is no different then how it is right now. It's not game breaking. It's just elitist vs non elitist. Nothing new.
Well sadly, your conclusion here is "nothing new" either then. In many MMOs, the feedback from progression raiders and competitive PvP players is forever reduced to the notion of "elitism" and "unecesary" and hence dismissed. It is the reality of every single MMO I have ever seen.
What perhaps many do not grasp is that it is exactly these players who will work their booties off to test over and over again what is most optimal in the systems at hand, do the theorycrafting, post the builds, test again, discuss, run, test, ad nauseum because that is what they enjoy doing... and who benefits from that effort do you suppose, eh? ONLY those players?
It is a bizarre irony that competitive players are so openly despised in the public game forums when every bit of information they unconver seems to be precisley the stuff that practically everyone, competitive or not, wants to have at their disposal to play the game, since yes everyone wants the shineys and to win. They publicly take the position of "no, it's all just elitist BS and we don't need that anyway to play," then all the while taking in the info like sponges, stamping on the builds, buying the BoE gear, etc. Hypocrisy at its finest if you ask me. The difference between "need" and "want" is a huge chasm and many are all to happy to cross it if someone else shows them the way. Preferrably the easiest way, so much the better.
As for the entire discussion of CP, I have stopped participating in any other threads about it since there seems to be a fundamental inability on the part of many people reading to distinguish the difference between critical feedback and concern over problems in the CP system with outright trashing of the ENTIRE SYSTEM, which is a totally different thing and I personally at least have not done. I have stated I believe it's implementation is flawed and why, that it needs some big time work. My character is not suffering on PTS, is still kicking booty, the game is still too easy, and there is still no new content or zones for me to run. Not much more to say.
I don't see anyone disputing any of those points...Well, for starters you can try to address all these issues the system is without a doubt having:
- The system does not reward every playstyle the same.
- While questing might be an option to get a decent amount of XP there is no content left to do so.
- If you grinded your way to VR 14 or you have a VR 1 character left you have an advantage over people that do not have that.
- That forces people to grind or do daylies, scrap "play how you want to play". If you disagree then check out the PTS and see for yourself.
- While "enlightenment" is a start to tackle the problem it does only help to a certain extent.
- No matter what, the system pisses off a lot of veteran players, if you personally like it or not. These people will leave. How many people this will be remains to be seen but it cycles back to:
This is what people seem to be debating in this thread, and it's entirely opinion based. If you're only saying it's a "fact" that there will always be a gap in power between new and veteran players then I'd say yeah, I agree. When you say that gap is significant and game breaking then sorry, you're going to get the differing opinions you've been getting. Nobody is going to prove anything concerning their own personal definition of what is or isn't too much power/progression.- The system does not handle the power gap that will occur over time properly.
- New players will be sub par compared to veteran players and that will always be the case assuming both spend the same time playing, doing the same activities.
- Future content is impossible to balance because it is impossible to predict how much CP every single player will get over a certain time frame.
I absolutely agree. I actually agree to everything you said but to me this is the most important part so I only quoted that. I still don't get why people can't see that everything we wrote here is a real concern and we are writing our booties off to make this faulty balancing nightmare actually work.As for the entire discussion of CP, I have stopped participating in any other threads about it since there seems to be a fundamental inability on the part of many people reading to distinguish the difference between critical feedback and concern over problems in the CP system with outright trashing of the ENTIRE SYSTEM, which is a totally different thing and I personally at least have not done. I have stated I believe it's implementation is flawed and why, that it needs some big time work. My character is not suffering on PTS, is still kicking booty, the game is still too easy, and there is still no new content or zones for me to run. Not much more to say.
How are twenty perks consisting of "10% more crit", "10% more magic damage", "10% more healing recieved" etc. etc. etc. plus passives plus a bigger resource pool (that also scales your damage) a power gap that is opinion based ???This is what people seem to be debating in this thread, and it's entirely opinion based. If you're only saying it's a "fact" that there will always be a gap in power between new and veteran players then I'd say yeah, I agree. When you say that gap is significant and game breaking then sorry, you're going to get the differing opinions you've been getting. Nobody is going to prove anything concerning their own personal definition of what is or isn't too much power/progression.
How are twenty perks consisting of "10% more crit", "10% more magic damage", "10% more healing recieved" etc. etc. etc. plus passives plus a bigger resource pool (that also scales your damage) a power gap that is opinion based ???This is what people seem to be debating in this thread, and it's entirely opinion based. If you're only saying it's a "fact" that there will always be a gap in power between new and veteran players then I'd say yeah, I agree. When you say that gap is significant and game breaking then sorry, you're going to get the differing opinions you've been getting. Nobody is going to prove anything concerning their own personal definition of what is or isn't too much power/progression.
clocksstoppe wrote: »nice buzzwords mate, but as long as everyone can do all endgame content at level 50 nobody will give a crap about minmaxing the champ point system.
edit: also 80 hours to get the strongest CP passives is literally nothing in terms of mmo game time.
It's 80h to get one passive, one, and seing how most of the server can't clear SO atm i highly doubt 1.6 with all it's nerfs and changes will make it easier for those players.