His point isn't relevant, per se stat numbers are meaningless, it's the context that matters and as usual he's provided none.
so i really needed to do a detailed breakdown of the stats since i guess people where to lazy to go look themselves and keep calling me a liar. When i took these multipliers on the live server i had all pvp bonuses with no food active...and i had food active on the pts...i didnt realise that at the time. that being condisered...the nerfs to health and stam are actually worse if you take into account i had the food active on the pts. thegear is the same on both servers. so here are the numbers :
Health 7.10
Magic 8.27
Stam 9.34
Spell damage 12.9
Spell resist 7.51
Magic regen 7.44
Health regen 8.3
Stam regen 8.24
Weapon dmg 9.66
Armor 7.33
crit for both took nerfs even though the values are not showing correctly.
i perceive all these stats as being nerfed except the spell damage which went up. Also i should tell you i had no points in any of the cp areas just to try and get the most clean comparison. I encourage you guys to discuss these numbers.
Thanks for taking the time to do this comparison @Joejudas . It clearly illustrates the points you have been making.
Completely true .. BUT .. the elitist will first of all filter out those who aren't running FoTM so he'll never get a change to see how skillful a non-FoTM player is.FOTM does not win the prize either; players do. Skills within a build set are never the only consideration any competitive player or his guild worth their salt will take into account - one must look at the whole package and most importantly how someone performs with it.
Because doing the same thing, day in, day out for weeks and months is something most people associate with 'work' .. 'grinding' XP by killing the same mob packs a million times isn't inherently 'fun' for most, it seems you're saying playing a game for 'fun' is the "wrong reason".Nothing is a grind if it's something you enjoy.
So many ppl play these games for the wrong reasons...
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.
Now for the records.
Months and months of "predictions" both mine and Magnus have (sadly) been proven right and ZoS proven wrong: from the VR nerf onwards.
So I'll make another two:
1) There's a future where any vaguely serious progress guild will only accept players showing "proper CP allocation and amount". If CP "progress" will be able to be linked even randoms shall demand to link "CP achievement" on this and that constellation.
2) There's a future where there shall be enough protests (expecially from PvPers, which shall be truly BLASTED by this mechanic) that ZoS will have to nerf CP passives effectiveness. And then the hell will break loose, because this time they are not going to nerf people who "worked to grind NN x VR levels" or "worked to grind 12 yellow reagents" (gear nerfs), but they will nerf people who spent RL weeks or even months to get those passives. And this could spell ESO's final demise.
After all, which attraction does a F2P title have, if you start it and get perma-beaten to pulp by guys whose only merit is to have started a couple of months earlier than you?
Which kind of solutions shall ZoS offer to those F2P new players? P2Win potions to close CP gaps months worth of grinding? In any case it'll be awful.
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.
AshySamurai wrote: »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.
First of all I agree with you (finally ^^). CS will create a gap between players. But IMO 80h to get 3 passives, not 1. You get each point in different constellation. So, if you get 5 points in warrior constellation, it means you also have 5 points in thief and mage constellations.
felinith66 wrote: »Wow! I didn't realize there are so many concerns in the forums about equality and keeping the gap close between new and veteran players. What ZOS should do is just give every VR player 30 CP account-wide when the system goes live so the gap will not be that large.
You guys agree?
felinith66 wrote: »Wow! I didn't realize there are so many concerns in the forums about equality and keeping the gap close between new and veteran players. What ZOS should do is just give every VR player 30 CP account-wide when the system goes live so the gap will not be that large.
You guys agree?
This has nothing to do about equality, it's about fairness and keeping the game healthy. Take your troll elsewhere.
Lithium Flower wrote: »His build and derivatives of it, are the gold standard adopted by magicka-based Dragonknight damage dealers every where.
Champion system is only a grind if you make it into one. For those players that will pretty much ignore it and just play normally instead of grinding, they will thanks to enlightenment mechanic accumulate CP points at a rate that will allow them to close the gap rapidly thanks to the diminishing returns on the champion abilities.
All that is fine, till they want to play PVP and they get owned by someone dealing damage so high they have never seen before, or till they want to do a trial and someone says: Sorry, you need 800 CP to come and this and that passive.
Rescorla_ESO wrote: »Champion system is only a grind if you make it into one. For those players that will pretty much ignore it and just play normally instead of grinding, they will thanks to enlightenment mechanic accumulate CP points at a rate that will allow them to close the gap rapidly thanks to the diminishing returns on the champion abilities.
All that is fine, till they want to play PVP and they get owned by someone dealing damage so high they have never seen before, or till they want to do a trial and someone says: Sorry, you need 800 CP to come and this and that passive.
Assuming veteran ranks are removed from the game and the level cap becomes 50, it's pretty much a foregone conclusion that future endgame PVE content (raids, trials) and future best in slot gear will be gated by having a minimum CP value. The difficulty of the endgame player content should be balanced against what the player base is currently capable of defeating. In other words, for now that means to do DSA and SO the difficulty is designed for VR 14 characters. Since VR14 characters will get 70CP when 1.6 goes live, safe to assume DSA and SO will be designed for characters with 70 CP.
Fast forward to summer 2015 and a patch that adds a new endgame trial or raid to the game. This new content is designed for players who have already beaten DSA and SO. It is not designed for someone who just turned 50. Since it will be harder than DSA and SO, ZOS might say something to the effect the difficulty of this new content is balanced around characters having 100 CPs. They could also make all the gear that drops from this new endgame content require at least 100 CPs in order to equip.
Now whether they adopt something like this or not remains to be seen. My prediction is that IF ZOS wants to emulate how endgame progression raiding is designed in other MMOs they will adopt something similar to this.
This whole debate about CS/CP is blighted by ZOS refusal to explain what happens post-VR.Rescorla_ESO wrote: »Assuming veteran ranks are removed from the game and the level cap becomes 50
fromtesonlineb16_ESO wrote: »This whole debate about CS/CP is blighted by ZOS refusal to explain what happens post-VR.Rescorla_ESO wrote: »Assuming veteran ranks are removed from the game and the level cap becomes 50
People describe the Champion System as replacing VR, even ZOS have, and that plainly isn't true. CS is a character progression system at best described as 'horizontal' insofar as characters have stopped increasing in level, so what the hell happens to the old VR content?
Everything connected with Cadwell's Silver/Gold is VERTICAL progression entirely defined by zones with specific levels and level-gated gear. VR2 is for all intents and purposes level 51, V3 is 52, etc. (remember VR1 is also level 50).
ALL of that is obsolete once the VR system is scrapped, because it IS the VR system. CS has no bearing on that, CS is about what XP is used for, it has nothing to do with the content that XP is being earned from.
I suspect ZOS aren't talking about it because they still don't know what to do. They can't just remove VR from the game, over 2/3 of the PVE content is founded on the VR mechanic.
fromtesonlineb16_ESO wrote: »This whole debate about CS/CP is blighted by ZOS refusal to explain what happens post-VR.Rescorla_ESO wrote: »Assuming veteran ranks are removed from the game and the level cap becomes 50
People describe the Champion System as replacing VR, even ZOS have, and that plainly isn't true. CS is a character progression system at best described as 'horizontal' insofar as characters have stopped increasing in level, so what the hell happens to the old VR content?
Everything connected with Cadwell's Silver/Gold is VERTICAL progression entirely defined by zones with specific levels and level-gated gear. VR2 is for all intents and purposes level 51, V3 is 52, etc. (remember VR1 is also level 50).
ALL of that is obsolete once the VR system is scrapped, because it IS the VR system. CS has no bearing on that, CS is about what XP is used for, it has nothing to do with the content that XP is being earned from.
I suspect ZOS aren't talking about it because they still don't know what to do. They can't just remove VR from the game, over 2/3 of the PVE content is founded on the VR mechanic.
they dont care about that 2/3 of the community....which is very clear from the 1.6 pts changes we saw.
fromtesonlineb16_ESO wrote: »This whole debate about CS/CP is blighted by ZOS refusal to explain what happens post-VR.Rescorla_ESO wrote: »Assuming veteran ranks are removed from the game and the level cap becomes 50
People describe the Champion System as replacing VR, even ZOS have, and that plainly isn't true. CS is a character progression system at best described as 'horizontal' insofar as characters have stopped increasing in level, so what the hell happens to the old VR content?
Everything connected with Cadwell's Silver/Gold is VERTICAL progression entirely defined by zones with specific levels and level-gated gear. VR2 is for all intents and purposes level 51, V3 is 52, etc. (remember VR1 is also level 50).
ALL of that is obsolete once the VR system is scrapped, because it IS the VR system. CS has no bearing on that, CS is about what XP is used for, it has nothing to do with the content that XP is being earned from.
I suspect ZOS aren't talking about it because they still don't know what to do. They can't just remove VR from the game, over 2/3 of the PVE content is founded on the VR mechanic.
they dont care about that 2/3 of the community....which is very clear from the 1.6 pts changes we saw.
He's talking about the 2/3 of the solo questing stories that are part of caldwel's silver & gold, not the community.
IMO, they're just going to put all the VR zones content at level 50 and call it end game. I actually wish they let us interact with people from other alliances but I can't even think of a way to implement that properly since "main story" wise, you're not supposed to go quest in other alliances, just makes no sense, and if you can only reach the zones after you're level 50/finish main quest then all the content will be weak and if they scale the content to your level, then you can't be in the same instance as people from that alliance whose content is at the "real level"
Disagree though once again in calling CS character progression Horizontal. What does a level increase bring to your character? better character stats. What does every CP give you once you spend the point? better character stat.
you might need 10 CP(random value) to get as much stat increase as 1VR rank did, but it's still Vertical progression.
If people honestly think that the Champion System is "horizontal" then they probably should google the terms "horizontal" and "vertical" progression. By definition, the Champion System is a steep vertical one. Claiming otherwise does not make this statement true unfortunately.fromtesonlineb16_ESO wrote: »CS is a character progression system at best described as 'horizontal' insofar as characters have stopped increasing in level, so what the hell happens to the old VR content?
IMO that's the wrong measure, in the CS system there is no level increase, so there's no level-gated gear .. which is exactly where we'll be when the VR content is removed, character cap will be level 50, not 50.1, 50.2 as the VR ranks had it.Disagree though once again in calling CS character progression Horizontal. What does a level increase bring to your character? better character stats. What does every CP give you once you spend the point? better character stat..
ZOS_Sage@reddit wrote:Certainly leveling is one clear way to provide accomplishment, but I think with the Champion System we'll be looking at other ways to provide a great feeling of accomplishment. To be blunt, however, I think the days of gating content by level are probably behind us.
If people honestly think that the Champion System is "horizontal" then they probably should google the terms "horizontal" and "vertical" progression. By definition, the Champion System is a steep vertical one. Claiming otherwise does not make this statement true unfortunately.fromtesonlineb16_ESO wrote: »CS is a character progression system at best described as 'horizontal' insofar as characters have stopped increasing in level, so what the hell happens to the old VR content?
ZOS_Sage@reddit wrote:Certainly leveling is one clear way to provide accomplishment, but I think with the Champion System we'll be looking at other ways to provide a great feeling of accomplishment. To be blunt, however, I think the days of gating content by level are probably behind us.
I really don't see how they could be planning to gate their future source of content revenue behind CP thresholds when they aren't even planning on gating it by levels.
fromtesonlineb16_ESO wrote: »IMO that's the wrong measure, in the CS system there is no level increase, so there's no level-gated gear .. which is exactly where we'll be when the VR content is removed, character cap will be level 50, not 50.1, 50.2 as the VR ranks had it.Disagree though once again in calling CS character progression Horizontal. What does a level increase bring to your character? better character stats. What does every CP give you once you spend the point? better character stat..
So a level 50 character can use any item in the game, that IMO is 'horizontal' as no progression exists that unlocks gear.
Yes, there is still gated content in games like WOW, FFXIV etc. that have an iLevel mechanic, but I see no realistic way the CP system can be bent to perform the task of content-gating in that way, or any way that's meaningful: Rift's PA system, is two years old and CS was clearly in large part modeled on that, and Trion haven't attempted to use it as a content-gate.
ZOS_Sage@reddit wrote:Certainly leveling is one clear way to provide accomplishment, but I think with the Champion System we'll be looking at other ways to provide a great feeling of accomplishment. To be blunt, however, I think the days of gating content by level are probably behind us.
I really don't see how they could be planning to gate their future source of content revenue behind CP thresholds when they aren't even planning on gating it by levels.
but scaling all the end game content to level....effectively making no more end game cotent is a bad idea also. Im not so sure they care about us end game folks anymore anyways.....but.......
fromtesonlineb16_ESO wrote: »Completely true .. BUT .. the elitist will first of all filter out those who aren't running FoTM so he'll never get a change to see how skillful a non-FoTM player is.FOTM does not win the prize either; players do. Skills within a build set are never the only consideration any competitive player or his guild worth their salt will take into account - one must look at the whole package and most importantly how someone performs with it.
Your point is valid, in practice it rarely happens.
But in that case scrapping VR achieves nothing .. if VR2 simply changed to 51 that would be all that's needed.By the way, having CP doesn't exclude adding levels that are not VR levelsthey never said level 50 would be a final unmovable cap (and I hope it isn't).
fromtesonlineb16_ESO wrote: »But in that case scrapping VR achieves nothing .. if VR2 simply changed to 51 that would be all that's needed.By the way, having CP doesn't exclude adding levels that are not VR levelsthey never said level 50 would be a final unmovable cap (and I hope it isn't).
It begs the question what 'VR' is! If it's a normal vertical progression system what was the fuss all about that made ZOS decide to ditch it? If they remove VR2+ and make it 51, 52, 53, nothing of substance changes, a lot of heat would have been generated and umpteen months of content development lost to achieve no discernible change.