@Attorneyatlawl: I would recommend testing on the PTS with 0CP and 3600CP so you can fully appreciate the difference, rather than adding more broken maths. Thanks.
Attorneyatlawl wrote:
25% increased damage This is a big one, but requires two separate 100 point passives for spell builds. Physical builds get it easy only needing one passive (mighty) for that same effect.
25% increased dmg from LAs and HAs Light and heavy weaved attacks account for around 10-14% of singletarget damage (not aoe since you can only hit one target with them), so raising them by 25% only adds in the neighborhood of 3-4% damage to one target. Sounds big but isn't.
25% crit dig Only affects the critical portion, not the base hit amount. If you hit for 5200 damage and crit normally you hit for 50% more damage (60% on nightblades). That portion is increased, not the 5200. Taking that same hit with a 50% amplifier as typical, you would hit for 7800 without this passive, and ((2600 x 1.25) + 5200) = 8450 with the full one hundred points invested. Most builds carry a forty to fifty percent spell crit rate and fifty to sixty percent physical one for stamina. This totals to a gain of 8.33% on only critical hits, which are around half of your hits, for a total gain of about 4.166%. Another one that sounds enormous but isn't.
25% armour pen Will pen about 5000-6000 armor which is roughly 16% extra damage but only against raid tier mobs or extremely high armor players in full heavy with a buff such as immovable going. This decreases against medium users and is minimal against light ones.
12% crit Easy enough, ends up being roughly 6% damage typically, but is obtained very early in the system with just champion rank 90 required (a new character on a fresh, unplayed account hits around champion rank 60 due to the 13 million XP required and twelve levels' worth of enlightenment automatically granted. This assumes a one week real life time span to play during which you would earn another several levels of enlightenment since it gives one every 24 hours .
Out of all of those, the most important ones like block cost reduction, one damage type (physical gets a free ride compared to spell users since they only need mighty, instead of both thamaturge and elemental expert, for the same effect ), and a maxed regeneration, are earned in full at champion rank 300, and well, as my chart has shown...
... you get most of that gain much earlier. By the time you get to rank 400-600 you've gotten the large majority of power there is to be gained from the system, when you crunch the math out like above .
ch.ris317b14_ESO wrote: »Who gives a [snip] about BLOODY CHARTS!?!?!?!?!
It aint about the charts folks.... its about not being a HAMSTER EATING [snip] ON A WHEEL!!!!!
endless grind... regardless of competitive advantage .... IS NOT FUN
[Moderator Note: Edited per our rules on Rude and Insulting comments]
ch.ris317b14_ESO wrote: »Who gives a [snip] about BLOODY CHARTS!?!?!?!?!
It aint about the charts folks.... its about not being a HAMSTER EATING [snip] ON A WHEEL!!!!!
endless grind... regardless of competitive advantage .... IS NOT FUN
[Moderator Note: Edited per our rules on Rude and Insulting comments]
I feel like this is as simple as it gets and is missed.
Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
25% increased damage This is a big one, but requires two separate 100 point passives for spell builds. Physical builds get it easy only needing one passive (mighty) for that same effect.
25% increased dmg from LAs and HAs Light and heavy weaved attacks account for around 10-14% of singletarget damage (not aoe since you can only hit one target with them), so raising them by 25% only adds in the neighborhood of 3-4% damage to one target. Sounds big but isn't.
25% crit dig Only affects the critical portion, not the base hit amount. If you hit for 5200 damage and crit normally you hit for 50% more damage (60% on nightblades). That portion is increased, not the 5200. Taking that same hit with a 50% amplifier as typical, you would hit for 7800 without this passive, and ((2600 x 1.25) + 5200) = 8450 with the full one hundred points invested. Most builds carry a forty to fifty percent spell crit rate and fifty to sixty percent physical one for stamina. This totals to a gain of 8.33% on only critical hits, which are around half of your hits, for a total gain of about 4.166%. Another one that sounds enormous but isn't.
25% armour pen Will pen about 5000-6000 armor which is roughly 16% extra damage but only against raid tier mobs or extremely high armor players in full heavy with a buff such as immovable going. This decreases againt medium users and is minimal against light ones.
12% crit Easy enough, ends up being roughly 6% damage typically, but is obtained very early in the system with just champion rank 90 required (a new character on a fresh, unplayed account hits around champion rank 60 due to the 13 million XP required and twelve levels' worth of enlightenment automatically granted. This assumes a one week real life time span to play during which you would earn another several levels of enlightenment since it gives one every 24 hours .
Out of all of those, the most important ones like block cost reduction, one damage type (physical gets a free ride compared to spell users since they only need mighty, instead of both thamaturge and elemental expert, for the same effect ), and a maxed regeneration, are earned in full at champion rank 300, and well, as my chart has shown...
... you get most of that gain much earlier. By the time you get to rank 400-600 you've gotten the large majority of power there is to be gained from the system, when you crunch the math out like above .
Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
1.25*1.04*1.04*1.16*1.06=1.66
Nice one
Cool story bro! None of that adds like that tho.
You linked a simple wiki math article b4, go read it.
Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
25% increased damage This is a big one, but requires two separate 100 point passives for spell builds. Physical builds get it easy only needing one passive (mighty) for that same effect.
25% increased dmg from LAs and HAs Light and heavy weaved attacks account for around 10-14% of singletarget damage (not aoe since you can only hit one target with them), so raising them by 25% only adds in the neighborhood of 3-4% damage to one target. Sounds big but isn't.
25% crit dig Only affects the critical portion, not the base hit amount. If you hit for 5200 damage and crit normally you hit for 50% more damage (60% on nightblades). That portion is increased, not the 5200. Taking that same hit with a 50% amplifier as typical, you would hit for 7800 without this passive, and ((2600 x 1.25) + 5200) = 8450 with the full one hundred points invested. Most builds carry a forty to fifty percent spell crit rate and fifty to sixty percent physical one for stamina. This totals to a gain of 8.33% on only critical hits, which are around half of your hits, for a total gain of about 4.166%. Another one that sounds enormous but isn't.
25% armour pen Will pen about 5000-6000 armor which is roughly 16% extra damage but only against raid tier mobs or extremely high armor players in full heavy with a buff such as immovable going. This decreases againt medium users and is minimal against light ones.
12% crit Easy enough, ends up being roughly 6% damage typically, but is obtained very early in the system with just champion rank 90 required (a new character on a fresh, unplayed account hits around champion rank 60 due to the 13 million XP required and twelve levels' worth of enlightenment automatically granted. This assumes a one week real life time span to play during which you would earn another several levels of enlightenment since it gives one every 24 hours .
Out of all of those, the most important ones like block cost reduction, one damage type (physical gets a free ride compared to spell users since they only need mighty, instead of both thamaturge and elemental expert, for the same effect ), and a maxed regeneration, are earned in full at champion rank 300, and well, as my chart has shown...
... you get most of that gain much earlier. By the time you get to rank 400-600 you've gotten the large majority of power there is to be gained from the system, when you crunch the math out like above .
so, by your own math the CP system grants a player 25% more damage straight up, plus another 4% (light attacks), 4% (crits - and I think your math is wrong there and it's a 8% bonus at the end of the day - but that's not the point of my reply), 10%+ (penetration).
So a total of 40-48% damage bonus (depending on circumstances). That is BEFORE we consider the damage bonus granted by the increase of base magicka/stamina.
At the same time, the system allows to reduce incoming magicka damage by significantly over 25%, and physical damage atleast marginally.
Also at the same time, the system grants enough ressource stability to allow perma-using basically any ability (25% cost reductions AND 25% more resource regeneration)
All this are facts you know, @Attorneyatlawl , your own math has shown them.
And yet you seriously maintain the postion that the CP system makes a character 20, maaaaybe 25% stronger????
Attorneyatlawl wrote: »Nix the flat resource gain and the system doesn't end up ultimately making you more than around 20-25% stronger like I said.
Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »Who gives a [snip] about BLOODY CHARTS!?!?!?!?!
It aint about the charts folks.... its about not being a HAMSTER EATING [snip] ON A WHEEL!!!!!
endless grind... regardless of competitive advantage .... IS NOT FUN
[Moderator Note: Edited per our rules on Rude and Insulting comments]
I feel like this is as simple as it gets and is missed.
That's what the entire mmorpg genre was created for. Even fps and other genres are incorporating large elements of that because most players find it fun to have something as a goal and milestones along the way.
Attorneyatlawl wrote: »Nix the flat resource gain and the system doesn't end up ultimately making you more than around 20-25% stronger like I said.
25% phys dmg increase would make you 25% stronger. Anything on top of that makes you over 25% stronger.
Attorneyatlawl wrote: »@Attorneyatlawl: I would recommend testing on the PTS with 0CP and 3600CP so you can fully appreciate the difference, rather than adding more broken maths. Thanks.
I would recommend doing some math to appreciate the difference yourself. What's "broken"?
Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »Who gives a [snip] about BLOODY CHARTS!?!?!?!?!
It aint about the charts folks.... its about not being a HAMSTER EATING [snip] ON A WHEEL!!!!!
endless grind... regardless of competitive advantage .... IS NOT FUN
[Moderator Note: Edited per our rules on Rude and Insulting comments]
I feel like this is as simple as it gets and is missed.
That's what the entire mmorpg genre was created for. Even fps and other genres are incorporating large elements of that because most players find it fun to have something as a goal and milestones along the way.
No; they weren't. Maybe someone thought that was it, but I don't. And this idea that they were is probably at the base of why they are becoming boring.
MMOs were made to be a persistent virtual world on a massive scale in area and many players involved in it. The goals people worked toward were originally their own, not manufactured by the developers to just keep you busy in place of content. Character development was a thing, sure; but it was driven by the goals of that player on what they wanted to be, not an endless system to just be consumed and figure out what you want to do with it as you aquire a point.
actually... it does...Attorneyatlawl wrote: »Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
25% increased damage This is a big one, but requires two separate 100 point passives for spell builds. Physical builds get it easy only needing one passive (mighty) for that same effect.
25% increased dmg from LAs and HAs Light and heavy weaved attacks account for around 10-14% of singletarget damage (not aoe since you can only hit one target with them), so raising them by 25% only adds in the neighborhood of 3-4% damage to one target. Sounds big but isn't.
25% crit dig Only affects the critical portion, not the base hit amount. If you hit for 5200 damage and crit normally you hit for 50% more damage (60% on nightblades). That portion is increased, not the 5200. Taking that same hit with a 50% amplifier as typical, you would hit for 7800 without this passive, and ((2600 x 1.25) + 5200) = 8450 with the full one hundred points invested. Most builds carry a forty to fifty percent spell crit rate and fifty to sixty percent physical one for stamina. This totals to a gain of 8.33% on only critical hits, which are around half of your hits, for a total gain of about 4.166%. Another one that sounds enormous but isn't.
25% armour pen Will pen about 5000-6000 armor which is roughly 16% extra damage but only against raid tier mobs or extremely high armor players in full heavy with a buff such as immovable going. This decreases againt medium users and is minimal against light ones.
12% crit Easy enough, ends up being roughly 6% damage typically, but is obtained very early in the system with just champion rank 90 required (a new character on a fresh, unplayed account hits around champion rank 60 due to the 13 million XP required and twelve levels' worth of enlightenment automatically granted. This assumes a one week real life time span to play during which you would earn another several levels of enlightenment since it gives one every 24 hours .
Out of all of those, the most important ones like block cost reduction, one damage type (physical gets a free ride compared to spell users since they only need mighty, instead of both thamaturge and elemental expert, for the same effect ), and a maxed regeneration, are earned in full at champion rank 300, and well, as my chart has shown...
... you get most of that gain much earlier. By the time you get to rank 400-600 you've gotten the large majority of power there is to be gained from the system, when you crunch the math out like above .
so, by your own math the CP system grants a player 25% more damage straight up, plus another 4% (light attacks), 4% (crits - and I think your math is wrong there and it's a 8% bonus at the end of the day - but that's not the point of my reply), 10%+ (penetration).
So a total of 40-48% damage bonus (depending on circumstances). That is BEFORE we consider the damage bonus granted by the increase of base magicka/stamina.
At the same time, the system allows to reduce incoming magicka damage by significantly over 25%, and physical damage atleast marginally.
Also at the same time, the system grants enough ressource stability to allow perma-using basically any ability (25% cost reductions AND 25% more resource regeneration)
All this are facts you know, @Attorneyatlawl , your own math has shown them.
And yet you seriously maintain the postion that the CP system makes a character 20, maaaaybe 25% stronger????
A DPS'er that doesn't even slot extra health in the first place gains nothing particularly from having an extra 49% health in a Trial. That doesn't help make them DPS more strongly.
Attorneyatlawl wrote: »@Attorneyatlawl: I would recommend testing on the PTS with 0CP and 3600CP so you can fully appreciate the difference, rather than adding more broken maths. Thanks.
I would recommend doing some math to appreciate the difference yourself. What's "broken"?
*digs into old threads*
This is the difference between 0 and 3600 CPs for a V14 tank a while ago:
Magicka +64%
Health +46%
Stamina +42%
On top of the 25% increased physicial and magical damage, increased armor and spell resistance and all other champion system passives.
The overall power boost provided by the champion system is far above 25%.
0 CPs
3600 CPs
As I was merely suggesting earlier, testing the damage of a spell with various amounts of CPs would provide better results than trying to take all the passives into account.
actually... it does...Attorneyatlawl wrote: »Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
25% increased damage This is a big one, but requires two separate 100 point passives for spell builds. Physical builds get it easy only needing one passive (mighty) for that same effect.
25% increased dmg from LAs and HAs Light and heavy weaved attacks account for around 10-14% of singletarget damage (not aoe since you can only hit one target with them), so raising them by 25% only adds in the neighborhood of 3-4% damage to one target. Sounds big but isn't.
25% crit dig Only affects the critical portion, not the base hit amount. If you hit for 5200 damage and crit normally you hit for 50% more damage (60% on nightblades). That portion is increased, not the 5200. Taking that same hit with a 50% amplifier as typical, you would hit for 7800 without this passive, and ((2600 x 1.25) + 5200) = 8450 with the full one hundred points invested. Most builds carry a forty to fifty percent spell crit rate and fifty to sixty percent physical one for stamina. This totals to a gain of 8.33% on only critical hits, which are around half of your hits, for a total gain of about 4.166%. Another one that sounds enormous but isn't.
25% armour pen Will pen about 5000-6000 armor which is roughly 16% extra damage but only against raid tier mobs or extremely high armor players in full heavy with a buff such as immovable going. This decreases againt medium users and is minimal against light ones.
12% crit Easy enough, ends up being roughly 6% damage typically, but is obtained very early in the system with just champion rank 90 required (a new character on a fresh, unplayed account hits around champion rank 60 due to the 13 million XP required and twelve levels' worth of enlightenment automatically granted. This assumes a one week real life time span to play during which you would earn another several levels of enlightenment since it gives one every 24 hours .
Out of all of those, the most important ones like block cost reduction, one damage type (physical gets a free ride compared to spell users since they only need mighty, instead of both thamaturge and elemental expert, for the same effect ), and a maxed regeneration, are earned in full at champion rank 300, and well, as my chart has shown...
... you get most of that gain much earlier. By the time you get to rank 400-600 you've gotten the large majority of power there is to be gained from the system, when you crunch the math out like above .
so, by your own math the CP system grants a player 25% more damage straight up, plus another 4% (light attacks), 4% (crits - and I think your math is wrong there and it's a 8% bonus at the end of the day - but that's not the point of my reply), 10%+ (penetration).
So a total of 40-48% damage bonus (depending on circumstances). That is BEFORE we consider the damage bonus granted by the increase of base magicka/stamina.
At the same time, the system allows to reduce incoming magicka damage by significantly over 25%, and physical damage atleast marginally.
Also at the same time, the system grants enough ressource stability to allow perma-using basically any ability (25% cost reductions AND 25% more resource regeneration)
All this are facts you know, @Attorneyatlawl , your own math has shown them.
And yet you seriously maintain the postion that the CP system makes a character 20, maaaaybe 25% stronger????
A DPS'er that doesn't even slot extra health in the first place gains nothing particularly from having an extra 49% health in a Trial. That doesn't help make them DPS more strongly.
"mathable option": it allows to forgoe +health buff food and opt for buff food which increases stamina/magicka even more. admitedly, that gives only extremely tiny dps benefit.
"non-mathable option": having a significantly larger healthpool allows DPS players to ignore potentially deadly mechanics. i.E: keeps standing in the red and dpsing away instead of investing time (and hence dps) to avoid that danger.
That said, I missed that your "CP gives 20-25% power" comment was in a "CP no longer gives direct stat boni" theoretical situation. I still believe it's more then 25% even then - but not by leaps and bounds as I was implying above - and the first 5-10 percentage points of that are gained very early on...
So nixing the CP based stat boni, implementing a catch-up mechanic (or increasing the diminishing returns more) and balancing the magicka and stamina side of the CP system - and it'd be almost perfect
Attorneyatlawl wrote: »actually... it does...Attorneyatlawl wrote: »Attorneyatlawl wrote: »Just to address the list you made, with my comments in bold:
25% increased damage This is a big one, but requires two separate 100 point passives for spell builds. Physical builds get it easy only needing one passive (mighty) for that same effect.
25% increased dmg from LAs and HAs Light and heavy weaved attacks account for around 10-14% of singletarget damage (not aoe since you can only hit one target with them), so raising them by 25% only adds in the neighborhood of 3-4% damage to one target. Sounds big but isn't.
25% crit dig Only affects the critical portion, not the base hit amount. If you hit for 5200 damage and crit normally you hit for 50% more damage (60% on nightblades). That portion is increased, not the 5200. Taking that same hit with a 50% amplifier as typical, you would hit for 7800 without this passive, and ((2600 x 1.25) + 5200) = 8450 with the full one hundred points invested. Most builds carry a forty to fifty percent spell crit rate and fifty to sixty percent physical one for stamina. This totals to a gain of 8.33% on only critical hits, which are around half of your hits, for a total gain of about 4.166%. Another one that sounds enormous but isn't.
25% armour pen Will pen about 5000-6000 armor which is roughly 16% extra damage but only against raid tier mobs or extremely high armor players in full heavy with a buff such as immovable going. This decreases againt medium users and is minimal against light ones.
12% crit Easy enough, ends up being roughly 6% damage typically, but is obtained very early in the system with just champion rank 90 required (a new character on a fresh, unplayed account hits around champion rank 60 due to the 13 million XP required and twelve levels' worth of enlightenment automatically granted. This assumes a one week real life time span to play during which you would earn another several levels of enlightenment since it gives one every 24 hours .
Out of all of those, the most important ones like block cost reduction, one damage type (physical gets a free ride compared to spell users since they only need mighty, instead of both thamaturge and elemental expert, for the same effect ), and a maxed regeneration, are earned in full at champion rank 300, and well, as my chart has shown...
... you get most of that gain much earlier. By the time you get to rank 400-600 you've gotten the large majority of power there is to be gained from the system, when you crunch the math out like above .
so, by your own math the CP system grants a player 25% more damage straight up, plus another 4% (light attacks), 4% (crits - and I think your math is wrong there and it's a 8% bonus at the end of the day - but that's not the point of my reply), 10%+ (penetration).
So a total of 40-48% damage bonus (depending on circumstances). That is BEFORE we consider the damage bonus granted by the increase of base magicka/stamina.
At the same time, the system allows to reduce incoming magicka damage by significantly over 25%, and physical damage atleast marginally.
Also at the same time, the system grants enough ressource stability to allow perma-using basically any ability (25% cost reductions AND 25% more resource regeneration)
All this are facts you know, @Attorneyatlawl , your own math has shown them.
And yet you seriously maintain the postion that the CP system makes a character 20, maaaaybe 25% stronger????
A DPS'er that doesn't even slot extra health in the first place gains nothing particularly from having an extra 49% health in a Trial. That doesn't help make them DPS more strongly.
"mathable option": it allows to forgoe +health buff food and opt for buff food which increases stamina/magicka even more. admitedly, that gives only extremely tiny dps benefit.
"non-mathable option": having a significantly larger healthpool allows DPS players to ignore potentially deadly mechanics. i.E: keeps standing in the red and dpsing away instead of investing time (and hence dps) to avoid that danger.
That said, I missed that your "CP gives 20-25% power" comment was in a "CP no longer gives direct stat boni" theoretical situation. I still believe it's more then 25% even then - but not by leaps and bounds as I was implying above - and the first 5-10 percentage points of that are gained very early on...
So nixing the CP based stat boni, implementing a catch-up mechanic (or increasing the diminishing returns more) and balancing the magicka and stamina side of the CP system - and it'd be almost perfect
That is very sensible, and it isn't something I ignored when making my post just for the record . The majority of the mechanics in trials that will kill you will do so with twice the health. The non-mathable option there does, however, very much affect PVP . Thank you for coming back after reading and stating your thoughts. As the thread has shown, I made my statements in the context of not having a very large percentage bonus to the primary stats (magicka/health/stamina). With those taken into account, I still think that adding the catch-up mechanism they've already discussed (making the first 400 points take an extremely low amount of experience as compared to now) alongside lowering the overall raw stat gain, would make the system balanced.
How much power someone thinks is acceptable to gain for playing a game a year or two or more earlier than a brand new player, is a matter of opinion. I imagine my tolerance is probably higher than average. However, I also don't think the whole thing needs to be thrown out as many are demanding, but rather just tweaked by a combination of XP parity across sources (pvp, trials, dungeons, etc. should give xp on par with what mob grinding does now), the catch-up mechanism, and then after seeing how the dust settles, adjusting the global gain of raw stats downward by some amount, is more than enough to bring it to the original design intent of providing extra progression for playing in what you find fun, game-wide.
Attorneyatlawl wrote: »100% damageAttorneyatlawl wrote: »Nix the flat resource gain and the system doesn't end up ultimately making you more than around 20-25% stronger like I said.
25% phys dmg increase would make you 25% stronger. Anything on top of that makes you over 25% stronger.
100% damage received
100% healing dealt
100% healing received
100% shielding received
100% resource regeneration
Attorneyatlawl wrote: »100% damageAttorneyatlawl wrote: »Nix the flat resource gain and the system doesn't end up ultimately making you more than around 20-25% stronger like I said.
25% phys dmg increase would make you 25% stronger. Anything on top of that makes you over 25% stronger.
100% damage received
100% healing dealt
100% healing received
100% shielding received
100% resource regeneration
The purpose of a dps in a trial is to just do damage to the boss to kill it as fast as possible.
Damage recieved, healing dealt, healing recieved, shielding recieved and resource regeneration is all handled by the healers or by using wasd.
One dps doing 25% more dps than another dps is 25% stronger
Attorneyatlawl wrote: »Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »Who gives a [snip] about BLOODY CHARTS!?!?!?!?!
It aint about the charts folks.... its about not being a HAMSTER EATING [snip] ON A WHEEL!!!!!
endless grind... regardless of competitive advantage .... IS NOT FUN
[Moderator Note: Edited per our rules on Rude and Insulting comments]
I feel like this is as simple as it gets and is missed.
That's what the entire mmorpg genre was created for. Even fps and other genres are incorporating large elements of that because most players find it fun to have something as a goal and milestones along the way.
No; they weren't. Maybe someone thought that was it, but I don't. And this idea that they were is probably at the base of why they are becoming boring.
MMOs were made to be a persistent virtual world on a massive scale in area and many players involved in it. The goals people worked toward were originally their own, not manufactured by the developers to just keep you busy in place of content. Character development was a thing, sure; but it was driven by the goals of that player on what they wanted to be, not an endless system to just be consumed and figure out what you want to do with it as you aquire a point.
EverQuest 1 and Ultima Online were arguably the first MMORPG's of the modern era, though one could make a case for Meridian 59.
And that's exactly what they were about. This massive need of "add new content!" is completely contrary to the point of MMORPG's in the first place, which was to provide systemic progression methods through economy, gear, characters, skill, and diplomacy/guilds such as maintaining control of key land and protecting houses, controlling areas rich in resources or monsters that provided them, etc.
Everyone complaining and demanding new dungeons or story quest zones that you will finish in 10 hours isn't looking for an MMORPG. They're looking for Skyrim .
Sallington wrote: »The % gain numbers are there. It's your opinion on whether that makes a big or small difference to you.
(My opinion)In the world of MMOs, where most people participating in end-game min-max their builds, the power increase from CPs is FREAKING GIGANTIC.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »Who gives a [snip] about BLOODY CHARTS!?!?!?!?!
It aint about the charts folks.... its about not being a HAMSTER EATING [snip] ON A WHEEL!!!!!
endless grind... regardless of competitive advantage .... IS NOT FUN
[Moderator Note: Edited per our rules on Rude and Insulting comments]
I feel like this is as simple as it gets and is missed.
That's what the entire mmorpg genre was created for. Even fps and other genres are incorporating large elements of that because most players find it fun to have something as a goal and milestones along the way.
No; they weren't. Maybe someone thought that was it, but I don't. And this idea that they were is probably at the base of why they are becoming boring.
MMOs were made to be a persistent virtual world on a massive scale in area and many players involved in it. The goals people worked toward were originally their own, not manufactured by the developers to just keep you busy in place of content. Character development was a thing, sure; but it was driven by the goals of that player on what they wanted to be, not an endless system to just be consumed and figure out what you want to do with it as you aquire a point.
EverQuest 1 and Ultima Online were arguably the first MMORPG's of the modern era, though one could make a case for Meridian 59.
And that's exactly what they were about. This massive need of "add new content!" is completely contrary to the point of MMORPG's in the first place, which was to provide systemic progression methods through economy, gear, characters, skill, and diplomacy/guilds such as maintaining control of key land and protecting houses, controlling areas rich in resources or monsters that provided them, etc.
Everyone complaining and demanding new dungeons or story quest zones that you will finish in 10 hours isn't looking for an MMORPG. They're looking for Skyrim .
Sallington wrote: »The % gain numbers are there. It's your opinion on whether that makes a big or small difference to you.
(My opinion)In the world of MMOs, where most people participating in end-game min-max their builds, the power increase from CPs is FREAKING GIGANTIC.