I would consider 1,290,236 XP "significantly less" than 2,521,152 XP, which is what it was for the 743rd CP before this change.hayaschwarz wrote: »"After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points" = is now for the 743rd CP 1290236 XP.
We need to inform Oxford dictionary editors to Change the definition of significant, as it looks like ZOS thinks something else of it!
hayaschwarz wrote: »ZOS_GinaBruno wrote: »OVERVIEW
The Elder Scrolls Online: Tamriel Unlimited v2.2.2 is an incremental patch on the PTS that continues to address outstanding issues in Wrothgar and quests in Orsinium, in addition to many issues in Maelstrom Arena. We’ve also added a new crafting motif, tweaked the Champion Point catch-up mechanic, and added new gear to the available character template. You’ll also find numerous fixes to gameplay and UI in the base game patch.
We’ve copied European characters from the Live PC/Mac megaserver in this patch, which is approximately 3.3GB in size. Thanks again for all your continued feedback!
NEW FEATURES / UPDATES / BIG CHANGES
New Motifs
The mysteries of the Mercenary Motif have been unearthed by the Undaunted!
- The Mercenary Motif is a brand new crafting style, available only through Undaunted activities.
- To earn the Chapters of the Mercenary style, you must complete Undaunted Pledges and open their reward chests.
- Bronze, Silver, and Gold chests all have a good chance to grant a Chapter of the Mercenary style, with Silver having a better chance than Bronze, and Gold having a better chance than Silver.
- All three chests have a small chance to drop the full Book of the style, as well.
- The Style Item for Mercenary, Laurel, is found by killing the final boss of Normal and Veteran dungeons, with Veteran dungeons' final bosses having a better chance than Normal final bosses.
- This chance is also modified by your knowledge of the Mercenary style: If you know zero Chapters of the style, you will never receive a Laurel from any source. If you know all 14 Chapters, you will always receive a Laurel from Veteran dungeon final bosses, every time you kill one.
- Laurels are Bind on Pickup - they cannot be sold, traded, or mailed.
Champion Point Catch-Up Mechanic Updates
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
AVAILABLE TEMPLATES
- Veteran Rank 16 templates now include the new item sets and Maelstrom weapons from the Orsinium DLC game pack for testing.
KNOWN ISSUES
Maelstrom Weapons
- The bonus damage over time from the two handed Maelstrom weapon will always critically hit on the first few ticks. This is not intended, and will be fixed in a future patch.
FIXES & IMPROVEMENTS
"After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points" = is now for the 743rd CP 1290236 XP.
We need to inform Oxford dictionary editors to Change the definition of significant, as it looks like ZOS thinks something else of it!
On the bright side of this, no need for subscription anymore, and XP pots or scrolls aren't needed anymore!
Please ZOS, stop making decisions immaturely, like when you introduced CPs at the first place. And take the whole Population in consideration, not only the People who are joining the game and the casuals! I am in one of the most active Guilds in DC/EU Server, and most of my friends have about 500 CPs without grinding! Just because we played and paid for the game, it doesn't mean right now you have to punish us for that!
Hopefully you will consider your decisions again, and make them more carefully than what we used to, else it would be sad to loose half of my friends (great theorycrafters, leaderboards PvErs, and Emperors in PvP) each time you come up with new update!
hayaschwarz wrote: »ZOS_GinaBruno wrote: »OVERVIEW
The Elder Scrolls Online: Tamriel Unlimited v2.2.2 is an incremental patch on the PTS that continues to address outstanding issues in Wrothgar and quests in Orsinium, in addition to many issues in Maelstrom Arena. We’ve also added a new crafting motif, tweaked the Champion Point catch-up mechanic, and added new gear to the available character template. You’ll also find numerous fixes to gameplay and UI in the base game patch.
We’ve copied European characters from the Live PC/Mac megaserver in this patch, which is approximately 3.3GB in size. Thanks again for all your continued feedback!
NEW FEATURES / UPDATES / BIG CHANGES
New Motifs
The mysteries of the Mercenary Motif have been unearthed by the Undaunted!
- The Mercenary Motif is a brand new crafting style, available only through Undaunted activities.
- To earn the Chapters of the Mercenary style, you must complete Undaunted Pledges and open their reward chests.
- Bronze, Silver, and Gold chests all have a good chance to grant a Chapter of the Mercenary style, with Silver having a better chance than Bronze, and Gold having a better chance than Silver.
- All three chests have a small chance to drop the full Book of the style, as well.
- The Style Item for Mercenary, Laurel, is found by killing the final boss of Normal and Veteran dungeons, with Veteran dungeons' final bosses having a better chance than Normal final bosses.
- This chance is also modified by your knowledge of the Mercenary style: If you know zero Chapters of the style, you will never receive a Laurel from any source. If you know all 14 Chapters, you will always receive a Laurel from Veteran dungeon final bosses, every time you kill one.
- Laurels are Bind on Pickup - they cannot be sold, traded, or mailed.
Champion Point Catch-Up Mechanic Updates
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
AVAILABLE TEMPLATES
- Veteran Rank 16 templates now include the new item sets and Maelstrom weapons from the Orsinium DLC game pack for testing.
KNOWN ISSUES
Maelstrom Weapons
- The bonus damage over time from the two handed Maelstrom weapon will always critically hit on the first few ticks. This is not intended, and will be fixed in a future patch.
FIXES & IMPROVEMENTS
"After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points" = is now for the 743rd CP 1290236 XP.
We need to inform Oxford dictionary editors to Change the definition of significant, as it looks like ZOS thinks something else of it!
On the bright side of this, no need for subscription anymore, and XP pots or scrolls aren't needed anymore!
Please ZOS, stop making decisions immaturely, like when you introduced CPs at the first place. And take the whole Population in consideration, not only the People who are joining the game and the casuals! I am in one of the most active Guilds in DC/EU Server, and most of my friends have about 500 CPs without grinding! Just because we played and paid for the game, it doesn't mean right now you have to punish us for that!
Hopefully you will consider your decisions again, and make them more carefully than what we used to, else it would be sad to loose half of my friends (great theorycrafters, leaderboards PvErs, and Emperors in PvP) each time you come up with new update!
They already said that the average number of CPs an active player has, is about ~90.
Based on that 500 is very generous, I was honestly expecting something more like 200-300.
Either way you can keep on accumulating those champion points, so your guild won't have to grind again when the cap is raised.
Scyantific wrote: »hayaschwarz wrote: »"After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points" = is now for the 743rd CP 1290236 XP.
We need to inform Oxford dictionary editors to Change the definition of significant, as it looks like ZOS thinks something else of it!
On the bright side of this, no need for subscription anymore, and XP pots or scrolls aren't needed anymore!
Please ZOS, stop making decisions immaturely, like when you introduced CPs at the first place. And take the whole Population in consideration, not only the People who are joining the game and the casuals! I am in one of the most active Guilds in DC/EU Server, and most of my friends have about 500 CPs without grinding! Just because we played and paid for the game, it doesn't mean right now you have to punish us for that!
Hopefully you will consider your decisions again, and make them more carefully than what we used to, else it would be sad to loose half of my friends (great theorycrafters, leaderboards PvErs, and Emperors in PvP) each time you come up with new update!
They already said that the average number of CPs an active player has, is about ~90.
Based on that 500 is very generous, I was honestly expecting something more like 200-300.
Either way you can keep on accumulating those champion points, so your guild won't have to grind again when the cap is raised.
You forgot to mention that their method of finding the "average CP people have" was completely flawed and biased towards getting the numbers they wanted.
Scyantific wrote: »
You forgot to mention that their method of finding the "average CP people have" was completely flawed and biased towards getting the numbers they wanted.
@Ommamar This is less/more with respect to the last PTS iteration, in which the curve was considered too steep. It still takes more XP overall at a higher level.
My main is my crafter, he has to be able to make anything he wishes.
You do have an ambition, a quest, something you want to have. Its "being able to craft anything you wish".
Now I challenge you to go out of your comfort zone to achieve your goal. Because those are the achievements that count.
Scyantific wrote: »
You forgot to mention that their method of finding the "average CP people have" was completely flawed and biased towards getting the numbers they wanted.
You have no evidence if it's correct or not, neither do I. But always assuming the worst is at least a bad attitute in general.
What would your way to calculate the average CP per player be?
They used every account with a VR Character that was active in the last 30 days if I recall correctly. That seems to be a legit way and doesnt sound biased or flawed. But I'm really interested in your proposal.
Higgs_Field wrote: »Could you please increase the level of the purchasable PVP sets to V16? Pretty please?
I second this request! Please make the PvP sets scale up to VR16.
This will give players more incentive to do PvP and earn AP, and will also allow us to have more options when choosing which sets to wear in endgame, once we reach VR16.
Some of these sets are pretty good and we would like to keep using them, but as VR16 players we have no use for them if they are only available in VR14.
I don't understand why these sets didn't scale to VR16 already when IC was released. It only takes a few days to level from VR14 to VR16, and no one is going to work hard to earn AP to get the VR14 sets if they are already VR16 by the time they have enough AP to buy the sets!
See also:
http://forums.elderscrollsonline.com/en/discussion/223999/where-is-the-vr16-pvp-gear
Elfdominion4 wrote: »Mercenary Motif
Agree. I thought the same thing when I first read this. At this moment, it benefits those who already have the most, and not those who actually "need" to "catch up".Champion Point Catch-Up Mechanic UpdatesSo am I reading this right? It seems to me that it should be the other way around with those at a higher level taking more experience to get a champion point then those at a lower level. So once you hit cap it will be easier to gain CP so you will hit the cap again quickly when it is raised? I am very confused about this catch up mechanic.
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
@F7sus4 The first and third lines are right, but I think the second line maybe should also say less. Previously it took 2,521,152 XP to get CP #743, and now it takes 1,290,236 XP to get CP #743.Agree. I thought the same thing when I first read this. At this moment, it benefits those who already have the most, and not those who actually "need" to "catch up".Champion Point Catch-Up Mechanic UpdatesSo am I reading this right? It seems to me that it should be the other way around with those at a higher level taking more experience to get a champion point then those at a lower level. So once you hit cap it will be easier to gain CP so you will hit the cap again quickly when it is raised? I am very confused about this catch up mechanic.
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
@ZOS_GinaBruno: A typo, perhaps?
Elfdominion4 wrote: »Mercenary Motif
No, they are not. I'm actually talking about the "catch-up" mechanic (point #3)@F7sus4 The first and third lines are right, but I think the second line maybe should also say less. Previously it took 2,521,152 XP to get CP #743, and now it takes 1,290,236 XP to get CP #743.
So let's say you already have 500+ CP. You can earn sniploads of them now. You won't be able to spent them until they increase CP cap again, but you'll earn your "reserve" rapidly. The person that had 0-100CP gains actually nothing and the CP gap between those players is eventually increased and not decreased, as one might expect by "catching up" mechanic.@ZOS_GinaBruno wrote: »
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
No, they are not. I'm actually talking about the "catch-up" mechanic (point #3)@F7sus4 The first and third lines are right, but I think the second line maybe should also say less. Previously it took 2,521,152 XP to get CP #743, and now it takes 1,290,236 XP to get CP #743.
The more CP you have the more XP per CP you should earn to get another one (starting from CP-cap amount and more). But the fewer CP you have the fewer XP per CP should be required. This would work as a "catch-up" mechanic. What Gina proposed not only stays for the opposite (which is ridiculous), but it benefits people with the most CP solely. And to be precise, this:So let's say you already have 500+ CP. You can earn sniploads of them now. You won't be able to spent them until they increase CP cap again, but you'll earn your "reserve" rapidly. The person that had 0-100CP gains actually nothing and the CP gap between those players is eventually increased and not decreased, as one might expect by "catching up" mechanic.@ZOS_GinaBruno wrote: »
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
Yes, but the patch note is with reference to PTS 2.2.0, not the CP system that currently exists on Live. You need less XP now than you did in PTS 2.2.0, but it's still more overall than it is on Live.No, they are not. I'm actually talking about the "catch-up" mechanic (point #3)@F7sus4 The first and third lines are right, but I think the second line maybe should also say less. Previously it took 2,521,152 XP to get CP #743, and now it takes 1,290,236 XP to get CP #743.
The more CP you have the more XP per CP you should earn to get another one (starting from CP-cap amount and more). But the fewer CP you have the fewer XP per CP should be required. This would work as a "catch-up" mechanic. What Gina proposed not only stays for the opposite (which is ridiculous), but it benefits people with the most CP solely. And to be precise, this:So let's say you already have 500+ CP. You can earn sniploads of them now. You won't be able to spent them until they increase CP cap again, but you'll earn your "reserve" rapidly. The person that had 0-100CP gains actually nothing and the CP gap between those players is eventually increased and not decreased, as one might expect by "catching up" mechanic.@ZOS_GinaBruno wrote: »
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Mundus Stones
- The Thief
- Fixed an issue where this boon was incorrectly becoming less powerful as you leveled up. It will now maintain a consistent 11% net increase to your Critical and Spell Critical values.
newtinmpls wrote: »Question: when you make an item of the Mercenary Style, is it Bind on Pickup, or Bind on Equip?
Alphashado wrote: »ZOS_GinaBruno wrote: »
- This chance is also modified by your knowledge of the Mercenary style: If you know zero Chapters of the style, you will never receive a Laurel from any source. If you know all 14 Chapters, you will always receive a Laurel from Veteran dungeon final bosses, every time you kill one.
- Laurels are Bind on Pickup - they cannot be sold, traded, or mailed.
Are you kidding me?
I actually like doing pledges - with multiple chars.
And none of them is my crafter!
So in order to get some of the new style materials I have either to level up my crafter, only do pledges with her from now on or waste motif chapters on multiple chars who will never have any need for them... because else I wont get the style mats, ever.
Who comes up with *** like that, really?
Just.... stop. Please.
I THINK they are trying to toss crafters a bone here, but they just don't get it. I THINK the concept is to reward crafters for their time and effort, but they don't seem to understand that many people don't use their crafting characters for endgame. I can understand why they don't want level 10 battle leveled characters roaming around Wrothgar farming endgame nodes, but this Laurel idea is bad.
They can't seem to wrap their heads around the concept of alternate characters. My crafter is also a V16 Templar that I heal with, but I also have a V16 DK I like to tank with, and a V16 NB/V9 Sorc that I like to DPS with. I don't want to feel pigeon hole'd into only using my Templar in dungeons, and people who have a lower level character dedicated for pure crafting shouldn't be penalized for it.
There should at least be a small % chance for these things to drop for every character
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Mundus Stones
- The Thief
- Fixed an issue where this boon was incorrectly becoming less powerful as you leveled up. It will now maintain a consistent 11% net increase to your Critical and Spell Critical values.
Is this an intentional change to the value of the Thief Mundus from live where it seems to be 12% currently?
This, nevetheless, requires further and clear explanation from ZOS on how do they intend to do the "catch-up" mechanic and how storing CPs above CP-cap will work, since all we know at this point is some sort of reversed mechanic that not only won't work as intended, but will provide adversative result.Yes, but the patch note is with reference to PTS 2.2.0, not the CP system that currently exists on Live. You need less XP now than you did in PTS 2.2.0, but it's still more overall than it is on Live.No, they are not. I'm actually talking about the "catch-up" mechanic (point #3)@F7sus4 The first and third lines are right, but I think the second line maybe should also say less. Previously it took 2,521,152 XP to get CP #743, and now it takes 1,290,236 XP to get CP #743.
The more CP you have the more XP per CP you should earn to get another one (starting from CP-cap amount and more). But the fewer CP you have the fewer XP per CP should be required. This would work as a "catch-up" mechanic. What Gina proposed not only stays for the opposite (which is ridiculous), but it benefits people with the most CP solely. And to be precise, this:So let's say you already have 500+ CP. You can earn sniploads of them now. You won't be able to spent them until they increase CP cap again, but you'll earn your "reserve" rapidly. The person that had 0-100CP gains actually nothing and the CP gap between those players is eventually increased and not decreased, as one might expect by "catching up" mechanic.@ZOS_GinaBruno wrote: »
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
ZOS_GinaBruno wrote: »Champion Point Catch-Up Mechanic Updates
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Mundus Stones
- The Thief
- Fixed an issue where this boon was incorrectly becoming less powerful as you leveled up. It will now maintain a consistent 11% net increase to your Critical and Spell Critical values.
Is this an intentional change to the value of the Thief Mundus from live where it seems to be 12% currently?
- No, no. 12% would be OP, but 11% means balance.
- B-b-but... why?
- Because ZOS.
Wtf?ZOS_GinaBruno wrote: »Champion Point Catch-Up Mechanic Updates
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
ZOS_GinaBruno wrote: »
- This chance is also modified by your knowledge of the Mercenary style: If you know zero Chapters of the style, you will never receive a Laurel from any source. If you know all 14 Chapters, you will always receive a Laurel from Veteran dungeon final bosses, every time you kill one.
- Laurels are Bind on Pickup - they cannot be sold, traded, or mailed.
Are you kidding me?
I actually like doing pledges - with multiple chars.
And none of them is my crafter!
So in order to get some of the new style materials I have either to level up my crafter, only do pledges with her from now on or waste motif chapters on multiple chars who will never have any need for them... because else I wont get the style mats, ever.
Who comes up with *** like that, really?
Just.... stop. Please.
Agreed, this is a very bad decision. My alt is lvl 30 who is a master crafter, but of course my main I ensured to use those skillpoints towards other abilities rather than crafting. Not sure why ZOS' reasoning is behind this, but it's pretty *** poor.