don't forget super regen and in pve it allows you to basically ignore all boss mechanics in vet dungeons and solo someWifeaggro13 wrote: »The CP system is a very shallow system that was exploited early by a portion of the community. There are some very messy aspects of this games structure. Needing pvp abilities for end game pve, though you level strictly in Cyrodiil and Excell in endgame pve with crafted gear due to High cp and gear drops in VR 4 man's being garbage . The CP system needs to have actives that unlock and some class bonus aspects. This cp system just allows you to build an unkillable pvp chr that is a one shot master.
lucky_Sage wrote: »don't forget super regen and in pve it allows you to basically ignore all boss mechanics in vet dungeons and solo someWifeaggro13 wrote: »The CP system is a very shallow system that was exploited early by a portion of the community. There are some very messy aspects of this games structure. Needing pvp abilities for end game pve, though you level strictly in Cyrodiil and Excell in endgame pve with crafted gear due to High cp and gear drops in VR 4 man's being garbage . The CP system needs to have actives that unlock and some class bonus aspects. This cp system just allows you to build an unkillable pvp chr that is a one shot master.
@Wifeaggro13lucky_Sage wrote: »don't forget super regen and in pve it allows you to basically ignore all boss mechanics in vet dungeons and solo someWifeaggro13 wrote: »The CP system is a very shallow system that was exploited early by a portion of the community. There are some very messy aspects of this games structure. Needing pvp abilities for end game pve, though you level strictly in Cyrodiil and Excell in endgame pve with crafted gear due to High cp and gear drops in VR 4 man's being garbage . The CP system needs to have actives that unlock and some class bonus aspects. This cp system just allows you to build an unkillable pvp chr that is a one shot master.
Of the available options, I do think CP could use a rework, but having soft caps put back in would by itself be hugely beneficial.
Rune_Relic wrote: »I cant agree specifically to any of it.
1. Soft caps fix the buff stacking, but eliminate variation and uniqueness in the process. I dont see anything other than a strength+weakness system being viable.
2. The general concept of CP only needs tweaking to fix...the worst culprit being the +stamina/magicka/health. The other is the unlocks are badly balanced and vertical. They need proper balancing and selectable in the horizontal sense. Much like levelling up skills/passives and unlocking any skills at 50+ skill level. 1 unlock @ 10, 2 unlock @ 30, 3 unlock @ 75, 4 unlock @ 120. What options you select is upto you.
lucky_Sage wrote: »Rune_Relic wrote: »I cant agree specifically to any of it.
1. Soft caps fix the buff stacking, but eliminate variation and uniqueness in the process. I dont see anything other than a strength+weakness system being viable.
2. The general concept of CP only needs tweaking to fix...the worst culprit being the +stamina/magicka/health. The other is the unlocks are badly balanced and vertical. They need proper balancing and selectable in the horizontal sense. Much like levelling up skills/passives and unlocking any skills at 50+ skill level. 1 unlock @ 10, 2 unlock @ 30, 3 unlock @ 75, 4 unlock @ 120. What options you select is upto you.
@Rune_Relic
the problem with CP is you get resistance, sustain and Damage it doesn't make you give up stuff for anything other than stam or magicka
Soft caps are not needed. Most unbalanced builds do not survive long in cyrodiil. So basically the constantly dieing will force people to balance.
Some people keep saying that the removal Softcaps was terrible, but they never actually articulate why that was the case.
Some people keep saying that the removal Softcaps was terrible, but they never actually articulate why that was the case.
Because it leaves you in the position of "Specialize or die." With soft caps, you can specialize and do a bit more damage, or you can put a few points in other things and shore up some weaknesses or gain some extra utility yet still be viable. Without soft caps, if you spend any resources on anything other than your primary focus, you are severely gimping your character and you will be left in the dust.
Hence it is the lack of soft caps that eliminates variation and uniqueness. Not their presence.
Some people keep saying that the removal Softcaps was terrible, but they never actually articulate why that was the case.
Because it leaves you in the position of "Specialize or die." With soft caps, you can specialize and do a bit more damage, or you can put a few points in other things and shore up some weaknesses or gain some extra utility yet still be viable. Without soft caps, if you spend any resources on anything other than your primary focus, you are severely gimping your character and you will be left in the dust.
Hence it is the lack of soft caps that eliminates variation and uniqueness. Not their presence.
You mean a position of choice to be a Magicka or a Stamina build?
Giles.floydub17_ESO wrote: »Some people keep saying that the removal Softcaps was terrible, but they never actually articulate why that was the case.
Because it leaves you in the position of "Specialize or die." With soft caps, you can specialize and do a bit more damage, or you can put a few points in other things and shore up some weaknesses or gain some extra utility yet still be viable. Without soft caps, if you spend any resources on anything other than your primary focus, you are severely gimping your character and you will be left in the dust.
Hence it is the lack of soft caps that eliminates variation and uniqueness. Not their presence.
@Glurin
While an interesting read, your post is incorrect.
All soft caps did was have us put some attribute points into health. That was it.
Pure builds always outperformed any sort of hybridization. Hybrids do not have a chance to compete with pure builds due to the base design of the game.
If ESO would be a simple game, soft caps could be used.
But we have a game very rich in choices..... a complex game.... more complex game than you can practically control in every detail.
Therefore soft caps had to be removed...
just like you remove the two little side wheels from your first bike when you start learning to bike as a little child.
Look at the enormous variety of living organism that populate every ecological niche on earth.
In nature there are no artificial boundaries....
only natural diminishing returns and vulnerability for organisms that strongly specialise and stack for certain niches
often driven by economical cost effects
Artificial boundaries, regulations, are human made
rooted in the idea of makeability and that we can control it all
But the more complex the total situation, the more chance these artifacts backfire, cause side effects, only causing finer regulating the game.
The more is handled by root balancing, the less intervention (which soft caps are) is needed.
Regarding the CP tree.
My guess is that we will see some tweaking there in the future.
But not because it is wrong, but because the progressive feedback and insight on the totality will naturally lead to improving tweaks.
Rune_Relic wrote: »If ESO would be a simple game, soft caps could be used.
But we have a game very rich in choices..... a complex game.... more complex game than you can practically control in every detail.
Therefore soft caps had to be removed...
just like you remove the two little side wheels from your first bike when you start learning to bike as a little child.
Look at the enormous variety of living organism that populate every ecological niche on earth.
In nature there are no artificial boundaries....
only natural diminishing returns and vulnerability for organisms that strongly specialise and stack for certain niches
often driven by economical cost effects
Artificial boundaries, regulations, are human made
rooted in the idea of makeability and that we can control it all
But the more complex the total situation, the more chance these artifacts backfire, cause side effects, only causing finer regulating the game.
The more is handled by root balancing, the less intervention (which soft caps are) is needed.
Regarding the CP tree.
My guess is that we will see some tweaking there in the future.
But not because it is wrong, but because the progressive feedback and insight on the totality will naturally lead to improving tweaks.
Agreed
Except everything is subject to the 1st law of thermodynamics.
There is only change from mass to energy and vice versa.
..or newtons second law if you prefer.
The equation must balance...regardless of uniqueness.
if I good remember before cp implemented ZOS was saying cp will give very very small bonuses while now 100 point into 1 skill, to damage its 25% bonus damage (300 cp total) and this is a huge gap difference + just of max stats as I have seen, cap cp, 561 points, 186 per colourt, with buff food 35k max stamina and without cp on azura almost 30k max stamina, additional 5k+ max atribute points in this 180 cp per coulourt also is huge difference to dps
cp planned to give very small bonuses to be a balance, not huge difference between begginers and veteran players but now this gaop between 160 cp playr and cap cp player is very huge gape which should be much smaller as it was planned
Rune_Relic wrote: »I cant agree specifically to any of it.
1. Soft caps fix the buff stacking, but eliminate variation and uniqueness in the process. I dont see anything other than a strength+weakness system being viable.
2. The general concept of CP only needs tweaking to fix...the worst culprit being the +stamina/magicka/health. The other is the unlocks are badly balanced and vertical. They need proper balancing and selectable in the horizontal sense. Much like levelling up skills/passives and unlocking any skills at 50+ skill level. 1 unlock @ 10, 2 unlock @ 30, 3 unlock @ 75, 4 unlock @ 120. What options you select is upto you.