I've asked about this since Non-Vet became a thing. The answer I was given is that although they can change rule sets, the pieces (i.e. NPC guards) are static across campaigns.GrumpyDuckling wrote: »Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
@FENGRUSH play NO co and he a Stamsorc.fastolfv_ESO wrote: »simple no cp is basically designed for every kiddy to play a nb kill someone without cp resists faster than you can react and jump up and down squealing about how great they are. Every person and every streamer out there defending no cp is maining a nb, coincidence?
GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
thankyourat wrote: »Joy_Division wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
That sounds very unscientific and dubious.
Most of the AP generated does not come from capturing resources, but killing enemy players in high traffic areas.
People play the game to have fun. Those of us who sit in 100+ queues on the weekend aren't doing so because it's easier to kill resource guards, it's because we have a better time in CP campaign than in non.
Really? You enjoy sitting in a 100+q and than fighting the lag monster?
I enjoy not having to wait and having a smooth gaming experience.
FYI, 2 hours ago 5at sotha sil 50 DC and 50 AD just battled it out at roe with *gasp* no lag! It was a lot of fun.
More people really should give no cp a chance. Performance is better and it's populated. There are builds that work people just need to adapt.
I don't enjoy sitting in a que that is unnecessarily long because of ZoS's inability to gauge or even ask what it's community prefers. But it's not like I'm twiddling my thumbs. There are other things I can do with my time, I usually read. So the queue, while an unnecessary inconvenience, isn't going to drive me to do something I'd rather not play.
Smooth game performance is not the only reason I play videogames or even this one, It's not like queing for Sotha Sil will put an end to endless load screens. And I'm getting tired of people every patch telling me I just "need to adapt." I'm not a noob. I've played this game long before there was CP, I've played Backwater Blade, I've played in the old Azura's Campaign, I did the whole no CP week, I've play Battlegrounds right now with no CP, and I've played well in all of these environments. I don't need people to hold my hand telling me what sets to run, I don't need CPs as a "crutch" to beat other players, I don't need to be told what builds work and which ones do not. I can compete just fine in a no CP environment. I just don't prefer it.
The game, the gear, the proc sets, the siege, the poisons, resource management, the block costs, dodge roll scaling, the damage, Battle Spirit, etc., all of this was and is designed with the Champion System in mind. Simply taking away the Champion System and not adjusting everything else is going to throw things out of whack. That is why I sit in queues and why I simply stop doing BGs after a death recap full of Viper, Red Mountain, Oblivion damage, and Tremorscale.
It's funny that's what my cp pvp death recaps look like as well. I actually think cp pvp has alot more problems than non cp which is why i spend most of my time in battle grounds. Cyrodill in cp campaigns still has to many problems. It's mainly survivability cp makes some classes and builds way too survivalble. No cp you are punished for your mistakes. So of course players will gravitate towards more forgiving pvp and want to play with cp
They should give players the stats they lose through battle spirit in no CP. I'd be happy with that, I just hate losing 6k magicka and stamina or whatever the number is when I go into no cp pvp.
Comfortably_Buzzed wrote: »You could be right about the AP but the flip side is that once you or your small group takes a resource, it's much easier to farm AP since the strong guards make holding the resource easier.
It seems like there is a lot of disagreement over whether CP or no CP is better. Honestly I doubt there's any way to really determine the correct answer to this debate. Consider the following points that (hopefully) we can all agree on:
5) No CP less forgiving on players for mistakes made
All five points are objectively true
Joy_Division wrote: »thankyourat wrote: »Joy_Division wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
That sounds very unscientific and dubious.
Most of the AP generated does not come from capturing resources, but killing enemy players in high traffic areas.
People play the game to have fun. Those of us who sit in 100+ queues on the weekend aren't doing so because it's easier to kill resource guards, it's because we have a better time in CP campaign than in non.
Really? You enjoy sitting in a 100+q and than fighting the lag monster?
I enjoy not having to wait and having a smooth gaming experience.
FYI, 2 hours ago 5at sotha sil 50 DC and 50 AD just battled it out at roe with *gasp* no lag! It was a lot of fun.
More people really should give no cp a chance. Performance is better and it's populated. There are builds that work people just need to adapt.
I don't enjoy sitting in a que that is unnecessarily long because of ZoS's inability to gauge or even ask what it's community prefers. But it's not like I'm twiddling my thumbs. There are other things I can do with my time, I usually read. So the queue, while an unnecessary inconvenience, isn't going to drive me to do something I'd rather not play.
Smooth game performance is not the only reason I play videogames or even this one, It's not like queing for Sotha Sil will put an end to endless load screens. And I'm getting tired of people every patch telling me I just "need to adapt." I'm not a noob. I've played this game long before there was CP, I've played Backwater Blade, I've played in the old Azura's Campaign, I did the whole no CP week, I've play Battlegrounds right now with no CP, and I've played well in all of these environments. I don't need people to hold my hand telling me what sets to run, I don't need CPs as a "crutch" to beat other players, I don't need to be told what builds work and which ones do not. I can compete just fine in a no CP environment. I just don't prefer it.
The game, the gear, the proc sets, the siege, the poisons, resource management, the block costs, dodge roll scaling, the damage, Battle Spirit, etc., all of this was and is designed with the Champion System in mind. Simply taking away the Champion System and not adjusting everything else is going to throw things out of whack. That is why I sit in queues and why I simply stop doing BGs after a death recap full of Viper, Red Mountain, Oblivion damage, and Tremorscale.
It's funny that's what my cp pvp death recaps look like as well. I actually think cp pvp has alot more problems than non cp which is why i spend most of my time in battle grounds. Cyrodill in cp campaigns still has to many problems. It's mainly survivability cp makes some classes and builds way too survivalble. No cp you are punished for your mistakes. So of course players will gravitate towards more forgiving pvp and want to play with cp
I fail to see exactly what "mistake" I made not being able to survive 20K invisible and unavoidable damage in a matter of a few seconds.
I'm being punished for playing in a system that allows damage designed to be scaled with the Champion system in mind to hit me with no Champion System and that stats that accompany it, not because of my perceived lack of skill.
I'm also getting real tired of people saying i gravitate toward what they think is easy mode PvP. People are entitled to their opinions, but I don't make incorrect and disparaging assumptions as to why they hold those opinions.
GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
Smaller groups and solo players in general perform better in CP campaigns.
NonCP has less dmg in relation to HP pool compared to CP - that makes fights last longer (excluding procctatoes). Longer fights mean a higher chance for adds.
Less dmg also means scoring kills while outnumbered with lots of heals flying around is harder in nonCP.
In general nonCP favors medium to large organised groups (8+ players) over anything else unless you´re really into clicking leftmouse every few secs.
Even leveling in Kyne, my characters only get new gear every 10 levels and until recently I have always deconstructed it when they finish with it as I never thought far enough ahead to hold onto it in case I rolled another characterTequilaFire wrote: »disintegr8 wrote: »Not correct, Kyne is full of experienced players who keep rolling new characters, hence noobs will always get their butts handed to them. When you see a level 16 wearing BiS gear you know they are 'professional amateurs' - most people only worry about getting BiS gear once they level up.WuffyCerulei wrote: »CP requires more than people to throw a few proc sets and go to town on everyone. Now that infinite sustaina and unkilliable players seems to be a thing of the past, it's more intense and requires skill.
The only non-CP campaign I'm alright with is Kyne, since it allows for newer players to learn pvp whilst not getting their butts handed to them.
My assumption is that some people don't want to let go of their sense of superiority by playing with the big boys and girls, but would rather stay here where they don't really feel challenged. Kind of like the sports team who win every game of the season but lose the grand final to prevent being promoted to a higher division.
Really? My level 20 BiS gear disagrees with you! lol
I know, I was saying that the stats we lose from our CP should be given through battle spirit in no CP.They should give players the stats they lose through battle spirit in no CP. I'd be happy with that, I just hate losing 6k magicka and stamina or whatever the number is when I go into no cp pvp.
That's not because of Battle Spirit. CP increases max health, stamina and magicka passively.
thankyourat wrote: »Joy_Division wrote: »thankyourat wrote: »Joy_Division wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
That sounds very unscientific and dubious.
Most of the AP generated does not come from capturing resources, but killing enemy players in high traffic areas.
People play the game to have fun. Those of us who sit in 100+ queues on the weekend aren't doing so because it's easier to kill resource guards, it's because we have a better time in CP campaign than in non.
Really? You enjoy sitting in a 100+q and than fighting the lag monster?
I enjoy not having to wait and having a smooth gaming experience.
FYI, 2 hours ago 5at sotha sil 50 DC and 50 AD just battled it out at roe with *gasp* no lag! It was a lot of fun.
More people really should give no cp a chance. Performance is better and it's populated. There are builds that work people just need to adapt.
I don't enjoy sitting in a que that is unnecessarily long because of ZoS's inability to gauge or even ask what it's community prefers. But it's not like I'm twiddling my thumbs. There are other things I can do with my time, I usually read. So the queue, while an unnecessary inconvenience, isn't going to drive me to do something I'd rather not play.
Smooth game performance is not the only reason I play videogames or even this one, It's not like queing for Sotha Sil will put an end to endless load screens. And I'm getting tired of people every patch telling me I just "need to adapt." I'm not a noob. I've played this game long before there was CP, I've played Backwater Blade, I've played in the old Azura's Campaign, I did the whole no CP week, I've play Battlegrounds right now with no CP, and I've played well in all of these environments. I don't need people to hold my hand telling me what sets to run, I don't need CPs as a "crutch" to beat other players, I don't need to be told what builds work and which ones do not. I can compete just fine in a no CP environment. I just don't prefer it.
The game, the gear, the proc sets, the siege, the poisons, resource management, the block costs, dodge roll scaling, the damage, Battle Spirit, etc., all of this was and is designed with the Champion System in mind. Simply taking away the Champion System and not adjusting everything else is going to throw things out of whack. That is why I sit in queues and why I simply stop doing BGs after a death recap full of Viper, Red Mountain, Oblivion damage, and Tremorscale.
It's funny that's what my cp pvp death recaps look like as well. I actually think cp pvp has alot more problems than non cp which is why i spend most of my time in battle grounds. Cyrodill in cp campaigns still has to many problems. It's mainly survivability cp makes some classes and builds way too survivalble. No cp you are punished for your mistakes. So of course players will gravitate towards more forgiving pvp and want to play with cp
I fail to see exactly what "mistake" I made not being able to survive 20K invisible and unavoidable damage in a matter of a few seconds.
I'm being punished for playing in a system that allows damage designed to be scaled with the Champion system in mind to hit me with no Champion System and that stats that accompany it, not because of my perceived lack of skill.
I'm also getting real tired of people saying i gravitate toward what they think is easy mode PvP. People are entitled to their opinions, but I don't make incorrect and disparaging assumptions as to why they hold those opinions.
I'm not perceiving you have a lack of skill because you like cp pvp. i play in a cp campaign myself, but i also recognize how easy it is to survive in a cp campaign. Overall people usually take the easy way out which is Why proc sets are every where and the cp campaigns have ques of 150. You will also take 20k invisible damage in cp pvp people still are being ganked in cp pvp as well. I personally try to run builds that can't be ganked. In both cp and no cp i run builds with good sustain and survivability and i get my burst from combos.GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
Smaller groups and solo players in general perform better in CP campaigns.
NonCP has less dmg in relation to HP pool compared to CP - that makes fights last longer (excluding procctatoes). Longer fights mean a higher chance for adds.
Less dmg also means scoring kills while outnumbered with lots of heals flying around is harder in nonCP.
In general nonCP favors medium to large organised groups (8+ players) over anything else unless you´re really into clicking leftmouse every few secs.
I actually find solo play more enjoyable. In no cp because players actually die. What I'm noticing is players aren't good at managing resources and they spam abilities when they are being pressured. Those players are a huge problem in cp campaigns but drop really fast in no cp
@thankyourat honestly how do you still claim there would be a significant difference in sustain for CP and nonCP pvp? The difference is literally 15% rec bonus at best. I´m literally not changing even one glyph when changing between cyroCP and battlegrounds (and battlegrounds are far mor resource intensive than 1v1 or open world encounters).
I find soloplay absolutely unbearable in nonCP pvp against competent players. The trashplayers die regardless of campaign they´re in.
In nonCP pvp someone with a proper template does not run out of resources. While at the same time dmg to hp is vastly in favor of HP (as in i loose 15% hp but 45% dmg in nonCP without switching gear).
I could go into detail about that being more of a problem for burst classes than it is for sustained/dot pressure but i´d like to have my question answered first.
thankyourat wrote: »Joy_Division wrote: »thankyourat wrote: »Joy_Division wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
That sounds very unscientific and dubious.
Most of the AP generated does not come from capturing resources, but killing enemy players in high traffic areas.
People play the game to have fun. Those of us who sit in 100+ queues on the weekend aren't doing so because it's easier to kill resource guards, it's because we have a better time in CP campaign than in non.
Really? You enjoy sitting in a 100+q and than fighting the lag monster?
I enjoy not having to wait and having a smooth gaming experience.
FYI, 2 hours ago 5at sotha sil 50 DC and 50 AD just battled it out at roe with *gasp* no lag! It was a lot of fun.
More people really should give no cp a chance. Performance is better and it's populated. There are builds that work people just need to adapt.
I don't enjoy sitting in a que that is unnecessarily long because of ZoS's inability to gauge or even ask what it's community prefers. But it's not like I'm twiddling my thumbs. There are other things I can do with my time, I usually read. So the queue, while an unnecessary inconvenience, isn't going to drive me to do something I'd rather not play.
Smooth game performance is not the only reason I play videogames or even this one, It's not like queing for Sotha Sil will put an end to endless load screens. And I'm getting tired of people every patch telling me I just "need to adapt." I'm not a noob. I've played this game long before there was CP, I've played Backwater Blade, I've played in the old Azura's Campaign, I did the whole no CP week, I've play Battlegrounds right now with no CP, and I've played well in all of these environments. I don't need people to hold my hand telling me what sets to run, I don't need CPs as a "crutch" to beat other players, I don't need to be told what builds work and which ones do not. I can compete just fine in a no CP environment. I just don't prefer it.
The game, the gear, the proc sets, the siege, the poisons, resource management, the block costs, dodge roll scaling, the damage, Battle Spirit, etc., all of this was and is designed with the Champion System in mind. Simply taking away the Champion System and not adjusting everything else is going to throw things out of whack. That is why I sit in queues and why I simply stop doing BGs after a death recap full of Viper, Red Mountain, Oblivion damage, and Tremorscale.
It's funny that's what my cp pvp death recaps look like as well. I actually think cp pvp has alot more problems than non cp which is why i spend most of my time in battle grounds. Cyrodill in cp campaigns still has to many problems. It's mainly survivability cp makes some classes and builds way too survivalble. No cp you are punished for your mistakes. So of course players will gravitate towards more forgiving pvp and want to play with cp
I fail to see exactly what "mistake" I made not being able to survive 20K invisible and unavoidable damage in a matter of a few seconds.
I'm being punished for playing in a system that allows damage designed to be scaled with the Champion system in mind to hit me with no Champion System and that stats that accompany it, not because of my perceived lack of skill.
I'm also getting real tired of people saying i gravitate toward what they think is easy mode PvP. People are entitled to their opinions, but I don't make incorrect and disparaging assumptions as to why they hold those opinions.
I'm not perceiving you have a lack of skill because you like cp pvp. i play in a cp campaign myself, but i also recognize how easy it is to survive in a cp campaign. Overall people usually take the easy way out which is Why proc sets are every where and the cp campaigns have ques of 150. You will also take 20k invisible damage in cp pvp people still are being ganked in cp pvp as well. I personally try to run builds that can't be ganked. In both cp and no cp i run builds with good sustain and survivability and i get my burst from combos.GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
Smaller groups and solo players in general perform better in CP campaigns.
NonCP has less dmg in relation to HP pool compared to CP - that makes fights last longer (excluding procctatoes). Longer fights mean a higher chance for adds.
Less dmg also means scoring kills while outnumbered with lots of heals flying around is harder in nonCP.
In general nonCP favors medium to large organised groups (8+ players) over anything else unless you´re really into clicking leftmouse every few secs.
I actually find solo play more enjoyable. In no cp because players actually die. What I'm noticing is players aren't good at managing resources and they spam abilities when they are being pressured. Those players are a huge problem in cp campaigns but drop really fast in no cp
@thankyourat honestly how do you still claim there would be a significant difference in sustain for CP and nonCP pvp? The difference is literally 15% rec bonus at best. I´m literally not changing even one glyph when changing between cyroCP and battlegrounds (and battlegrounds are far mor resource intensive than 1v1 or open world encounters).
I find soloplay absolutely unbearable in nonCP pvp against competent players. The trashplayers die regardless of campaign they´re in.
In nonCP pvp someone with a proper template does not run out of resources. While at the same time dmg to hp is vastly in favor of HP (as in i loose 15% hp but 45% dmg in nonCP without switching gear).
I could go into detail about that being more of a problem for burst classes than it is for sustained/dot pressure but i´d like to have my question answered first.
thankyourat wrote: »The more survivalble players are the less likely you are to finish off a 1vX. Solo play sucks against competent opponents in both cp and no cp not seeing much of a difference there.
IzakiBrotherSs wrote: »While I personally find non-CP fun, I can see why most people don't. First reason being: why the hell did you spend all that time getting champion points when you can't even use them. And obviously proc sets.
thankyourat wrote: »thankyourat wrote: »Joy_Division wrote: »thankyourat wrote: »Joy_Division wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
That sounds very unscientific and dubious.
Most of the AP generated does not come from capturing resources, but killing enemy players in high traffic areas.
People play the game to have fun. Those of us who sit in 100+ queues on the weekend aren't doing so because it's easier to kill resource guards, it's because we have a better time in CP campaign than in non.
Really? You enjoy sitting in a 100+q and than fighting the lag monster?
I enjoy not having to wait and having a smooth gaming experience.
FYI, 2 hours ago 5at sotha sil 50 DC and 50 AD just battled it out at roe with *gasp* no lag! It was a lot of fun.
More people really should give no cp a chance. Performance is better and it's populated. There are builds that work people just need to adapt.
I don't enjoy sitting in a que that is unnecessarily long because of ZoS's inability to gauge or even ask what it's community prefers. But it's not like I'm twiddling my thumbs. There are other things I can do with my time, I usually read. So the queue, while an unnecessary inconvenience, isn't going to drive me to do something I'd rather not play.
Smooth game performance is not the only reason I play videogames or even this one, It's not like queing for Sotha Sil will put an end to endless load screens. And I'm getting tired of people every patch telling me I just "need to adapt." I'm not a noob. I've played this game long before there was CP, I've played Backwater Blade, I've played in the old Azura's Campaign, I did the whole no CP week, I've play Battlegrounds right now with no CP, and I've played well in all of these environments. I don't need people to hold my hand telling me what sets to run, I don't need CPs as a "crutch" to beat other players, I don't need to be told what builds work and which ones do not. I can compete just fine in a no CP environment. I just don't prefer it.
The game, the gear, the proc sets, the siege, the poisons, resource management, the block costs, dodge roll scaling, the damage, Battle Spirit, etc., all of this was and is designed with the Champion System in mind. Simply taking away the Champion System and not adjusting everything else is going to throw things out of whack. That is why I sit in queues and why I simply stop doing BGs after a death recap full of Viper, Red Mountain, Oblivion damage, and Tremorscale.
It's funny that's what my cp pvp death recaps look like as well. I actually think cp pvp has alot more problems than non cp which is why i spend most of my time in battle grounds. Cyrodill in cp campaigns still has to many problems. It's mainly survivability cp makes some classes and builds way too survivalble. No cp you are punished for your mistakes. So of course players will gravitate towards more forgiving pvp and want to play with cp
I fail to see exactly what "mistake" I made not being able to survive 20K invisible and unavoidable damage in a matter of a few seconds.
I'm being punished for playing in a system that allows damage designed to be scaled with the Champion system in mind to hit me with no Champion System and that stats that accompany it, not because of my perceived lack of skill.
I'm also getting real tired of people saying i gravitate toward what they think is easy mode PvP. People are entitled to their opinions, but I don't make incorrect and disparaging assumptions as to why they hold those opinions.
I'm not perceiving you have a lack of skill because you like cp pvp. i play in a cp campaign myself, but i also recognize how easy it is to survive in a cp campaign. Overall people usually take the easy way out which is Why proc sets are every where and the cp campaigns have ques of 150. You will also take 20k invisible damage in cp pvp people still are being ganked in cp pvp as well. I personally try to run builds that can't be ganked. In both cp and no cp i run builds with good sustain and survivability and i get my burst from combos.GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
Smaller groups and solo players in general perform better in CP campaigns.
NonCP has less dmg in relation to HP pool compared to CP - that makes fights last longer (excluding procctatoes). Longer fights mean a higher chance for adds.
Less dmg also means scoring kills while outnumbered with lots of heals flying around is harder in nonCP.
In general nonCP favors medium to large organised groups (8+ players) over anything else unless you´re really into clicking leftmouse every few secs.
I actually find solo play more enjoyable. In no cp because players actually die. What I'm noticing is players aren't good at managing resources and they spam abilities when they are being pressured. Those players are a huge problem in cp campaigns but drop really fast in no cp
@thankyourat honestly how do you still claim there would be a significant difference in sustain for CP and nonCP pvp? The difference is literally 15% rec bonus at best. I´m literally not changing even one glyph when changing between cyroCP and battlegrounds (and battlegrounds are far mor resource intensive than 1v1 or open world encounters).
I find soloplay absolutely unbearable in nonCP pvp against competent players. The trashplayers die regardless of campaign they´re in.
In nonCP pvp someone with a proper template does not run out of resources. While at the same time dmg to hp is vastly in favor of HP (as in i loose 15% hp but 45% dmg in nonCP without switching gear).
I could go into detail about that being more of a problem for burst classes than it is for sustained/dot pressure but i´d like to have my question answered first.
It's more than just recovery your increased damage mitigation and bigger secondary resource pool also make it easy to sustain in a cp campaign. Like for instance i have never fought a mag sorc or magplar in no cp that i couldn't run out of stamina. In cp campaigns however i fought mag sorcs that can break free for days. This is why i find solo play in cp campains annoying at times builds (especially magicka builds) are just holding block or spamming shields until help arrives. In no cp every fight i know i can kill my opponent of he makes a mistake in cp however I've had fights against players that i know i can kill even though I'm clearly that more skilled player. The more survivalble players are the less likely you are to finish off a 1vX. Solo play sucks against competent opponents in both cp and no cp not seeing much of a difference there.
thankyourat wrote: »The more survivalble players are the less likely you are to finish off a 1vX. Solo play sucks against competent opponents in both cp and no cp not seeing much of a difference there.
Well that´s what i´m saying. `
Players are less survivable on CP campaigns because in relation to HP spike dmg is higher on CP enabled campaigns...
Unless you play proccs - but i don´t think you´re running a proccbuild and come here telling me you prefer the gamemode where proccs are op or do you?IzakiBrotherSs wrote: »While I personally find non-CP fun, I can see why most people don't. First reason being: why the hell did you spend all that time getting champion points when you can't even use them. And obviously proc sets.
Proccsets.
Shields that have been balanced around CP inflated stats.
Surge being balanced around CP crit.
Critdmg/shadowmundus only having relevance in CP builds.
Poisons being balanced around CP (no i don´t mean resource poisons).
Joy_Division wrote: »thankyourat wrote: »thankyourat wrote: »Joy_Division wrote: »thankyourat wrote: »Joy_Division wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
That sounds very unscientific and dubious.
Most of the AP generated does not come from capturing resources, but killing enemy players in high traffic areas.
People play the game to have fun. Those of us who sit in 100+ queues on the weekend aren't doing so because it's easier to kill resource guards, it's because we have a better time in CP campaign than in non.
Really? You enjoy sitting in a 100+q and than fighting the lag monster?
I enjoy not having to wait and having a smooth gaming experience.
FYI, 2 hours ago 5at sotha sil 50 DC and 50 AD just battled it out at roe with *gasp* no lag! It was a lot of fun.
More people really should give no cp a chance. Performance is better and it's populated. There are builds that work people just need to adapt.
I don't enjoy sitting in a que that is unnecessarily long because of ZoS's inability to gauge or even ask what it's community prefers. But it's not like I'm twiddling my thumbs. There are other things I can do with my time, I usually read. So the queue, while an unnecessary inconvenience, isn't going to drive me to do something I'd rather not play.
Smooth game performance is not the only reason I play videogames or even this one, It's not like queing for Sotha Sil will put an end to endless load screens. And I'm getting tired of people every patch telling me I just "need to adapt." I'm not a noob. I've played this game long before there was CP, I've played Backwater Blade, I've played in the old Azura's Campaign, I did the whole no CP week, I've play Battlegrounds right now with no CP, and I've played well in all of these environments. I don't need people to hold my hand telling me what sets to run, I don't need CPs as a "crutch" to beat other players, I don't need to be told what builds work and which ones do not. I can compete just fine in a no CP environment. I just don't prefer it.
The game, the gear, the proc sets, the siege, the poisons, resource management, the block costs, dodge roll scaling, the damage, Battle Spirit, etc., all of this was and is designed with the Champion System in mind. Simply taking away the Champion System and not adjusting everything else is going to throw things out of whack. That is why I sit in queues and why I simply stop doing BGs after a death recap full of Viper, Red Mountain, Oblivion damage, and Tremorscale.
It's funny that's what my cp pvp death recaps look like as well. I actually think cp pvp has alot more problems than non cp which is why i spend most of my time in battle grounds. Cyrodill in cp campaigns still has to many problems. It's mainly survivability cp makes some classes and builds way too survivalble. No cp you are punished for your mistakes. So of course players will gravitate towards more forgiving pvp and want to play with cp
I fail to see exactly what "mistake" I made not being able to survive 20K invisible and unavoidable damage in a matter of a few seconds.
I'm being punished for playing in a system that allows damage designed to be scaled with the Champion system in mind to hit me with no Champion System and that stats that accompany it, not because of my perceived lack of skill.
I'm also getting real tired of people saying i gravitate toward what they think is easy mode PvP. People are entitled to their opinions, but I don't make incorrect and disparaging assumptions as to why they hold those opinions.
I'm not perceiving you have a lack of skill because you like cp pvp. i play in a cp campaign myself, but i also recognize how easy it is to survive in a cp campaign. Overall people usually take the easy way out which is Why proc sets are every where and the cp campaigns have ques of 150. You will also take 20k invisible damage in cp pvp people still are being ganked in cp pvp as well. I personally try to run builds that can't be ganked. In both cp and no cp i run builds with good sustain and survivability and i get my burst from combos.GrumpyDuckling wrote: »After asking around in an informal and unscientific way, the most common reason appears to be that Alliance Points are easier and faster to get in CP campaigns compared to Non-CP campaigns. In CP campaigns smaller groups can capture resources and keeps more easily and quicker because it is easier to kill NPC guards.
Perhaps these potential solutions could be considered and might even out numbers between CP and Non-CP campaigns:
- tone down guards in Non-CP campaigns
- give slightly more Alliance Points for objectives and kills in Non-CP
- tone down the heaviest hitting proc sets due to strength in Non-CP (was #2 reason in my informal and unscientific poll)
Smaller groups and solo players in general perform better in CP campaigns.
NonCP has less dmg in relation to HP pool compared to CP - that makes fights last longer (excluding procctatoes). Longer fights mean a higher chance for adds.
Less dmg also means scoring kills while outnumbered with lots of heals flying around is harder in nonCP.
In general nonCP favors medium to large organised groups (8+ players) over anything else unless you´re really into clicking leftmouse every few secs.
I actually find solo play more enjoyable. In no cp because players actually die. What I'm noticing is players aren't good at managing resources and they spam abilities when they are being pressured. Those players are a huge problem in cp campaigns but drop really fast in no cp
@thankyourat honestly how do you still claim there would be a significant difference in sustain for CP and nonCP pvp? The difference is literally 15% rec bonus at best. I´m literally not changing even one glyph when changing between cyroCP and battlegrounds (and battlegrounds are far mor resource intensive than 1v1 or open world encounters).
I find solo play absolutely unbearable in nonCP pvp against competent players. The trashplayers die regardless of campaign they´re in.
In nonCP pvp someone with a proper template does not run out of resources. While at the same time dmg to hp is vastly in favor of HP (as in i loose 15% hp but 45% dmg in nonCP without switching gear).
I could go into detail about that being more of a problem for burst classes than it is for sustained/dot pressure but i´d like to have my question answered first.
It's more than just recovery your increased damage mitigation and bigger secondary resource pool also make it easy to sustain in a cp campaign. Like for instance i have never fought a mag sorc or magplar in no cp that i couldn't run out of stamina. In cp campaigns however i fought mag sorcs that can break free for days. This is why i find solo play in cp campains annoying at times builds (especially magicka builds) are just holding block or spamming shields until help arrives. In no cp every fight i know i can kill my opponent of he makes a mistake in cp however I've had fights against players that i know i can kill even though I'm clearly that more skilled player. The more survivalble players are the less likely you are to finish off a 1vX. Solo play sucks against competent opponents in both cp and no cp not seeing much of a difference there.
Never huh? This has more to do with the CP 75 opponents new to this game who have just graduated from Kyne than CP changes. No wonder why Fengrush and his merry band of 6 rack up 120+:1 kill to death ratios in No CP.
Emma_Overload wrote: »The district flag guards in No CP version of Imperial City are RIDICULOUSLY hard to kill for magicka players. They chain cast unbreakable Eclipses and Negates while healing themselves to full... I have to choose my ultimate differently just to deal with No CP guards, which makes my build weaker against actual players.
thankyourat wrote: »thankyourat wrote: »The more survivalble players are the less likely you are to finish off a 1vX. Solo play sucks against competent opponents in both cp and no cp not seeing much of a difference there.
Well that´s what i´m saying. `
Players are less survivable on CP campaigns because in relation to HP spike dmg is higher on CP enabled campaigns...
Unless you play proccs - but i don´t think you´re running a proccbuild and come here telling me you prefer the gamemode where proccs are op or do you?IzakiBrotherSs wrote: »While I personally find non-CP fun, I can see why most people don't. First reason being: why the hell did you spend all that time getting champion points when you can't even use them. And obviously proc sets.
Proccsets.
Shields that have been balanced around CP inflated stats.
Surge being balanced around CP crit.
Critdmg/shadowmundus only having relevance in CP builds.
Poisons being balanced around CP (no i don´t mean resource poisons).
I feel players are more survivalble on a cp campaign. Sustain is what makes players survivalble it doesn't matter how much resistances you have if you can't sustain you'll die. Also healing is so strong in cp campaigns its crazy. so yes even though you're damage is lower in no cp sustain is harder, healing is weaker and damage shields are weaker making players less survivalble. But as a solo player you are more survivalble if you build correctly because a player will have to line up a burst combo to kill you. Which leaves an aspect of counterplay that can sometimes not be there in cp. (and no cp as well if you are facing multiple players with poisons and proc sets.) I do use valkyn skoria on my magblade but ive been using it since thieves guild dlc. I wont deny it's streagths in no cp.
Herd mentality. There's a lot of people who need the crutch and the rest follow them in.
Joy_Division wrote: »Comfortably_Buzzed wrote: »You could be right about the AP but the flip side is that once you or your small group takes a resource, it's much easier to farm AP since the strong guards make holding the resource easier.
It seems like there is a lot of disagreement over whether CP or no CP is better. Honestly I doubt there's any way to really determine the correct answer to this debate. Consider the following points that (hopefully) we can all agree on:
5) No CP less forgiving on players for mistakes made
All five points are objectively true
That's an opinion, not an objective truth.