RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
CP system should be a constellation of QoL passives, more like the Skyrim system. There shouldn't be any attribute increases or any other percentages increases as there are right now. It should only be a collection of passives.
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
CP system should be a constellation of QoL passives, more like the Skyrim system. There shouldn't be any attribute increases or any other percentages increases as there are right now. It should only be a collection of passives.
I agree with a collection of passives.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
CP system should be a constellation of QoL passives, more like the Skyrim system. There shouldn't be any attribute increases or any other percentages increases as there are right now. It should only be a collection of passives.
I agree with a collection of passives.
That's the way it should have been implemented IMO. It creates progression, but doesn't promote the absurd power creep this current system allows.
Also make each constellation branch so it isn't just mindlessly plugging points into a tree for all the passives.
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
CP system should be a constellation of QoL passives, more like the Skyrim system. There shouldn't be any attribute increases or any other percentages increases as there are right now. It should only be a collection of passives.
I agree with a collection of passives.
That's the way it should have been implemented IMO. It creates progression, but doesn't promote the absurd power creep this current system allows.
Also make each constellation branch so it isn't just mindlessly plugging points into a tree for all the passives.
Well we kinda already do that (picking enough for spell crit, unchained passive, etc).
I can see the community adjusting quickly to a passive only CP system. And then the game becomes gear/skills.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
It isn't rocket science.
Yes, some sort of end-game progress is desirable. But if we are at "end-game," then the progression thereafter needs to be limited and modest. Otherwise, we aren't at end-game!
ZoS put way way way way too much power in the CP system. There is no build diversity. There is download Asarye's formula add-ons and *poof*, now we know precisely how many points to put in the good stars. It's a purely percentage based-system that does not change our characters in a meaningful way, merely make them more powerful and efficient at doing things (and too much efficiency/power at that).
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
CP system should be a constellation of QoL passives, more like the Skyrim system. There shouldn't be any attribute increases or any other percentages increases as there are right now. It should only be a collection of passives.
I agree with a collection of passives.
That's the way it should have been implemented IMO. It creates progression, but doesn't promote the absurd power creep this current system allows.
Also make each constellation branch so it isn't just mindlessly plugging points into a tree for all the passives.
Well we kinda already do that (picking enough for spell crit, unchained passive, etc).
I can see the community adjusting quickly to a passive only CP system. And then the game becomes gear/skills.
What I mean is compare it to Skyrim where within each constellation you have to kind of dedicate to a path within each tree. Right now you just add points within each tree. My point is that a passive-only system doesn't have to be less interesting--it could be really interesting if they added a bunch of neat passives and then made it so you had to think about how to spend points to acquire those passives, ala skyrim
I thought people quit when Morrowind launched because of the sustain nerfs and the "heavy attack meta"
I don't remember anyone saying they were quitting due to CP front-loading.
They quit because their rotation / build got nerfed and they had to add some heavy attacks when 16% cost reduction and 10% regen were removed from the CP system (that untouchable system that can never be nerfed).
Now I'm told it's because they buffed the CP system?
I remember when Vet Ranks were removed, and literally everyone was relieved to see the back of that system. I don't recall anyone jumping up to defend grinding alts through literally all the content and still not reach cap.
Didn't morrowind also push back some of the benefits of CP cap to CP 300?
Didn't the front loading of CP also make hybrid builds slightly more viable than they were before because spreading CP was more beneficial?
Sorry, I must be getting confused about the history of CP now...
yes, we're getting a bunch of nerfs this patch and most of the buffs are going to master / maelstrom weapons which a lot of people don't have.
We're also getting a bunch of nerfs to heavy armour DPS builds.
This has nothing to do with the CP system.
This has nothing to do with CP power creep.
It's mostly to attempt to address issues in PVP.
If you want to keep classes "special" then ask to remove PVP because attempting to balance them for PVP is what is gutting their uniqueness.
That's what ripping out their "soul".
No one in PVE was complaining that the 1h shield ult was too cheap.
No one in PVE had issues with the Warden healing Ult.
Power creep is easy to manage in PVE. Just buff the mobs and voila, job done.
PVP is the problem, but none of you want to admit that so you're blaming it all on some passive buffs in the CP system.
And for the record, I don't want PVP removed, but stop trying to pin the blame on CP. PVP is a lot of fun and it's what keeps a lot of people playing. But stop kidding yourselves All the nerfs are for PVP.
You should really stop talking about things you have no idea about. Its absolutely because of CP and you would actually know it if u were doing any kind of PVP.
The nerfs to sustain happened primarily because of CP. Without the CP the class sustain mechanics wouldnt be nerfed to the ground. Then the front loading happened along with nerfs to some stars to help players be competitive. Thats a good idea but it kinda backfired because there are too many stars to invest ur points. You are not forced to stack them anywhere. So in the end, what that did is give magicka builds 19% roll dodge cost reduction and 19% cc break reduction without sacrificing anything. What it also did is give light armor builds block cost reduction. What it also did is skyrocket the dmg with the introduction of master at arms while also skyrocket the survivability with iron clad. What it basically did is champion system builds. Everyone runs a different version of the same [snip]. And no it certainly did not make hybrids viable in any shape or form.
There is nothing fun about CP. There is absolutely nothing you actively do. Its just numbers optimizing ur build. You are not even making choices on where to put ur points. Especially in PVE. You have to put them on specific stars or you are just gimping urself.
And that silly argument about no one complaining in PVE is getting old. Yes no one complains in PVE. Thats because you are fighting mobs. They cant complain about you abusing the ever living [snip] out of them.
because of CP, power has shifted from classes and core skills into the CP system, and as it gets stronger and more broken (as it does update after update) ZOS as to nerf something in response, and that something has always been and continues to be, classes, races, weapons and armor lines, sets, etc. everything except the precious CP system it loves so much.
I thought people quit when Morrowind launched because of the sustain nerfs and the "heavy attack meta"
I don't remember anyone saying they were quitting due to CP front-loading.
They quit because their rotation / build got nerfed and they had to add some heavy attacks when 16% cost reduction and 10% regen were removed from the CP system (that untouchable system that can never be nerfed).
Now I'm told it's because they buffed the CP system?
I remember when Vet Ranks were removed, and literally everyone was relieved to see the back of that system. I don't recall anyone jumping up to defend grinding alts through literally all the content and still not reach cap.
Didn't morrowind also push back some of the benefits of CP cap to CP 300?
Didn't the front loading of CP also make hybrid builds slightly more viable than they were before because spreading CP was more beneficial?
Sorry, I must be getting confused about the history of CP now...
yes, we're getting a bunch of nerfs this patch and most of the buffs are going to master / maelstrom weapons which a lot of people don't have.
We're also getting a bunch of nerfs to heavy armour DPS builds.
This has nothing to do with the CP system.
This has nothing to do with CP power creep.
It's mostly to attempt to address issues in PVP.
If you want to keep classes "special" then ask to remove PVP because attempting to balance them for PVP is what is gutting their uniqueness.
That's what ripping out their "soul".
No one in PVE was complaining that the 1h shield ult was too cheap.
No one in PVE had issues with the Warden healing Ult.
Power creep is easy to manage in PVE. Just buff the mobs and voila, job done.
PVP is the problem, but none of you want to admit that so you're blaming it all on some passive buffs in the CP system.
And for the record, I don't want PVP removed, but stop trying to pin the blame on CP. PVP is a lot of fun and it's what keeps a lot of people playing. But stop kidding yourselves All the nerfs are for PVP.
You should really stop talking about things you have no idea about. Its absolutely because of CP and you would actually know it if u were doing any kind of PVP.
The nerfs to sustain happened primarily because of CP. Without the CP the class sustain mechanics wouldnt be nerfed to the ground. Then the front loading happened along with nerfs to some stars to help players be competitive. Thats a good idea but it kinda backfired because there are too many stars to invest ur points. You are not forced to stack them anywhere. So in the end, what that did is give magicka builds 19% roll dodge cost reduction and 19% cc break reduction without sacrificing anything. What it also did is give light armor builds block cost reduction. What it also did is skyrocket the dmg with the introduction of master at arms while also skyrocket the survivability with iron clad. What it basically did is champion system builds. Everyone runs a different version of the same [snip]. And no it certainly did not make hybrids viable in any shape or form.
There is nothing fun about CP. There is absolutely nothing you actively do. Its just numbers optimizing ur build. You are not even making choices on where to put ur points. Especially in PVE. You have to put them on specific stars or you are just gimping urself.
And that silly argument about no one complaining in PVE is getting old. Yes no one complains in PVE. Thats because you are fighting mobs. They cant complain about you abusing the ever living [snip] out of them.
@pieratsos
Read my other post https://forums.elderscrollsonline.com/en/discussion/comment/4575451/#Comment_4575451 and you'll see that I not only agree with most of what you're saying, I suggest some possible solutions.
The main crux of the post you just quoted is that the nerfs to classes are NOT because of CP, but because of PVP. For example, wrath removal and armour skills requiring 5pc and frags CC removal and every other skill nerf is for PVP balance, not because CP as the OP has stated.because of CP, power has shifted from classes and core skills into the CP system, and as it gets stronger and more broken (as it does update after update) ZOS as to nerf something in response, and that something has always been and continues to be, classes, races, weapons and armor lines, sets, etc. everything except the precious CP system it loves so much.
This statement is not true. This is because of PVP.
The sustain nerfs ARE because of CP, and the biggest nerf for sustain was in the CP system! Cost reduction was removed and regen nerfed hard, but nothing of value was added to the green CP tree so there is no trade off at all and everyone might as well get breakfree, dodgeroll and block reduction.
Everyone might as well get ironskin and thick skinned. Why the hell not? There is no trade off.
Seriously, read my other post. the problem with CP is where the skills are in the trees and where our "choices" are. there are no choices or trade offs because you're not choosing between damage reduction and damage increase, or damage vs sustain. It's choose stam or magi and get all the damage and all the damage reduction and all the regen and all the stam cost reduction.
the only thing you CAN'T do is both magi and stam damage. That's literally the only restriction.
WrathOfInnos wrote: »Isn't the point of CP increases to allow a little more progression.
Of course not every single nerf in the game is because of CP. No one is arguing that. There will never be perfect class balance. But the main point people make is that CP has completely ruined the game and nerfs all over the place do happen because of CP. Class mechanics completely gutted, stupid mechanics etc. And there is nothing to argue about that. Its a fact.
Of course not every single nerf in the game is because of CP. No one is arguing that. There will never be perfect class balance. But the main point people make is that CP has completely ruined the game and nerfs all over the place do happen because of CP. Class mechanics completely gutted, stupid mechanics etc. And there is nothing to argue about that. Its a fact.
you keep making this statement.
Which nerfs are you talking about apart from the sustain nerfs? What class skills / passives have been nerfed due to CP??
- CP power creep is an issue.
- CP is rather bland and un-interesting.
- CP has very few choices, you just get stronger across the board.
these statements I can get behind.
I can sort of get behind
- CP has homogenised builds by letting players smooth over the bumps in random build X and help it compete with BiS build Y
What passives are you talking about? some examples please.
well im agreeing with all the negative factas about cp
what im not so shure.. is zos really only focused on crown store and contend which makes them money and only aiding existing balance with small fixes?
if thats true why they did one tamriel than? im asuming that was a lot of work and everyone got it for free?
well im agreeing with all the negative factas about cp
what im not so shure.. is zos really only focused on crown store and contend which makes them money and only aiding existing balance with small fixes?
if thats true why they did one tamriel than? im asuming that was a lot of work and everyone got it for free?
The concept of 1T already existed in game in prety much every single DLC. It wasnt something particularly new and 1T didnt do anything concerning balance and actual gameplay. That wasnt its target anw. If anything it made it 100 times worse by allowing stupid set combinations that resulted in every stupid build you see today. Wasnt a very well thought patch when it comes to gameplay. It was the beginning of the end.
well im agreeing with all the negative factas about cp
what im not so shure.. is zos really only focused on crown store and contend which makes them money and only aiding existing balance with small fixes?
if thats true why they did one tamriel than? im asuming that was a lot of work and everyone got it for free?
The concept of 1T already existed in game in prety much every single DLC. It wasnt something particularly new and 1T didnt do anything concerning balance and actual gameplay. That wasnt its target anw. If anything it made it 100 times worse by allowing stupid set combinations that resulted in every stupid build you see today. Wasnt a very well thought patch when it comes to gameplay. It was the beginning of the end.
well i dont think so
i played alot of WOW WAR and AOC back that days and eso now for 10 months (post 1T) and when i started the ability to go everywhere was one of the most important points i gave eso a real try and not played only a few days. (got it in sale for idk 6€)
what happend to the wired set combos or how the old veteran rank system was idk
Joy_Division wrote: »RavenSworn wrote: »I'd argued that it's a catch 22. A conundrum that neither ZoS nor the players can be happy about it. The cp system was something that was needed post the veteran levels era. Veteran lvl were just too time consuming and none of the right gratification given. Yeah there were players that had 10 vet lvl 16 chars before the change but honestly, that is an outlier. Most players just had one char that they focused on.
Cp was then front loaded to help out with the loss of veteran levels. But ultimately, both systems were put in place to counter the fast and voracious content eaters that are the players. And no amount of content generated will be enough for players, regardless of replayability or rate of release.
The ideal behind cp is... Ideal. It's suppose to promote build diversity by allowing better control over your stats, over your build stat distribution.
Let's then take this system out. What if it wasn't replaced and its basically just lvl 1-50. How do you then address the vertical progression? You can talk all you want that other rpgs or action games don't need this but think in terms of an mmo. How do you keep the sense of progression in a game that will be untouched largely for its content?
Do you then add new classes? Add more skill lines? That's horizontal, not vertical. How do you keep vertical progression?
What ought to be done after level 50 is provide a progression system that offers players avenues to subtly augment, specialize, and customize the power already in their classes, not grab huge chunks of raw power. A DK might be able to turn whip into a stamina morph. A light armor user might be able to gain the sneak/speed passives from medium armor. A Sorcerer might become an Ice wizard. Stuff like that.
Abilities with a lot of dmg getting nerfed because CP amplified that dmg and pushed it out of control. Armor sets getting nerfed. Almost everything is somehow connected with CP because it amplifies everything and push them out of control and they are forced to gut them to retain the balance.
@Manotilo4 Long post is good.
I would disagree with most of those examples however.
Half of them are part of the sustain nerfs where everything, across the board, that gave sustain was significantly nerfed. Battle roar, siphon strikes, helping hands, redemption, bone pirate, everything.
All were nerfed with the sustain nerfs so that certain classes didn't get massive, unbalanced advantages over other classes. CP was included in this nerf, and it wasn't because of CP.
ZoS had decided that resource management should be an active part of the game via heavy attacks.
The sustain nerfs were not because of CP.
All the CP cost reduction was removed and CP regen was heavily nerfed as well.
This was a blanket change to the entire game to dramatically reduce the amount of regen and cost reduction we had available.
Which abilities and sets got nerfed due to CP?Abilities with a lot of dmg getting nerfed because CP amplified that dmg and pushed it out of control. Armor sets getting nerfed. Almost everything is somehow connected with CP because it amplifies everything and push them out of control and they are forced to gut them to retain the balance.
Which ones? How? Where? Sure everything is connected to CP, but CP is not the root cause of all your problems.
Wrecking blow didn't get it's CC removed due to CP.
Shields didn't get their duration nerfed from 30 seconds to 6 seconds due to CP.
Armour skills aren't getting restricted to 5pc because of CP and they aren't increasing the cost of the warden ultimate while nerfing it's healing done due to CP.
Please point to some concrete examples of where CP was the problem.