Honestly I like CP, I feel it creates more build diversity and specialism... But being a min maxer I guess that is just my thing
Except it does the opposite, fewer builds are competitive in CP than no-CP since you can afford to sacrifice damage in a no-CP environment and win off out-sustaining. This is blatant misinformation that gets propagated, I assume, because people think more places to spend more points is "build diversity" when it's just simply not. In fact, if your CP aren't spent mapped out properly then you're losing efficiency and placing yourself at a competitive disadvantage, therefore lowering the amount of viable options.
leandro.800ub17_ESO wrote: »Couple comments:
-Enable CP has made the diference between pre made groups and others even greater
-CP has enable the permablock and role dodge around objects a cancer
-BG has turned into a 2 shot kill very fast pace mechanics
-Dont know if related or not but very long load screens on death respawn are now present
ZOS please consider a option to chose between CP and no CP and also battle type, to avoid long qeues please put a number for the total amount of people on that mode (aplaying and waiting) so pleople can know whats the population
WillhelmBlack wrote: »It needs changing back. I really miss the only competitive PvP we had in this game, even if it's 4v4v4, it was the closest thing we had.
Just another zergfest now.
Imo the games haven't changed. I was a bad pvp player in BGs before CP and I am still bad with CP. Unkillable Tanks have been unkillable before CP as they are still. Most matches have no Teamplay except premade groups before CP and now.
If ZOS would implement the choice for CP/nonCP everyone would be happy and ZOS itself could readout the logs to see what is preferred.
Imo the games haven't changed. I was a bad pvp player in BGs before CP and I am still bad with CP. Unkillable Tanks have been unkillable before CP as they are still. Most matches have no Teamplay except premade groups before CP and now.
If ZOS would implement the choice for CP/nonCP everyone would be happy and ZOS itself could readout the logs to see what is preferred.
While I agree with you when it came to tanky builds, or individuals warding off death in no-CP. You were less likely to sustain your wall of defense. Whether that be healing, shield stacking, blocking, roll dodging, sprinting, or any combination of the 4. People died. The Stam Warden wasn't dodging rolling 5 times, bursting players down, then getting hit himself below 10% health before completely healing to 100% HP. Doing all of this while "sprinting" circles around players.
Imo the games haven't changed. I was a bad pvp player in BGs before CP and I am still bad with CP. Unkillable Tanks have been unkillable before CP as they are still. Most matches have no Teamplay except premade groups before CP and now.
If ZOS would implement the choice for CP/nonCP everyone would be happy and ZOS itself could readout the logs to see what is preferred.
While I agree with you when it came to tanky builds, or individuals warding off death in no-CP. You were less likely to sustain your wall of defense. Whether that be healing, shield stacking, blocking, roll dodging, sprinting, or any combination of the 4. People died. The Stam Warden wasn't dodging rolling 5 times, bursting players down, then getting hit himself below 10% health before completely healing to 100% HP. Doing all of this while "sprinting" circles around players.
The CP system is blatantly skewed towards prolonging fights, it takes about 15 seconds of looking at the passives available to realize this. You can add significant offensive damage, but nowhere close to the amount of defense/sustain you can pack in
No CP is just not fun for a game that is designed for CP. It feels like you are gimping yourself in every possible way.
Though I personally dislike CPs in general. BUT since the game is balanced around CP, I'd much rather to have CP enabled battlegrounds than noCP. Because some classes/builds perform way better than the others in noCP settings. CPs balance that issue.
Imo the games haven't changed. I was a bad pvp player in BGs before CP and I am still bad with CP. Unkillable Tanks have been unkillable before CP as they are still. Most matches have no Teamplay except premade groups before CP and now.
If ZOS would implement the choice for CP/nonCP everyone would be happy and ZOS itself could readout the logs to see what is preferred.
While I agree with you when it came to tanky builds, or individuals warding off death in no-CP. You were less likely to sustain your wall of defense. Whether that be healing, shield stacking, blocking, roll dodging, sprinting, or any combination of the 4. People died. The Stam Warden wasn't dodging rolling 5 times, bursting players down, then getting hit himself below 10% health before completely healing to 100% HP. Doing all of this while "sprinting" circles around players.
The CP system is blatantly skewed towards prolonging fights, it takes about 15 seconds of looking at the passives available to realize this. You can add significant offensive damage, but nowhere close to the amount of defense/sustain you can pack in
Whether it's damage, resource sustain, or defense. I always felt that increasing anything like that beyond 5% through the Champion System was too much. Where are the nodes for increase gold earned, or raising the drop rate of rare items? Why is almost everything centered around the amount of damage you can do or defend against.
Imo the games haven't changed. I was a bad pvp player in BGs before CP and I am still bad with CP. Unkillable Tanks have been unkillable before CP as they are still. Most matches have no Teamplay except premade groups before CP and now.
If ZOS would implement the choice for CP/nonCP everyone would be happy and ZOS itself could readout the logs to see what is preferred.
While I agree with you when it came to tanky builds, or individuals warding off death in no-CP. You were less likely to sustain your wall of defense. Whether that be healing, shield stacking, blocking, roll dodging, sprinting, or any combination of the 4. People died. The Stam Warden wasn't dodging rolling 5 times, bursting players down, then getting hit himself below 10% health before completely healing to 100% HP. Doing all of this while "sprinting" circles around players.
The CP system is blatantly skewed towards prolonging fights, it takes about 15 seconds of looking at the passives available to realize this. You can add significant offensive damage, but nowhere close to the amount of defense/sustain you can pack in
Whether it's damage, resource sustain, or defense. I always felt that increasing anything like that beyond 5% through the Champion System was too much. Where are the nodes for increase gold earned, or raising the drop rate of rare items? Why is almost everything centered around the amount of damage you can do or defend against.
But consider this, on a build that you plan to kill people on you spend blue points on damage, maybe a nice passive like tactician and exploiter. Green tree has some regen for both stam and magika, lots into befoul if you've got a defile, break free reduction, dodge roll cost, block reduction. Then the red tree you stack into mitigation. On a tank build, you've got points in blessed in the blue tree increasing your survivability where a more offensive build needs that damage. Then finally, the green tree, you don't need as much into stam regen allowing more bloack cost reduction. Now, consider that the blue tree adds slightly more offense to balanced offensive builds than it does defense to those same builds and that when you take 70+ points out of offense and add them into a defensive star(blessed) it allows you to achieve more defense from the CP system than you can possibly achieve offense.
I mean, there's other issues with the CP system, but this is what supports the tank meta so much imo. Combine that with the poor choices they've made in changing block cost and you've got a situation where you can gain significantly more defense than you can offense when stacking one or the other to the extreme. The difference is that when stacking offense to the extreme you have a viable counter in small scale objective gameplay, whereas building the extreme opposite end of the spectrum defensively allows you to create a build without a reasonable counter in small scale objective based gameplay.
DosPanchos wrote: »I'm seeing the BG population decrease fairly rapidly on PS4 compared to the first 2 weeks. Anyone else seeing this? (I'm basing it off of the frequency I see the same players).
Waffennacht wrote: »A gold increase CP ... My PvE build would max that sucka out
Honestly I like CP, I feel it creates more build diversity and specialism... But being a min maxer I guess that is just my thing
Except it does the opposite, fewer builds are competitive in CP than no-CP since you can afford to sacrifice damage in a no-CP environment and win off out-sustaining. This is blatant misinformation that gets propagated, I assume, because people think more places to spend more points is "build diversity" when it's just simply not. In fact, if your CP aren't spent mapped out properly then you're losing efficiency and placing yourself at a competitive disadvantage, therefore lowering the amount of viable options.
Cp AND no cp still have a balance of sustain. People are just afraid to give up the "extra" suatain for more damage and learn to suatain properly. I personally have over 100M ap across chars and see no sustain difference in cp and non cp, sinply by adjusting to more damage in CP and playing properly
I don't mean sustain in the sense of direct resource sustain, but rather the fact that all the extra mitigation and defense and the fact that the CP system favors surviving over killing. All CP does is artificially inflate TTK on good players and artificially lower it on bad players, that's not balance, its trash gameplay.
I know you're a skilled player, I just can't understand how you think a system designed to artificially increase defense and resource sustain while offering lower values of damage relatively is good for the health of an objective, controlled, environment. I see you switched to your mDK though and perhaps that explains why you're enjoying CP more, since the balled up brawls suit your playstyle. If you were still on your mageblade consistently I wonder how you'd feel about the changes to the environment.
@Thogard WoE been strong, PC NA just late to the party
I play magNB too, only I finished all achievements there now. And yes I certainly like it as a means to further seperate strong and weak players. If somebody is stronger, builds smarter and pays closer attention to every 1% they can get out of a build then they frankly deserve to win. My only negative for CP is that lower level players have a natural disadvantage, rather than the skill and intelligence advatages a full CP, well customised setup can offer. Im aware that my opinions are probably disliked by many, but they are my opinions all the same.
Also worth mentioning, as it seems ignored im my initial post, I happily play in no cp as well. I simply like the further customisation that CP offers.
It is contradiction itself. CP system meant to carry people, cover their weak spots by investing in particular passives and as result removing such thing as perfectioning builds and decreasing gap between good build and perfect build.
Perfect build don't need cp since it don't have way to improve anymore, while average weak builds with being carried by cp will be equal to perfect. This can be seen on example of blazing trollplars - on no-cp such troll tank can be destroyed in a 10-15 seconds; on cp it will take more than minute just to deal with someone who spam one skill and hold right mouse button.
Hi @ZOS_GinaBruno I recall you posted that adding CP was a test.
Are we close to knowing the results of the test? 99% of BG players from launch dislike CP and there are multiple threads. But I appreciate you will be looking at population to prove the popularity?
I know we saw alot of new names drop in from Vivec, however many have left due to the dull nature of the games now, bigger skills gap and alienation of lower CP Players. So just curious if there's any view of reverting or at least two queues (not ideal as pop already thin)
Hi @ZOS_GinaBruno I recall you posted that adding CP was a test.
Are we close to knowing the results of the test? 99% of BG players from launch dislike CP and there are multiple threads. But I appreciate you will be looking at population to prove the popularity?
I know we saw alot of new names drop in from Vivec, however many have left due to the dull nature of the games now, bigger skills gap and alienation of lower CP Players. So just curious if there's any view of reverting or at least two queues (not ideal as pop already thin)
BroanBeast1215 wrote: »Hi @ZOS_GinaBruno I recall you posted that adding CP was a test.
Are we close to knowing the results of the test? 99% of BG players from launch dislike CP and there are multiple threads. But I appreciate you will be looking at population to prove the popularity?
I know we saw alot of new names drop in from Vivec, however many have left due to the dull nature of the games now, bigger skills gap and alienation of lower CP Players. So just curious if there's any view of reverting or at least two queues (not ideal as pop already thin)
where are you getting 99% from?(your head im guessing) there are multiple threads by some of the same people and most players that play the game don't also comment on the forums so there is no way to know if they dislike them.
Im still seeing plenty of new players everytime I que up
^ true that.
And @BroanBeast1215 across all those threads you are about the only person I hear that likes CP in BG so....
86% of all statistics are made up on the spot.