Chilly-McFreeze wrote: »Please explain how CP is broken?
I wouldnt know where to begin and where to end. Everything in this game is getting nerfed over and over and over again because CP gives too much power. Classes are getting destroyed patch after patch to compensate for CP power. Raise CP cap -> nerf CP -> Raise CP cap -> nerf CP -> repeat. An endless cycle that leads no where, balance is out of control, everyone is OP, everyone is a noob.
And all because of a system that was supposed to give you options to customize ur character. There is nothing fun about it, its just numbers on a screen, people called it from the beginning that it was going to be broken and yet they keep on trying to fix it by following that endless cycle that leads no where.
I dont disagree entirely but there has to be some incentive for long term players and if its just some number who cares.
I dont really think CP is the bigggest problem ESO has and i really dont think another huge poin tless change would fix anything. First the problem was veteran ranks being to hard to obtain and now its the CP systems fault.
Maybe just play something else if its so horrible (not meant for the person i quote specifically).
But he's right about CP sucking the life out of the classes. Why did they gut class sustain in MW? Because the CP system made it all to easy. Beside that, the ordinary CPs are rather boring. +X% DoT damage, -Y% direct dmg taken. Very bland.
Like I said, get rid of CP, give classes back their old power and uniqueness, implement a system that is based around passives like tactician, windrunner, treasure hunter etc., designed in a way where you have to make choices. Could just as well be passives that change skills a bit, e.g. turns physical into magickal dmg (just an obscure thought, but would be interesting, opens up diversity and pleases the hybrid crowd).
They didn't gut class sustain in Morrowind. They cut sustain in various ways. Most notably, by eliminating most of the sustain from CP. Now CP gives, at most, 15% of your base regeneration. That's pitifully low. Other ways they cut sustain was from armor passives (not class), nerfing elemental drain (not class), and nerfing orbs into the ground (not class). The only class nerfs were Repentence no longer giving stamina to allies and Siphoning Attacks no longer restoring both resources.
And the power creep? Yes, the damage stars in CP are quite strong. But so are the defense stars. As far as PvP goes, this means that people of similar CP are pretty balanced against each other. In PvE, though, the CP is felt more greatly since your enemies don't harder to counteract your defensive CP, and they don't get extra defenses to counteract your offensive CP. But then again, all the balance nerfs are based on PvP complaints, and in PvP, the damage/defense stars being nearly mirror images of each other mean everything just cancels each other out.
The bigger source of power creep isn't CP, but skill improvements. I remember when vMA first came out on the PTS. People complained about the vMA destruction staff being worthless because nobody in their right mind would use Wall of Elements. It was just such a worthless skill. Back then, one of the top magicka Nightblade scores on PC/NA used a resto staff on his front bar because it did more damage than a destro. Back then, there were very few DoTs that were viable. But things have changed. Underperforming skills were buffed and made more interesting. Skill rotations have grown more complex, richer, and more powerful as a result. These are good changes, as they result in more engaging gameplay (instead of just spamming one skill over and over), but it also results in a lot of power creep.
Yes, there have been problems with CP. But they've been largely addressed in the past year. The extreme diminishing returns, the better mirroring of offensive and defensive stars. The gutting of CP sustain. The system is fine, and people who claim that CP is what's destroying the game are just scapegoating at this point.
There are so many ways to maintain a sense of progression: unlockable motifs; mounts; dyes; zones; arenas (for instance for 2, 3, 6 people); dungeons (no gear, just achievements); possibility to apply more dyes for each piece of armour; better rngs; mount speed; something akin to the treasure hunter passive; number of objects in a home; inventory space...
Anything not combat-related, really.
For completeness' sake, I'd like to point out that ZOS also switched siphoning attacks from proccing on direct damage attacks (with return chance better when you hit more targets).. To being tied to hitting a light or heavy weave, with a smaller resource return per proc, and it now costs the resource you want to return. It's like a poor version of the old Leeching Strikes toggle, the morph that not even most tanks used.Chilly-McFreeze wrote: »Please explain how CP is broken?
I wouldnt know where to begin and where to end. Everything in this game is getting nerfed over and over and over again because CP gives too much power. Classes are getting destroyed patch after patch to compensate for CP power. Raise CP cap -> nerf CP -> Raise CP cap -> nerf CP -> repeat. An endless cycle that leads no where, balance is out of control, everyone is OP, everyone is a noob.
And all because of a system that was supposed to give you options to customize ur character. There is nothing fun about it, its just numbers on a screen, people called it from the beginning that it was going to be broken and yet they keep on trying to fix it by following that endless cycle that leads no where.
I dont disagree entirely but there has to be some incentive for long term players and if its just some number who cares.
I dont really think CP is the bigggest problem ESO has and i really dont think another huge poin tless change would fix anything. First the problem was veteran ranks being to hard to obtain and now its the CP systems fault.
Maybe just play something else if its so horrible (not meant for the person i quote specifically).
But he's right about CP sucking the life out of the classes. Why did they gut class sustain in MW? Because the CP system made it all to easy. Beside that, the ordinary CPs are rather boring. +X% DoT damage, -Y% direct dmg taken. Very bland.
Like I said, get rid of CP, give classes back their old power and uniqueness, implement a system that is based around passives like tactician, windrunner, treasure hunter etc., designed in a way where you have to make choices. Could just as well be passives that change skills a bit, e.g. turns physical into magickal dmg (just an obscure thought, but would be interesting, opens up diversity and pleases the hybrid crowd).
They didn't gut class sustain in Morrowind. They cut sustain in various ways. Most notably, by eliminating most of the sustain from CP. Now CP gives, at most, 15% of your base regeneration. That's pitifully low. Other ways they cut sustain was from armor passives (not class), nerfing elemental drain (not class), and nerfing orbs into the ground (not class). The only class nerfs were Repentence no longer giving stamina to allies and Siphoning Attacks no longer restoring both resources.
And the power creep? Yes, the damage stars in CP are quite strong. But so are the defense stars. As far as PvP goes, this means that people of similar CP are pretty balanced against each other. In PvE, though, the CP is felt more greatly since your enemies don't harder to counteract your defensive CP, and they don't get extra defenses to counteract your offensive CP. But then again, all the balance nerfs are based on PvP complaints, and in PvP, the damage/defense stars being nearly mirror images of each other mean everything just cancels each other out.
The bigger source of power creep isn't CP, but skill improvements. I remember when vMA first came out on the PTS. People complained about the vMA destruction staff being worthless because nobody in their right mind would use Wall of Elements. It was just such a worthless skill. Back then, one of the top magicka Nightblade scores on PC/NA used a resto staff on his front bar because it did more damage than a destro. Back then, there were very few DoTs that were viable. But things have changed. Underperforming skills were buffed and made more interesting. Skill rotations have grown more complex, richer, and more powerful as a result. These are good changes, as they result in more engaging gameplay (instead of just spamming one skill over and over), but it also results in a lot of power creep.
Yes, there have been problems with CP. But they've been largely addressed in the past year. The extreme diminishing returns, the better mirroring of offensive and defensive stars. The gutting of CP sustain. The system is fine, and people who claim that CP is what's destroying the game are just scapegoating at this point.
Tamriel could definitely do with a greater variety of monsters and difficulties, relative to the player levels. I like that I can level while doing whatever I please, but the diminishing returns mean that as a max CP player I'm not particularly excited to spending another 30CP in Dragon Bones.Anotherone773 wrote: »* The current system isnt broken, its just terrible. Its unimaginative and boring.
* They removed the grind from leveling up by removing the sense of accomplishment and the feeling that you are getting somewhere.
* Diminishing returns further diminish a sense of accomplishment or the desire to progress.
* All player characters are like identical twins, almost exactly the same with a few differences some of those made by choices but basically all roughly the same.
* i wont get into all the drawbacks of the current system.
In an ideal world, i would love to see a character/skill system like Rift. A lot of options on a single character and the ability to swap fairly quickly between different skill sets allows you to swap between sub classes each have distinct abilities, strengths and weaknesses. Characters actually have character. In ESO, characters dont have character, they have costumes and outfits, so we can play dress up.
But that will never happen so instead id like to see:
* The removal of enlightenment and diminishing returns. People need to stop expecting everything to be handed to them. Its a terrible trait. Part of the game is effort = reward, not logging in = reward.
* The removal of the CP system.
* All CP converted into 50 additional levels.
* All current gear adjusted for the levels.
* One Tamriel stays in place for current content. So you can still level anywhere with anyone in what is available right now.
* All new content will be a level system with DLCs adding 5 or 10 MEANINGFUL levels and Chapters adding 10-30 MEANINGFUL levels.
* The zone mobs will have actual levels. This means you may encounter mobs that are actually tough or mobs that you can one shot.
* Players above 100 will be leveled down in stats, abilities, and gear while in the OT content.
* Players below a zones level will NOT level up to the mob levels. So you will probably get stomped by that level 110 mud crab at level 60.
* I would also like to see a real stat system. Im not a fan of this generic stat system of health/stam/mag that Bethesda switched their ES games too. But i know that has a snowballs chance even if the other changes were somehow to be made.
Because I don't have time to write a 9000 word essay that's how much is wrong with it. Do some research. play the game and you will see. If you want the quick and easy just watch a fengrush rant video or countless other streams who've quit/practically quit, because of it. It's like riding a bike with training wheels at the age of 30. No emotional response bull *** from me I'm being serious and that's a good analogy. And as others have said the system is dull and boring, nothing unique about it, but people are too afraid of change i.e. a new system that also has that feeling of progression they desire.
The CP keeps getting increased to give max CP players a sense of progression. Stagnation = no logins.
Literally one extra step and a hint more of feeling like your time got you something, at least.Chilly-McFreeze wrote: »WakeYourGhost wrote: »its a dumb, sad, poor, worthless excuse of a system and some of the most boring "progression" I have ever seen in an MMO.
More boring than the usual “Hit a flat Level wall, grind out top gear, wait for new top gear to make yours irrelevant with a few extra points in stats, grind that out” stuff?
What's the difference between:
"hit a flat level wall, grind gear... wait...grind new gear"
and
"hit cp wall, grind gear...wait...grind new gear (and cp)"?
Vet ranks were a different story. We didnt have xp pots, training gear was working differently and didnt give more xp, u needed 1m+ for every rank and you had to do it on every single character.... like joy said, if you constantly get more and more and more power then you are never really at end game. And the problems are going to get even bigger the more the cp we get.
Oh i agree on the veteran ranks i am very glad they are gone but i dont see the huge problem with the CP system personally but i havent analyzed or done math or anything. I just play a videogame.
Isnt’t end game doing the hardest content in the game?
Because if its max level then i guess i reached end game but if its clearing vmol and the later trials on vet then i have not.
Edit: tried to shorten quote train but caused problem haha
And how exactly is that CP's fault? Every bit of sustain that was keyed to a % of max stat was changed to a flat value (except Consuming Soul Trap... shhh, don't let them know). Ostensibly, this was to rein in the double benefits of resource stacking. Whether you agree with this or not, it's quite a stretch to invoke the CP boogeyman.Joy_Division wrote: »At Launch, Spear Shards restored 25% [!] of a players stamina and restored and addition stamina over 10 seconds. Now it restores a flat value less than 4,000.
Yes, there have been a lot of class nerfs. But, again, how is that the fault of CP? Surely the removal of stuns and CC from Templar skills isn't CP related.Joy_Division wrote: »The CP system is responsible for the following Templar skills and passives getting nerfed: Focused Charge, Spear Shards, Puncturing Sweeps, Sun Shield (lol), Eclipse, Radiant Destruction, Rite of Passage, Breath of Life, Repentance, Cleansing Ritual, Mending, Sacred Ground.
And how exactly is that CP's fault?Joy_Division wrote: »At Launch, Spear Shards restored 25% [!] of a players stamina and restored and addition stamina over 10 seconds. Now it restores a flat value less than 4,000.
I think Joy_Division is referring to the power creep caused by higher and higher CP caps, which then lead to skill nerfs.
Can someone please explain why this broken system receives a 30 point buff every major update? Like who tf is actually asking for a cap increase... I know im opening a can of worms here but I swear if someone comments "please explain how CP is broken" im gonna lose it. Rework the system already, diminishing returns was a good start but if you keep increasing the cap every patch what was the point of introducing diminishing returns to begin with.
Emma_Overload wrote: »Can someone please explain why this broken system receives a 30 point buff every major update? Like who tf is actually asking for a cap increase... I know im opening a can of worms here but I swear if someone comments "please explain how CP is broken" im gonna lose it. Rework the system already, diminishing returns was a good start but if you keep increasing the cap every patch what was the point of introducing diminishing returns to begin with.
Most players don't think it's a "broken system". The forums are full of hysterical crybabies, but in-game players are happily grinding their CP. My guildies (and zone chat) request partners for Skyreach all the time.
There are so many ways to maintain a sense of progression: unlockable motifs; mounts; dyes; zones; arenas (for instance for 2, 3, 6 people); dungeons (no gear, just achievements); possibility to apply more dyes for each piece of armour; better rngs; mount speed; something akin to the treasure hunter passive; number of objects in a home; inventory space...
Anything not combat-related, really.
So much this!
I really don't understand, what's so appealing with growing numbers, to the point where players claim they would quit the game without said numbers. Progression could be so much more interesting, without the need of powercreep and granting players an advantage over others in combat, just because they are playing the game for a longer time.
And how exactly is that CP's fault? Every bit of sustain that was keyed to a % of max stat was changed to a flat value (except Consuming Soul Trap... shhh, don't let them know). Ostensibly, this was to rein in the double benefits of resource stacking. Whether you agree with this or not, it's quite a stretch to invoke the CP boogeyman.Joy_Division wrote: »At Launch, Spear Shards restored 25% [!] of a players stamina and restored and addition stamina over 10 seconds. Now it restores a flat value less than 4,000.Yes, there have been a lot of class nerfs. But, again, how is that the fault of CP? Surely the removal of stuns and CC from Templar skills isn't CP related.Joy_Division wrote: »The CP system is responsible for the following Templar skills and passives getting nerfed: Focused Charge, Spear Shards, Puncturing Sweeps, Sun Shield (lol), Eclipse, Radiant Destruction, Rite of Passage, Breath of Life, Repentance, Cleansing Ritual, Mending, Sacred Ground.
I think a lot of people pin combat balance issues on CP, whether or not they are actually warranted. Some are. But most are not.