Eso used to have that system, but changed it. I think both systems cause the same kind of min max anyway.
Eso used to have that system, but changed it. I think both systems cause the same kind of min max anyway.
When was it changed as that is the current system I described. I know there was a slight change to CP where it is more front loaded to try and get people to spread their CP around a bit more but the whole +% max that abilities and passives gives is still a top loaded system. Thats simply how the maths works out.
Most games offer a system of 'diminished returns' i.e. as you invest more points into something those points are reduced in value.
gnarlyvandal wrote: »It’s more the player base that ask for higher dps so that the experience is easier for the group, which usually means having to min/max into one area
Only a very small proportion of players is likely to be concerned with the min/maxing culture. For everyone else there is nothing in the game that cannot be done with any build, and there are respec opportunities for those who want to change things at any time.
My understanding from the comments of those players with capped champion points is in any event that there is a diminished return in ESO in that the number and allocation of CPs makes an increasingly significant difference up to about 300 or 400 CPs, after which the rate of significance drops off substantially.
Only a very small proportion of players is likely to be concerned with the min/maxing culture. For everyone else there is nothing in the game that cannot be done with any build, and there are respec opportunities for those who want to change things at any time.
My understanding from the comments of those players with capped champion points is in any event that there is a diminished return in ESO in that the number and allocation of CPs makes an increasingly significant difference up to about 300 or 400 CPs, after which the rate of significance drops off substantially.
The OP is referring to something much, much simpler than this. The mechanism whereby NOT putting ALL points into stamina or magicka, or related bonuses whatever their source, massively weakens a character's effectiveness.
For instance, when we first started playing and had no freaking idea how anything worked everyone used attribute points to put into health because you got 1.5 health/attribute point, as opposed to the 1:1 ratio for stam/mag.
Or you would never NOT put all points towards weapon damage on a stam character.. putting points into something magicka-damage related makes so little sense that there's simply no reason to do it. Some things did not act like that long ago, notable class/race bonuses to damage types - for instance, Mighty contributing to Poison damage, etc. which I think was actually a really good change, but it's an example of what the OP means. Diminishing returns is in fact a mechanism in CP but it still makes basically no sense to put points into things aside from the most pertinent areas of one's role unless you have nowhere else to spend them.