It adds diversity to builds. Not just dps, but account for healer and tank builds.
CP PvP is very different than non-CP. While builds are different those in CP are there because they can be and have the CP. It is not that they are tied to it.
Just looking at how populated the non-CP campaign seems to suggest the question should be why are they there. Granted I seen people make coy comments that CP is a crutch and such but that is really a cop out.
Because my time went into CP points...
We all have a limit on time making it the most valuable commodity
Sure as I was leveling past V16/50 I was fine tuning stats and technique
I was also banking sets and making gold
But I was also progressing. why would I play in a server that I can't utilize the reward for the amount of time I've put in to my character account?
It also feels like the real end game I could play in a scenario where my character is maxed out at full power as are the opponents my rewards for this are cheaper dodge/block better healing/regen/draining/damage etc etc
The question should be if you're at CP cap why would you play elsewhere - Its not the question because our servers are crap.
Edit, I'm not saying I love the CP system but I would have stopped playing when I was not progressing in some way shape or forma long time ago MMOs are made off that psych.
Because my time went into CP points...
We all have a limit on time making it the most valuable commodity
Sure as I was leveling past V16/50 I was fine tuning stats and technique
I was also banking sets and making gold
But I was also progressing. why would I play in a server that I can't utilize the reward for the amount of time I've put in to my character account?
It also feels like the real end game I could play in a scenario where my character is maxed out at full power as are the opponents my rewards for this are cheaper dodge/block better healing/regen/draining/damage etc etc
The question should be if you're at CP cap why would you play elsewhere - Its not the question because our servers are crap.
Edit, I'm not saying I love the CP system but I would have stopped playing when I was not progressing in some way shape or forma long time ago MMOs are made off that psych.
What if the cp was replaced with an additional caps on items?? For the Every x amount of exp you aquire you get to ""upgrade"" an item of your choice to cp 200?? Keeps a vertical progression psych??
So if zos decided to carry on with the cp increase after this haiatus... and everyone gets to the point of diminishing returns on all things pvp related.....
Everyone(pvp respectively) will be running the exact same cp allocation, niche builds really would be at the point of an extra 1% damage/healing and the cp system will have outgrown its purpose. All the cp you've grinded for/acquired will be virtually pointless?
At least with a new system of flat increases built into the mainframe and a gear progression...
***dungeon and grinding gear stays at 160 but you can Upgrade to 200 with enough exp....there is still progression***(this is just a thought not a proposal)
What I can't understand is it seems like we are at that point already.... pvp cp clones with a little extra 2 or 3% in different things, (the stuff that has hard cp counters to)
CP PvP is very different than non-CP. While builds are different those in CP are there because they can be and have the CP. It is not that they are tied to it.
Just looking at how populated the non-CP campaign seems to suggest the question should be why are they there. Granted I seen people make coy comments that CP is a crutch and such but that is really a cop out.
So essentially cp pvp is more a fight of who has that extra 2% here 3% there and higher skill level??
And non cp is gear set vs gear set with a lower skill ceiling(because most sets in this game are a tad broke)
Nerftheforums wrote: »Because pvp balance in no cp environments is disgusting
It adds diversity to builds. Not just dps, but account for healer and tank builds.
That's what I'm getting at.... what im struggling to understand.... the diversity you get from the cp tree is directly negated by your opponent...
it's used as a way to fill gaps in your build......so say if I need more healing on a build so I put 10% into quick recovery, and 10% Into to blessed then run into someone that has 20% into defile(which most people will have) the cp I've allocated is automatically null and voided, goes from 0 to +10 to 0
Wouldn't it just be easier to get rid of the lot and just have armour passive and gear sets determine your heals?? same goes from a pvp tank aspect... you want more armour mitigation build for it, everything you put in your cp is being countered before you even step foot in cyrodil, let gear sets counter gear sets... cp seems like false numbers to me..... pve however that's a different animal
I dont mean to come of arrogant but it really is rattling around and bugging me lol
CP PvP is very different than non-CP. While builds are different those in CP are there because they can be and have the CP. It is not that they are tied to it.
Just looking at how populated the non-CP campaign seems to suggest the question should be why are they there. Granted I seen people make coy comments that CP is a crutch and such but that is really a cop out.
So essentially cp pvp is more a fight of who has that extra 2% here 3% there and higher skill level??
And non cp is gear set vs gear set with a lower skill ceiling(because most sets in this game are a tad broke)
So do cps stack??
2 people run 20% into befoul 1 runs minor defile the other major...
Putting the major defile of player A at a 40% and player B's minor defile at 30% would this debunk an enemy's healing received by 70%?? Or would 10% put into blessed and 10% into healing received negate the 20% additional the 2 attackers have increased via cp? So you only get hit with the 30% and 15% base defile??
Both attackers put 10% into siphoner
would this debuff an enemy 20% on recovery?? Or would it be treat as 10% of each attacker which your regen cp will soak up?
If they dont stack it doesn't matter how many people are on you,, majority of defensive cp will counter all the offensive??
At an extreme 20 people running 15 % into thaumaturge..... would all 20 of them have that additional 15% negated by my 15% I put into thick skinned???
I dont mean to sound like I have an agenda.i dont.i enjoy vivec and equally enjoy bgs....what I dont understand is people are saying it's all for build diversity.....but this diversity seems false...
granted if you go full d.o.t damage hit 23% extra and run into a low cp with nothing into thick skinned... your going to steam roll.... but most experience pvp players will have at least 10% into thick skinned or by gear/skill choice run cleanses , your 23% really quickly went down to 13% extra against skilled players with half decent cp.and at this point it's more about who's whos the better player....( this is just a niche build building heavy into 1 form of damage)
Basically clever cp is just an extra tool to steam roll lower... more inexperience players??
It adds diversity to builds. Not just dps, but account for healer and tank builds.
That's what I'm getting at.... what im struggling to understand.... the diversity you get from the cp tree is directly negated by your opponent...
it's used as a way to fill gaps in your build......so say if I need more healing on a build so I put 10% into quick recovery, and 10% Into to blessed then run into someone that has 20% into defile(which most people will have) the cp I've allocated is automatically null and voided, goes from 0 to +10 to 0
Wouldn't it just be easier to get rid of the lot and just have armour passive and gear sets determine your heals?? same goes from a pvp tank aspect... you want more armour mitigation build for it, everything you put in your cp is being countered before you even step foot in cyrodil, let gear sets counter gear sets... cp seems like false numbers to me..... pve however that's a different animal
I dont mean to come of arrogant but it really is rattling around and bugging me lol
It adds diversity to builds. Not just dps, but account for healer and tank builds.
That's what I'm getting at.... what im struggling to understand.... the diversity you get from the cp tree is directly negated by your opponent...
it's used as a way to fill gaps in your build......so say if I need more healing on a build so I put 10% into quick recovery, and 10% Into to blessed then run into someone that has 20% into defile(which most people will have) the cp I've allocated is automatically null and voided, goes from 0 to +10 to 0
Wouldn't it just be easier to get rid of the lot and just have armour passive and gear sets determine your heals?? same goes from a pvp tank aspect... you want more armour mitigation build for it, everything you put in your cp is being countered before you even step foot in cyrodil, let gear sets counter gear sets... cp seems like false numbers to me..... pve however that's a different animal
I dont mean to come of arrogant but it really is rattling around and bugging me lol
Why are people so attached to cp pvp?
So the takeaway I'm getting here is
*people have grinded cp they would like to use them*
*people prefer the resource management* (this one came up a lot)
*build diversity*
*people prefer to steamroller newer players with fewer cp*
*population in the server*
Seems to me the major reason you prefer cp campaign can be easily countered with a simple 43 points into siphoner.
Build diversity is in no cp campaigns... just a lot more prominent and potent.much less forgiving if you mistime a proc/burst/rebuff...much more rewarding when you avoid/soak up an incoming assault and return the favour.
The lateral progression of cp can easily be replaced with a different form of exp transferred to power.
People prefer to steam roller new people this is just...yeah....
Population I can understand,i do prefer a full campaign so I'm not playing horse simulator online for 10 minutes before each fight.