John_Falstaff wrote: »@SidewalkChalk5 , may not be received all too well though. People do have to have a goal towards they're leveling - leveling to get extra power is one thing, leveling to get extra resource node and a potion... not much motivation in such progression. May kill the interest in new players.
SidewalkChalk5 wrote: »John_Falstaff wrote: »@SidewalkChalk5 , may not be received all too well though. People do have to have a goal towards they're leveling - leveling to get extra power is one thing, leveling to get extra resource node and a potion... not much motivation in such progression. May kill the interest in new players.
New players don't have CP yet, so nah, I don't see them caring.
Who it could potentially anger is endgamers, but not if power is simultaneously returned to class and other skills where it belongs. Incidentally, that would also directly help those "new players" much earlier in their ESO career than these minor CP boosts that'll take a year to accumulate.
SidewalkChalk5 wrote: »John_Falstaff wrote: »@SidewalkChalk5 , may not be received all too well though. People do have to have a goal towards they're leveling - leveling to get extra power is one thing, leveling to get extra resource node and a potion... not much motivation in such progression. May kill the interest in new players.
New players don't have CP yet, so nah, I don't see them caring.
Who it could potentially anger is endgamers, but not if power is simultaneously returned to class and other skills where it belongs. Incidentally, that would also directly help those "new players" much earlier in their ESO career than these minor CP boosts that'll take a year to accumulate.
I like the idea of stacking offense / defense into 1 tree, so you have to make a choice which way you want to go (more offense, less defense etc.).
But since you have 2 trees for offense + defense, your proposition would end up with:
1) Mages with extremely good physical defenses
2) Warriors (melee) with extremely good magical defenses
3) Mages having generally more physical reductions than melee warriors
4) Warriors having generally more magical reductions than mages
And this is weird.
I like the idea of stacking offense / defense into 1 tree, so you have to make a choice which way you want to go (more offense, less defense etc.).
But since you have 2 trees for offense + defense, your proposition would end up with:
1) Mages with extremely good physical defenses
2) Warriors (melee) with extremely good magical defenses
3) Mages having generally more physical reductions than melee warriors
4) Warriors having generally more magical reductions than mages
And this is weird.
CP would function as a source to improve problems that these builds have, rather than buffing what they can already excel at even more. That is intended in the design.
Of course I know that many other changes have contributed to power creep, there is a few very prominent examples:
1. Light attack changes. Boosting them led to a significant increase in dps.
2. Enchantment buffs
3. Set bonus buffs to magicka/critical chance
4. CP scaling for food and 5 pc
5. Staff items counting as 2 piece bonuses.
6. Ancient knowledge change.
But cp is undoubtedly one of the contributors that did it in the long run. Comparing 300 to 810 CPs, is a clear and very dominant power difference.
. Don't forget : 93% of the player base didn't complete last 8 vet dungeons
95% didn't complete a vet trial
Lightspeedflashb14_ESO wrote: ». Don't forget : 93% of the player base didn't complete last 8 vet dungeons
95% didn't complete a vet trial
Citation needed.
Lightspeedflashb14_ESO wrote: ». Don't forget : 93% of the player base didn't complete last 8 vet dungeons
95% didn't complete a vet trial
Citation needed.
If those numbers are pulled from consol statistics, they're very inaccurate
All I wanted to do is to provide a system That reduces the power of optimised groups overall by introducing tradeoffs.
Then you have not learned the lessons from the Morrowind sustain changes. ZOS's lofty goal at the time was to reduce the gap between the ceiling and floor. And they identified sustain as a key problem: top groups were spec'ed purely for damage and there was no need to consider sustain.
So their goal was to bring down the ceiling by forcing top players to make a trade-off between damage and sustain. And they succeeded--damage at the top was brought down.
But what they also succeeded in doing was cratering the mainstream and increasing the power gap--the exact opposite of what they intended to do.
Why did the sustain changes increase the power gap? Because it favors groups who have the best damage-done-per-resource-spent ratio. If you weave perfectly, you will get more damage from the resources that you spent, because light attacks do resource-free damage. If you use a difficult dynamic rotation that lets you time your DoTs perfectly to minimize early and late recastings, you are getting more damage per resource spent. If your tanks position things well and you place your ground AoEs well, you get more damage per casted ability. If your support have great uptimes, you get better sustain directly (e.g., better Ele uptime) and indirectly (more debuffs on the boss means more damage done per casted ability and thus more damage done per resource spent). If you have great awareness and can avoid damage deftly, that's fewer resources that need to be spent casting a shield.
I can go on forever.
The point is, whatever nerf sustain was for the top, it was a much greater nerf for everyone else. Morrowind's sustan changes served to substantially widen the power gap.
And this is exactly what your suggestion will do. Add trade-offs between damage and defense? Sure, that's a nerf to the top. And an even bigger nerf to everyone else. Explain to me how this will address the power gap problem?
Hello fellow ESO'ers!
I've been wanting to showcase a CP system rework for a while, and now i have the time for it. The goal is to create a system that has clear tradeoffs, as opposed to the current system where the tradeoff is only between specific types of utility/sustain, damage and defense. After the changes, the CP system rather focuses on alleviating weaknesses instead of boosting what builds are already good at. So magicka builds can invest more into their defense against physical damgeand improve stamina management, while stamina builds can boost their healing done/received and their effectiveness against casters.
This system does not fully alleviate the problem of an abundance of CP points. since we have so many points to invest by now, the tardeoffs stilla rent as clear as thy should be.
What do we have now?
Currently, we have a CP level of 810 Points. This allows us to distribute 270 Points into each of the three main CP Stars (Mage/Warrior/Serpent). These trees are overall clearly defined:
1. The Warrior is basically the defensive tree. Here you find all the different defensive options that you might need. Nte that this includes physical and magical resistances.
2. The Serpent is the sustain/utility tree. Here you find everything that will reduce cost of your actions and increase recovery.
3. The Mage is the Damage tree. Here we have all stars that directly boost damage of all types.
Within this distribution of the CP stars, the problem is pretty obvious: You can invest 270 points into Damage of your type, 270 Points into utility of your liking and 270 points into defense. This makes the System allow you to be very tanky while dealing a load of damage and sustain very well, which leads to significant power creep that steadily increased over the years.
How can we reduce power creep and improve the system?
Well, there are many approaches hat ahve been suggested, but I'll tkae one that is practical in a sense that it doesnt not require any additonal perks/trees/stars. It simply reorders them to obtain a higher level of tradeoff between damage, utility/sustain and defense of a specific type. So if you want high magic damage fro example, you will lose magic sustain and damage for it. Here's the full reorder:
Lets start with the Warrior. I designed this tree to be a "general" option. So here we have stars and perks that are not tied to magicka and stamina specifically, but grants defensive and offensive options instead:
As you can see, i basically reordered pretty much all the stars and perks here. Now, if i want to invest into CP stars that increase my damage done, i cannot invest as many into CP trees that reduce my damage taken. I also cannot invest as amny point sinto critical damage taken and health recovery if i want to improve the other options.
The Mage tree contains all stars and perks that are related to magicka and magic damage, utility/sustain and defense. So if i want more Magicka Recovery, i have to reduce the points i invest into the Stars that grant Magic Damage and Healing.
Since more abilities that heal scale with magicka, i also wanted to create a clear tradeoff between magic damage and healing. If you want to heal more effectively or receive more healing, it will reduce the damage you do with Magic Abilities and your magicka recovery. Same goes for Stars that interact with shields. Incuding elemental defender and light armor focus/spell shield here also creates a tradeoff between the damage trees and the respective defensive tree.
The Serpent follwos that paradigm:
So again, we have a clear tradeoff: if i put more points into hardy, i cannot invest as many into Precise Strikes and Mooncalf. Stamina Builds need to think about whether they want to be able to rolldodge more, sprint more, sustain better through recovery or deal more damage overall.
Now this system technically allows for a full glass cannon build and for higher damage than on live, but the tradeoff is clearly there. Builds that do that will not be able to invest into sustain and defense a lot, so they will basically fall very quickly. in PvE, this system can technically allow groups to go for more damage than we have now, but the loss of defensive cps will prevent that in any content that is challenging anyway. So on top of that Iwould like the number of CP points to be reduced significantly to 510. We simply have too many points to actually allow for tradeoffs, since we can invest a sizable amount into all stars anyway.
Keep in mind that the diminishing returns of each specific star and the scaling values will be retained.
Feedback is welcome!
Sure, I can come up with one very easy solution right now to nerf power in a way that hits the top more than the mainstream or the floor: Any light/heavy attacks that land within 2s of a direct damage ability will do only half damage.
So I want to take a moment to elaborate on what I wrote earlier, specifically:Sure, I can come up with one very easy solution right now to nerf power in a way that hits the top more than the mainstream or the floor: Any light/heavy attacks that land within 2s of a direct damage ability will do only half damage.
I seriously do want to see this change implemented, and this is something that I had given some amount of thought about.
When thinking about the power gap problem, you need to think about it like an engineer and define the parameters of what your solution should look like.
- It needs to either increase power at the bottom and middle more so than it increases power at the top, or it needs to nerf power in a way that affects the top more so than the bottom or middle.
- It needs to lessen the penalties of unskillful play, or it needs to reduce the rewards of skillful play.
- It needs to still preserve some amount of gap between skillful and unskillful play--swinging the pendulum too far to the other extreme and eliminating rewards for skillful play isn't good either, because the point of a game is to challenge a player and reward them for meeting that challenge.
So with those things in mind, let's consider some bad ideas.
Bad idea #1: Increase light attack damage. I can understand why ZOS wanted to increase light attack damage. In most combat games, you basic weapon attacks are the lion's share of damage. You fire your gun, swing your sword, etc., and your abilities generally exist in a utilitarian capacity. ESO is unique in that abilities are spammable with just a 1s cooldown and that the bulk of your damage come from abilities. I'm not saying that this is bad--I rather like this about ESO, actually--I mention it because it provides some insight into how newcomers to ESO behave. If just spamming left click is how you do damage in most other games, then of course your first instinct if you are new to ESO is to just spam left click.
So in this light, I can understand and appreciate why ZOS moved to increase the damage from basic weapon attacks, because it makes the game more accessible to players who are new to ESO and not yet used to ESO's unique ability-centric combat design. So why do I consider this to be a bad idea? Because it violates parameter #1: it increases power at the bottom for the newcomers who just spam left click, but it increases power at the top even more, for people who almost never miss a weave. And it violates parameter #2: It increases the rewards given to players who weave perfectly. Not missing any weaves is more rewarding than ever before.
That having been said, the idea of making the game more accessible to left-click-spam newbies isn't a bad one. Perhaps the idea could be amended?
Bad idea #2: A someone suggested in this thread, outright removing the damage done by light attacks. This is a terrible idea for the reasons I just outlined above, about newcomers to this game being mostly left-click spammers until they learn the ways of ESO's ability-centric combat model. This violates parameter #1 by destroying the absolute bottom floor.
Bad idea #3: This one gets floated on the forums a lot: "Animation cancelling is an exploit!!!!!!1111one". No, weaving is not an exploit. It's something that ZOS actively promotes. In fact, in Update 21, there is now a load screen tooltip that essentially advises people on how to light-attack weave. Suggestions like this violate parameter #3, because we don't want to eliminate skillful play. As I said, I like weaving. I think it's one way in which the game rewards skillful play and allows players to differentiate themselves from others. It's something that players can practice, and they are rewarded for that practice with combat power.
Bad idea #4: Morrowind sustain nerf. See post #18 on the previous page. Violates #1 because it nerfed the mainstream more than it nerfed the top. Violates #2 because it increases the penalty for unskillful play.
Bad idea #5: Meaningful offense/defense tradeoffs in CP, as suggested by this thread's OP. See post #39. Violates #1 because it will nerf the mainstream more so than the the top. Violates #2 because it will increase the rewards for skillful play by allowing those players to shift more points from defense to offense.
Good idea #1: So what would a good idea look like? Well, weaving is probably one of the biggest differentiators of skill in this game--in my parses, as a magicka DD, light attacks are by far the biggest source of damage, and one of the things that experienced players know to look for when examining a parse is the LA/s. And it's easy to see why: it involves deft finger gymnastics that require practice and it's not something that most players can do.
So let's give weaving a haircut. If a light/heavy attack is weaved, then give it a damage penalty. So let's run this idea through our three parameters. Parameter #1: This is a nerf to power, but who does this power nerf affect the most? The absolute floor--people new to ESO who just spam light attack--won't be affected at all since their attacks aren't weaved. The mainstream--people who mostly use abilities but don't weave or can't weave consistently will take a little hit if they weave a little, but for people who can't weave consistently, weaving is not a huge part of their damage. And finally, for people weave perfectly, this will be a pretty substantial hit. Perfect, it meets the criteria of parameter #1.
Parameter #2: This clearly lessens the rewards of skillful play--i.e., perfect weaving.
Parameter #3: Even with a substantial damage nerf, weaving is still free damage. It's still damage that you are squeezing in between each ability's GCD, so it's still "free" in the timing sense. It's still damage that's done with zero cost to resources, so it's still "free" in the resource sense. So you are still being rewarded for weaving--just not as much. And if you want to have the absolute best competitive parse, you will still need to weave because, even reduced, this free damage is too good to pass up. And this is why I suggested only halving the damage, not eliminating it (which is probably what the "weaving is exploiting" crowd would've liked).
Finally, a change like this is exactly what is needed to fix "Bad idea #1" above. You can buff unweaved weapon attacks to help newcomers and tamp down on weaved weapon attacks so that this buff to the bottom doesn't turn into an even greater buff to the top.
Good idea #2: Here's another little adjustment that could be made: If a DoT ability is recasted before the DoT has run out, the player should be given a prorated refund of the cost of the ability.
Parameter #1: This is a very minor (indirect) buff to power by way of a buff to resource sustain. For players with perfect dynamic rotations who almost never recast DoTs early, this change would have no effect on them. For everyone else, running with simplified static rotations or no rotation or people who flub their rotations, they will be recasting DoTs early much more often, and this will help them.
Parameter #2: This falls into the category of lessening the penalty of unskillful play.
Parameter #3: There are other penalties for recasting DoTs early. You are not getting as much out of the GCD that you spent casting the DoT if you don't let the DoT run its full course. That is the biggest and most important penalty to early recasting, and that penalty won't be touched. But this would eliminate the second penalty, where in addition to wasting the full potential of the GCD, you also waste resources. Players who want the absolute best DPS will still need to manage their DoTs carefully. They just won't be double-penalized for failing to do so.
Closing thoughts: I'm sure people can brainstorm up more ideas that could meet this 3-parameter test. But the point I want to make here is that people need to carefully consider these kinds of things when suggesting combat changes, and we get bad and harmful suggestions when people fail to ask themselves these kinds of important questions. This is really an engineering problem. Treat it like one, and it's possible to methodically come up with good solutions.
Of course I know that many other changes have contributed to power creep, there is a few very prominent examples:
1. Light attack changes. Boosting them led to a significant increase in dps.
2. Enchantment buffs
3. Set bonus buffs to magicka/critical chance
4. CP scaling for food
5. Staff items counting as 2 piece bonuses.
But cp is undoubtedly one of the contributors that did it in the long run. Comparing 300 to 810 CPs, is a clear and very dominant power difference.
I've said it before and I'll say it again. There are definitely balance problems in this game, but the the amount of scapegoating on CP is bewildering, particularly from class representatives (not just you).
usmcjdking wrote: »
Joy_Division wrote: »Of course I know that many other changes have contributed to power creep, there is a few very prominent examples:
1. Light attack changes. Boosting them led to a significant increase in dps.
2. Enchantment buffs
3. Set bonus buffs to magicka/critical chance
4. CP scaling for food
5. Staff items counting as 2 piece bonuses.
But cp is undoubtedly one of the contributors that did it in the long run. Comparing 300 to 810 CPs, is a clear and very dominant power difference.
I've said it before and I'll say it again. There are definitely balance problems in this game, but the the amount of scapegoating on CP is bewildering, particularly from class representatives (not just you).
@code65536
I won't speak for the OP or other representatives, but it is not accurate to characterize my objection to CP as scapegoating.
Joy_Division wrote: »Of course I know that many other changes have contributed to power creep, there is a few very prominent examples:
1. Light attack changes. Boosting them led to a significant increase in dps.
2. Enchantment buffs
3. Set bonus buffs to magicka/critical chance
4. CP scaling for food
5. Staff items counting as 2 piece bonuses.
But cp is undoubtedly one of the contributors that did it in the long run. Comparing 300 to 810 CPs, is a clear and very dominant power difference.
I've said it before and I'll say it again. There are definitely balance problems in this game, but the the amount of scapegoating on CP is bewildering, particularly from class representatives (not just you).
@code65536
I won't speak for the OP or other representatives, but it is not accurate to characterize my objection to CP as scapegoating.
TBH you have blamed CP on a number of things. Off the top of my head you blamed CP as being the reason Zos reduced the resource return from shards when it was sustain in CP that was severally gutted.
As Code has stated previously, what CP now provides is rather pitiful to what other sources in the game provide.
That is just related to one of your comments where you blame CP for things, but seemingly fail to see the big picture. It surprised me to read some of your posts considering you are a class rep. I can provide some references.