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Can you add the 20% max resources back to no CP?

Rikumaru
Rikumaru
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Title. I feel like this would help bridge the gap between CP and no CP PvP somewhat. Would also help give a little more power to the players in no CP and make more builds viable. Returning from old azura's to enter sotha last year felt pretty awful. My characters just felt far weaker than before (don't remember if the 20% max resources was a part of no CP before).
Edited by Rikumaru on May 11, 2019 4:24PM
Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Minno
    Minno
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    You have this lol. It's just at the end of the equation so it calculates food/5pc bonuses.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Rikumaru
    Rikumaru
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    Minno wrote: »
    You have this lol. It's just at the end of the equation so it calculates food/5pc bonuses.

    What? No CP does not have the 20% max resources you get from CP unless I'm losing my mind. It's why it feels awful running medium often in no CP since your max HP is like 20-22k and also probably contributes to proc sets being so common in no CP.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Solariken
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    I've thought this as well. Or even split the difference and give base characters 10% back and leave the other 10% locked behind CP.

    I honestly think noCP combat would feel much better with a little extra gas in the tank.
  • Strider__Roshin
    Strider__Roshin
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    I think they should remove this from CP.
  • MartiniDaniels
    MartiniDaniels
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    Solariken wrote: »
    I've thought this as well. Or even split the difference and give base characters 10% back and leave the other 10% locked behind CP.

    I honestly think noCP combat would feel much better with a little extra gas in the tank.

    It will be more gas for magsorcs, without counter-action from shattering blows and ton of stamina perks.
  • Mashille
    Mashille
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    Don't you dare ruin no CP with that trash
    Edited by Mashille on May 12, 2019 10:15AM
    House Baratheon: 'Ours Is The Fury'
  • likecats
    likecats
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    Conflicted about this.

    While the stam and mag resources feel like a linear increase in strength, the extra 2-3k health seems to make an exponential difference in survivability. As long as they balance troll king and other health based proc sets and abilities, I would be fine. A bunch of these health scaling sets and abilities make the extra health way too strong. The last thing no-cp needs is super tanky people.
  • ku5h
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    I was under the impression that noCP players go there for exact this reasons. Lower stats across the board, lets call it vanilla ESO PvP, like in the old days where you couldn't make this crazy builds we have in CP.
    If you start to nit pick things you want from CP now, doesn't that beat the purpose of noCP? And if you get that stat buff, wouldn't that be like precedent for ppl to ask more and more? I don't know.

  • Olupajmibanan
    Olupajmibanan
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    Let me tell you that we play non-CP for that reason - to not have Champion Points and any bonuses tied to it.

    You know why CP battlegrounds lasted that little? Because it was awful, teams consisting of 4 unkillable tanks with Guards popped taking every Flag. Unkillable tanks don't exist in non-CP and having 20% less resources is one of the reasons.
    This reminded me, CP battlegrounds felt like Metapod harden fight:
    mbt0qnt6zfz7.jpg
    Edited by Olupajmibanan on May 12, 2019 12:35PM
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