What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
Honestly I think you have it backwards. Having tons of cp to buff your stats only make you more powerful but not necessarily skilled. And yes bad players with bad cp will suffer since they didn’t put points properly but with all the guides out there that’s an easy fix. And truth be told it is cp that causes some builds to be unkillable without a Zerg fighting them. Iv got 1200+ Cp that I can’t even use. By making cp only work on NPCs zenimax could actually remove the cap and allow players to utilize all their Cp for dungeons and trials which would be nice to finally be able to use all those cp points.
What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
Why every solution have to be removing CP? Why not give a BG or Campaign where everyone is Max CP? The answer is simple, they just want to make the game more simple for casual players, make building less depth, and make it easier for anyone to start trying PvP without actually spending most of their time in a learning curve (like all the other traditional MMOs), and as someone who has been playing this genre for a very long time, this entitlement from causals, it's wrong...
What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
Shadowasrial wrote: »So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.
Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.
Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.
MartiniDaniels wrote: »What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.
Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.
MartiniDaniels wrote: »What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.
Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.
As I said before, why not give Max CP to anyone who enters a PvP Zone?
The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.
So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.
Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.
Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...
You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.
Shadowasrial wrote: »So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.
Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.
Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.
Shadowasrial wrote: »So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.
Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.
Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.
Fix Bleeds in non-CP then we can talk. I dont play no-cp PvP for this exact reason.
MartiniDaniels wrote: »What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.
Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.
As I said before, why not give Max CP to anyone who enters a PvP Zone?
The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.
So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.
Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.
Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...
You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.
My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.
I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.
MartiniDaniels wrote: »What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.
Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.
As I said before, why not give Max CP to anyone who enters a PvP Zone?
The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.
So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.
Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.
Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...
You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.
My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.
I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.
That's the most egoistic reason I have read here. So if I play the game for the whole reason to destroy other people, and you play PvP casually, Should I get nerfed to give you an opportunity to fight me?... (I consider removing CP a nerf to good players). Think about it... I think that if you want to be on the same level as someone who breathes PvP, you should put the same effort, not hope for a handicap...
And for the other thing, CP surely adds more depth, what happend with No CP is that people can use dumbest builds and don't get too much punishment for that. For example you can still use some procc builds in No CP and still manage to get kills, BUT you will never kill a good player in CP, you using a procc build, that's simply not going to happend.
In CP you actually have to kill the people, the proccs are not going to the job as easier as they do in No CP.
Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get
MartiniDaniels wrote: »What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.
Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.
As I said before, why not give Max CP to anyone who enters a PvP Zone?
The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.
So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.
Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.
Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...
You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.
My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.
I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.
That's the most egoistic reason I have read here. So if I play the game for the whole reason to destroy other people, and you play PvP casually, Should I get nerfed to give you an opportunity to fight me?... (I consider removing CP a nerf to good players). Think about it... I think that if you want to be on the same level as someone who breathes PvP, you should put the same effort, not hope for a handicap...
And for the other thing, CP surely adds more depth, what happend with No CP is that people can use dumbest builds and don't get too much punishment for that. For example you can still use some procc builds in No CP and still manage to get kills, BUT you will never kill a good player in CP, you using a procc build, that's simply not going to happend.
In CP you actually have to kill the people, the proccs are not going to the job as easier as they do in No CP.
What if I like CP... Honestly CP only make good players better and bad players worse...
If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?
Why every solution have to be removing CP? Why not give a BG or Campaign where everyone is Max CP? The answer is simple, they just want to make the game more simple for casual players, make building less depth, and make it easier for anyone to start trying PvP without actually spending most of their time in a learning curve (like all the other traditional MMOs), and as someone who has been playing this genre for a very long time, this entitlement from causals, it's wrong...
Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get
Stopped reading here since that is a straight up lie.
Shadowasrial wrote: »So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.
Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.
Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.
Fix Bleeds in non-CP then we can talk. I dont play no-cp PvP for this exact reason.
Have you played it recently? They don't seem to be as bad as they used to be. They might have nerfed them.