I found a way to balance cp! And somewhat keep pvp and pve nerfs separate.

  • Kingslayer513
    Kingslayer513
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    CP should've never been added to pvp. It's like 15 extra gear sets passively on you at all times. It facilitates cheese and handicaps player skill.

    The first step to pvp balance is to make all pvp no-CP and then balance around that with specific ability tweaks added to battle spirit.
  • Defilted
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    Balance is no better in No-cp.. CP does not increase your skill as a player. All it does is gives you a few more seconds of life if it an experienced player VS a non experienced one.

    There are unkillabe tanks in no cp and cheese builds. Same can be said for CP however the cheess builds are much harder to come by because of CP of other players.
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  • idk
    idk
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    Defilted wrote: »
    Balance is no better in No-cp.. CP does not increase your skill as a player. All it does is gives you a few more seconds of life if it an experienced player VS a non experienced one.

    There are unkillabe tanks in no cp and cheese builds. Same can be said for CP however the cheess builds are much harder to come by because of CP of other players.

    Thanks for providing this insight.

    I think it is great there is a non-CP campaign for those who do not want to PvP with CP. It does not make sense some make excuses that CP is a crutch. It is no more a crutch than everything else in the game that modifies our character from their base stats, logically speaking.
  • Chelo
    Chelo
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    idk wrote: »
    Defilted wrote: »
    Balance is no better in No-cp.. CP does not increase your skill as a player. All it does is gives you a few more seconds of life if it an experienced player VS a non experienced one.

    There are unkillabe tanks in no cp and cheese builds. Same can be said for CP however the cheess builds are much harder to come by because of CP of other players.

    Thanks for providing this insight.

    I think it is great there is a non-CP campaign for those who do not want to PvP with CP. It does not make sense some make excuses that CP is a crutch. It is no more a crutch than everything else in the game that modifies our character from their base stats, logically speaking.

    As I said before, CP only make good players better and and bad players worse...
  • TelvanniWizard
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    I´d rather bring back soft caps.
  • Grianasteri
    Grianasteri
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    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.

    Seems like an interesting idea. I have certainly always thought trying to have PVP and PVE exist in the same space, with such vastly different skills, builds and CPs required, is like trying to put a square shape in a round hole.
  • MartiniDaniels
    MartiniDaniels
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    Chelo wrote: »
    idk wrote: »
    Defilted wrote: »
    Balance is no better in No-cp.. CP does not increase your skill as a player. All it does is gives you a few more seconds of life if it an experienced player VS a non experienced one.

    There are unkillabe tanks in no cp and cheese builds. Same can be said for CP however the cheess builds are much harder to come by because of CP of other players.

    Thanks for providing this insight.

    I think it is great there is a non-CP campaign for those who do not want to PvP with CP. It does not make sense some make excuses that CP is a crutch. It is no more a crutch than everything else in the game that modifies our character from their base stats, logically speaking.

    As I said before, CP only make good players better and and bad players worse...

    I don't get it how CP can make player worse or better? There is more room for exploits in CP, and more room for mistakes, so it both empowers good players and extends life expectancy of bad players. No-CP and CP is like a counter-strike vs overwatch. Obviously both good and bad players exist in mass in both games, but in first you can win or lose in 1 lucky or skilled move, and in 2nd there are a lot of stages/tiers etc, and one-time death means nothing, especially if it gave advantage to your team. So now OW players are more skilled then CS players? No, that is simply different things. Problem is that ZOS tries to balance them both, which is imo impossible task to balance CP and no-CP and as 2nd priority PVE within 3 different rulesets while trying to show same tooltips.
    Only way to balance this game is to make good parts of CP default perks available to any player from level 1, and then remade CP to provide non-combat bonuses only. Keep all those bonuses to mitigation and damage, so no overhaul of all PVE is required. Make this bonuses cancel each other in PVP. So like every player has +20% to dot damage and resistance, +20% to direct hits and resistance, +10% to magicka damage and resistance etc...
  • MajBludd
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    @Jeremy have 2 sets, one pvp one for pve. If gold is the issue to obtaining these sets then do what we all do.
    Make some gold to buy those sets or just grind for the pieces.
  • AbysmalGhul
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    Jeremy wrote: »
    xeNNNNN 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.

    Have you played Non-CP recently? #MegaTankyBleedfestWereWolfLightAttackDestroyers
  • Qbiken
    Qbiken
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    Jeremy wrote: »
    xeNNNNN 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.

    Have you played Non-CP recently? #MegaTankyBleedfestWereWolfLightAttackDestroyers

    Haven't seen many werewolfs outside of the 3-4 (myself included) that regularly plays one in either cp or no-cp environment this patch. Sure some random ww pops up occasionally but not a problem tbh..
  • Chelo
    Chelo
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    Chelo wrote: »
    idk wrote: »
    Defilted wrote: »
    Balance is no better in No-cp.. CP does not increase your skill as a player. All it does is gives you a few more seconds of life if it an experienced player VS a non experienced one.

    There are unkillabe tanks in no cp and cheese builds. Same can be said for CP however the cheess builds are much harder to come by because of CP of other players.

    Thanks for providing this insight.

    I think it is great there is a non-CP campaign for those who do not want to PvP with CP. It does not make sense some make excuses that CP is a crutch. It is no more a crutch than everything else in the game that modifies our character from their base stats, logically speaking.

    As I said before, CP only make good players better and and bad players worse...

    I don't get it how CP can make player worse or better? There is more room for exploits in CP, and more room for mistakes, so it both empowers good players and extends life expectancy of bad players.

    You answer your own question. CP = more variables to build with. If someone is a bad player and have no idea how to build without CP, with more reason it would be a nightmare to build with CP...
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