I prefer CP enabled PvP and dont have a max CP character (only recently hit the 500s).
Additionally, it seems clear to me in the NA hours that I play in Cyro that more than enough people similarly prefer to play in CP enabled based on queues.
Obviously its purely anecdotal but Ive never seen the PC Cyro queues for nonCP higher than CP enabled.
It doesnt hurt the game to have both options, as the server limitations seem to exist regardless. Cramming even more people into nonCP servers wouldnt help Im sure, and the second option of repurposing excisting CP to nonCP services what huge demogrpahic of players.
NonCP almost always seems to have room available vice CP. There isnt some poor, marginalized group waiting in the wings, trying fruitlessly to get into nonCP Cyro for hours on end. My "home" guild uses nonCP for our pvp events and we almost never have a wait.
What would be the upside in doing this? None anyone has shown thus far.
leepalmer95 wrote: »I prefer CP enabled PvP and dont have a max CP character (only recently hit the 500s).
Additionally, it seems clear to me in the NA hours that I play in Cyro that more than enough people similarly prefer to play in CP enabled based on queues.
Obviously its purely anecdotal but Ive never seen the PC Cyro queues for nonCP higher than CP enabled.
It doesnt hurt the game to have both options, as the server limitations seem to exist regardless. Cramming even more people into nonCP servers wouldnt help Im sure, and the second option of repurposing excisting CP to nonCP services what huge demogrpahic of players.
NonCP almost always seems to have room available vice CP. There isnt some poor, marginalized group waiting in the wings, trying fruitlessly to get into nonCP Cyro for hours on end. My "home" guild uses nonCP for our pvp events and we almost never have a wait.
What would be the upside in doing this? None anyone has shown thus far.
Less balance issues, less unkillable tanks, less heal meta etc...
All cp does it bring imbalance to the game and especially pvp, it allows people to run weird high dmg, high tank builds.
leepalmer95 wrote: »VaranisArano wrote: »No thanks.
I've tried No CP PVP and didnt really care for it. I prefer CP PVP.
Can we maybe accept that other people have other preferences and not try to remove game modes they like in the name of "balance"?
What didn't you like about it compared to cp pvp?
leepalmer95 wrote: »VaranisArano wrote: »No thanks.
I've tried No CP PVP and didnt really care for it. I prefer CP PVP.
Can we maybe accept that other people have other preferences and not try to remove game modes they like in the name of "balance"?
What didn't you like about it compared to cp pvp?
Same reason for me.
I didn´t like that the game has certain abilities and sets clearly designed with CP in mind aswell as some adjusted to CP stats which limits build diversity in noCP.
No_Divison wrote: »they have the opportunity to make CP a more in depth game system. TO pass that up, is like passing up making pvp maps more fluid/accessible like an FPS game because some nerd wants to "dominate" (ie when IC upper got changed so the respawns were tied to flag ownership, respawn camps removed from game resulting in more emp keep fights which increased lag, etc.)
If redoing CP means a pseudo spell craft system comes about, then im all for it. More options = more diversity in play and thus less reliance on cheese (unless you are salty EU players, then good luck playing in that stale meta lol).
No_Divison wrote: »they have the opportunity to make CP a more in depth game system. TO pass that up, is like passing up making pvp maps more fluid/accessible like an FPS game because some nerd wants to "dominate" (ie when IC upper got changed so the respawns were tied to flag ownership, respawn camps removed from game resulting in more emp keep fights which increased lag, etc.)
If redoing CP means a pseudo spell craft system comes about, then im all for it. More options = more diversity in play and thus less reliance on cheese (unless you are salty EU players, then good luck playing in that stale meta lol).
While this would be ideal it won't happen. The last CP restructure still gets grumbled about even by pvpers even though it was healthy since it was part of what eliminated perma blockers and made you have to think about sustain at least a little. And in order to make CP the system you are talking about with real tradeoffs would send PVEers and current CP crutchers into tantrums. Cause if it was done right it would just expand the way you think about your build in no cp to cp. That in order to get defense or sustain you'd have to sacrifice damage and vice a versa. It would be more of a horizontal system instead of the vertical progression system needed to keep the pvers happy. The problem isn't so much that cp and non cp have to be balanced as it is that pvp cp and pve cp have to be balanced. It's the reason why no cp feels more balanced because the lack of cp gives it a one removed from pve.
A separate battle spirit system that was strictly horizontal would be better for pvp. Something that never increases your raw power as your rank it up just gives you more diversity in build options. Similar to Destiny one's subclass system.
Making your point about why all PvP should be no CP is fine, but then blatantly dismissing anyone who prefers CP by making sweeping statements like 'People just like their CP crutch' is a bit over the top. I could quite easily say that no CP players crutch on proc sets (which I know is also a sweeping statment and not entirely true). I personally play CP because I much prefer the longer more drawn out fighting styles and hate proc sets like Red Mountain and Skoria.
Point is both are flawed in their own ways and I agree that CP does need reworking to be more balanced in PvP. But completely removing one in favour of the other, especially when it is the more popular one in question, shouldn't be a solution.
No_Divison wrote: »Making your point about why all PvP should be no CP is fine, but then blatantly dismissing anyone who prefers CP by making sweeping statements like 'People just like their CP crutch' is a bit over the top. I could quite easily say that no CP players crutch on proc sets (which I know is also a sweeping statment and not entirely true). I personally play CP because I much prefer the longer more drawn out fighting styles and hate proc sets like Red Mountain and Skoria.
Point is both are flawed in their own ways and I agree that CP does need reworking to be more balanced in PvP. But completely removing one in favour of the other, especially when it is the more popular one in question, shouldn't be a solution.
its funny because the only "crutch" it gives is extra stamina to light armor users and 4-5k extra max stats. Otherwise the dmg taken/given is largely the same between the two modes (if built/cheesed right).
No_Divison wrote: »No_Divison wrote: »they have the opportunity to make CP a more in depth game system. TO pass that up, is like passing up making pvp maps more fluid/accessible like an FPS game because some nerd wants to "dominate" (ie when IC upper got changed so the respawns were tied to flag ownership, respawn camps removed from game resulting in more emp keep fights which increased lag, etc.)
If redoing CP means a pseudo spell craft system comes about, then im all for it. More options = more diversity in play and thus less reliance on cheese (unless you are salty EU players, then good luck playing in that stale meta lol).
While this would be ideal it won't happen. The last CP restructure still gets grumbled about even by pvpers even though it was healthy since it was part of what eliminated perma blockers and made you have to think about sustain at least a little. And in order to make CP the system you are talking about with real tradeoffs would send PVEers and current CP crutchers into tantrums. Cause if it was done right it would just expand the way you think about your build in no cp to cp. That in order to get defense or sustain you'd have to sacrifice damage and vice a versa. It would be more of a horizontal system instead of the vertical progression system needed to keep the pvers happy. The problem isn't so much that cp and non cp have to be balanced as it is that pvp cp and pve cp have to be balanced. It's the reason why no cp feels more balanced because the lack of cp gives it a one removed from pve.
A separate battle spirit system that was strictly horizontal would be better for pvp. Something that never increases your raw power as your rank it up just gives you more diversity in build options. Similar to Destiny one's subclass system.
if you do the numbers, the dmg mitigation is largely the same/balanced between the two modes. Difference being less max stats means builds are less efficent in nCP and require larger sacrifices when building a toon. While that might be amazing, I think that's lazy and should never replace implementation of actual solutions/game design because it results in inflation of items that are too OP (proc sets, bleeds, punishment of builds that dont have stam to dodge/block, etc). Like when they added battlespirit; it saved them time in balancing the game at the time but resulting in a flat game experience that we are still trying to deal with in regards to balance (ie wings gives 50% dmg mitigation on range, but add in battlespirit and a 15k attack will hit for 3k without adding armor/CP mitigation into the mix).
Here's the values looking at wizard reposte as an example:
Wizard Reposte (with 15k armor only):
2 items) Adds 1206 Max Health
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Magicka Recovery
(5 items) When you take Critical Damage, you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
CP:CRIT (1.415 MOD):
15000 *(1-(15)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 18041.25 * 1.08 (SPILLOVER FROM VUL/MIT)
18041 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 5934.
NO CRIT:
15000 *(1-(15)/100) * (1+(8-0)/100) = 12750 * 1.08 (SPILLOVER FROM VUL/MIT)
12750 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 4194.
Total Mit = 66.99%
nCP:CRIT (1.434 MOD):
11000 *(1-(15)/100)*(1.7)-(1806/68/100)) * (1+(8-0)/100) = 13,407.9? * 1.08 (SPILLOVER FROM VUL/MIT)
13,407.9? * (1.08) = 14480
14480 * (0.50)*(0.84695) = 6,132 = FINAL DMG
TOTAL MIT: 57.6519%
NO CRIT:
11000 *(1-(15)/100)*(1+(8-0)/100) = 9,350? * 1.08 (SPILLOVER FROM VUL/MIT)
9,350 * (1.08) = 10,098?
10,098? * (0.50)*(0.84695) = 4,276 = FINAL DMG
TOTAL MIT: 57.655%
198 dmg difference between the two lol.
grannas211 wrote: »There’s no question that no CP has better performance and that CP PvP is just bogging down the whole server. Plus there are too many campaigns. There should be a 30 day, 7 day and the IC campaign all no CP. Performance would up, pops would be up and it’s a win win. People don’t like no CP because they die faster but they’ll adapt.
Better perfomance because no one is in it
They did that test a while back and came to the conclusion it had no effect.
Why is it always the No-CP people trying to force their way onto to the masses?
I am in the "make the whole game no CP" crowd. The game was better before it (IMO).
No_Divison wrote: »No_Divison wrote: »they have the opportunity to make CP a more in depth game system. TO pass that up, is like passing up making pvp maps more fluid/accessible like an FPS game because some nerd wants to "dominate" (ie when IC upper got changed so the respawns were tied to flag ownership, respawn camps removed from game resulting in more emp keep fights which increased lag, etc.)
If redoing CP means a pseudo spell craft system comes about, then im all for it. More options = more diversity in play and thus less reliance on cheese (unless you are salty EU players, then good luck playing in that stale meta lol).
While this would be ideal it won't happen. The last CP restructure still gets grumbled about even by pvpers even though it was healthy since it was part of what eliminated perma blockers and made you have to think about sustain at least a little. And in order to make CP the system you are talking about with real tradeoffs would send PVEers and current CP crutchers into tantrums. Cause if it was done right it would just expand the way you think about your build in no cp to cp. That in order to get defense or sustain you'd have to sacrifice damage and vice a versa. It would be more of a horizontal system instead of the vertical progression system needed to keep the pvers happy. The problem isn't so much that cp and non cp have to be balanced as it is that pvp cp and pve cp have to be balanced. It's the reason why no cp feels more balanced because the lack of cp gives it a one removed from pve.
A separate battle spirit system that was strictly horizontal would be better for pvp. Something that never increases your raw power as your rank it up just gives you more diversity in build options. Similar to Destiny one's subclass system.
if you do the numbers, the dmg mitigation is largely the same/balanced between the two modes. Difference being less max stats means builds are less efficent in nCP and require larger sacrifices when building a toon. While that might be amazing, I think that's lazy and should never replace implementation of actual solutions/game design because it results in inflation of items that are too OP (proc sets, bleeds, punishment of builds that dont have stam to dodge/block, etc). Like when they added battlespirit; it saved them time in balancing the game at the time but resulting in a flat game experience that we are still trying to deal with in regards to balance (ie wings gives 50% dmg mitigation on range, but add in battlespirit and a 15k attack will hit for 3k without adding armor/CP mitigation into the mix).
Here's the values looking at wizard reposte as an example:
Wizard Reposte (with 15k armor only):
2 items) Adds 1206 Max Health
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Magicka Recovery
(5 items) When you take Critical Damage, you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
CP:CRIT (1.415 MOD):
15000 *(1-(15)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 18041.25 * 1.08 (SPILLOVER FROM VUL/MIT)
18041 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 5934.
NO CRIT:
15000 *(1-(15)/100) * (1+(8-0)/100) = 12750 * 1.08 (SPILLOVER FROM VUL/MIT)
12750 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 4194.
Total Mit = 66.99%
nCP:CRIT (1.434 MOD):
11000 *(1-(15)/100)*(1.7)-(1806/68/100)) * (1+(8-0)/100) = 13,407.9? * 1.08 (SPILLOVER FROM VUL/MIT)
13,407.9? * (1.08) = 14480
14480 * (0.50)*(0.84695) = 6,132 = FINAL DMG
TOTAL MIT: 57.6519%
NO CRIT:
11000 *(1-(15)/100)*(1+(8-0)/100) = 9,350? * 1.08 (SPILLOVER FROM VUL/MIT)
9,350 * (1.08) = 10,098?
10,098? * (0.50)*(0.84695) = 4,276 = FINAL DMG
TOTAL MIT: 57.655%
198 dmg difference between the two lol.
While the difference is minimal when it comes to mitigation from gear it is been known for quite some time the red cp stars out strip the blue by a significant margin cause of the order of operations on the calculations.
1000 dmage × 10% blue star = 1100 damage
10% mitigation from red star then makes that damage drop to 990 (1100× 0.9 = 990)
So the problem isn't necessarily gear it is CP directly. CP is all percentage increases. It can't therefore change discrepancies between gear and classes, only amplify them. The only exception is the raw stats cp gives as they are not a percentage.
No_Division wrote: »No_Divison wrote: »No_Divison wrote: »they have the opportunity to make CP a more in depth game system. TO pass that up, is like passing up making pvp maps more fluid/accessible like an FPS game because some nerd wants to "dominate" (ie when IC upper got changed so the respawns were tied to flag ownership, respawn camps removed from game resulting in more emp keep fights which increased lag, etc.)
If redoing CP means a pseudo spell craft system comes about, then im all for it. More options = more diversity in play and thus less reliance on cheese (unless you are salty EU players, then good luck playing in that stale meta lol).
While this would be ideal it won't happen. The last CP restructure still gets grumbled about even by pvpers even though it was healthy since it was part of what eliminated perma blockers and made you have to think about sustain at least a little. And in order to make CP the system you are talking about with real tradeoffs would send PVEers and current CP crutchers into tantrums. Cause if it was done right it would just expand the way you think about your build in no cp to cp. That in order to get defense or sustain you'd have to sacrifice damage and vice a versa. It would be more of a horizontal system instead of the vertical progression system needed to keep the pvers happy. The problem isn't so much that cp and non cp have to be balanced as it is that pvp cp and pve cp have to be balanced. It's the reason why no cp feels more balanced because the lack of cp gives it a one removed from pve.
A separate battle spirit system that was strictly horizontal would be better for pvp. Something that never increases your raw power as your rank it up just gives you more diversity in build options. Similar to Destiny one's subclass system.
if you do the numbers, the dmg mitigation is largely the same/balanced between the two modes. Difference being less max stats means builds are less efficent in nCP and require larger sacrifices when building a toon. While that might be amazing, I think that's lazy and should never replace implementation of actual solutions/game design because it results in inflation of items that are too OP (proc sets, bleeds, punishment of builds that dont have stam to dodge/block, etc). Like when they added battlespirit; it saved them time in balancing the game at the time but resulting in a flat game experience that we are still trying to deal with in regards to balance (ie wings gives 50% dmg mitigation on range, but add in battlespirit and a 15k attack will hit for 3k without adding armor/CP mitigation into the mix).
Here's the values looking at wizard reposte as an example:
Wizard Reposte (with 15k armor only):
2 items) Adds 1206 Max Health
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Magicka Recovery
(5 items) When you take Critical Damage, you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
CP:CRIT (1.415 MOD):
15000 *(1-(15)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 18041.25 * 1.08 (SPILLOVER FROM VUL/MIT)
18041 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 5934.
NO CRIT:
15000 *(1-(15)/100) * (1+(8-0)/100) = 12750 * 1.08 (SPILLOVER FROM VUL/MIT)
12750 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 4194.
Total Mit = 66.99%
nCP:CRIT (1.434 MOD):
11000 *(1-(15)/100)*(1.7)-(1806/68/100)) * (1+(8-0)/100) = 13,407.9? * 1.08 (SPILLOVER FROM VUL/MIT)
13,407.9? * (1.08) = 14480
14480 * (0.50)*(0.84695) = 6,132 = FINAL DMG
TOTAL MIT: 57.6519%
NO CRIT:
11000 *(1-(15)/100)*(1+(8-0)/100) = 9,350? * 1.08 (SPILLOVER FROM VUL/MIT)
9,350 * (1.08) = 10,098?
10,098? * (0.50)*(0.84695) = 4,276 = FINAL DMG
TOTAL MIT: 57.655%
198 dmg difference between the two lol.
While the difference is minimal when it comes to mitigation from gear it is been known for quite some time the red cp stars out strip the blue by a significant margin cause of the order of operations on the calculations.
1000 dmage × 10% blue star = 1100 damage
10% mitigation from red star then makes that damage drop to 990 (1100× 0.9 = 990)
So the problem isn't necessarily gear it is CP directly. CP is all percentage increases. It can't therefore change discrepancies between gear and classes, only amplify them. The only exception is the raw stats cp gives as they are not a percentage.
Opposite of what you say. The CP stars boost the tooltip and the mitigation is based on the tooltip but because of that aspect CP reduction alone results in more dmg taken than nCP:
Jabs tooltip with 23% thaum/13% ele expert = 3963
Jabs without any CP allocated but still in CP camp = 2914
Jabs in nCP = 2697
CP (20% thaum, 10% ele defender, battlespirit):
3963 * 0.5 * 0.8*0.9 = 1426
If you add 20% armor after penetration it drops to 1140.
Compared to nCP:
2697*0.5* = 1348
with Armor = 1078.
So it seems nCP takes less dmg than CP. Yet CP is the scapegoat? Nope, the extra stats from CP allows you to add more armor/percentages outside the system. And don't get me started on block, because its OP lol.
No_Division wrote: »No_Divison wrote: »No_Divison wrote: »they have the opportunity to make CP a more in depth game system. TO pass that up, is like passing up making pvp maps more fluid/accessible like an FPS game because some nerd wants to "dominate" (ie when IC upper got changed so the respawns were tied to flag ownership, respawn camps removed from game resulting in more emp keep fights which increased lag, etc.)
If redoing CP means a pseudo spell craft system comes about, then im all for it. More options = more diversity in play and thus less reliance on cheese (unless you are salty EU players, then good luck playing in that stale meta lol).
While this would be ideal it won't happen. The last CP restructure still gets grumbled about even by pvpers even though it was healthy since it was part of what eliminated perma blockers and made you have to think about sustain at least a little. And in order to make CP the system you are talking about with real tradeoffs would send PVEers and current CP crutchers into tantrums. Cause if it was done right it would just expand the way you think about your build in no cp to cp. That in order to get defense or sustain you'd have to sacrifice damage and vice a versa. It would be more of a horizontal system instead of the vertical progression system needed to keep the pvers happy. The problem isn't so much that cp and non cp have to be balanced as it is that pvp cp and pve cp have to be balanced. It's the reason why no cp feels more balanced because the lack of cp gives it a one removed from pve.
A separate battle spirit system that was strictly horizontal would be better for pvp. Something that never increases your raw power as your rank it up just gives you more diversity in build options. Similar to Destiny one's subclass system.
if you do the numbers, the dmg mitigation is largely the same/balanced between the two modes. Difference being less max stats means builds are less efficent in nCP and require larger sacrifices when building a toon. While that might be amazing, I think that's lazy and should never replace implementation of actual solutions/game design because it results in inflation of items that are too OP (proc sets, bleeds, punishment of builds that dont have stam to dodge/block, etc). Like when they added battlespirit; it saved them time in balancing the game at the time but resulting in a flat game experience that we are still trying to deal with in regards to balance (ie wings gives 50% dmg mitigation on range, but add in battlespirit and a 15k attack will hit for 3k without adding armor/CP mitigation into the mix).
Here's the values looking at wizard reposte as an example:
Wizard Reposte (with 15k armor only):
2 items) Adds 1206 Max Health
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Magicka Recovery
(5 items) When you take Critical Damage, you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
CP:CRIT (1.415 MOD):
15000 *(1-(15)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 18041.25 * 1.08 (SPILLOVER FROM VUL/MIT)
18041 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 5934.
NO CRIT:
15000 *(1-(15)/100) * (1+(8-0)/100) = 12750 * 1.08 (SPILLOVER FROM VUL/MIT)
12750 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 4194.
Total Mit = 66.99%
nCP:CRIT (1.434 MOD):
11000 *(1-(15)/100)*(1.7)-(1806/68/100)) * (1+(8-0)/100) = 13,407.9? * 1.08 (SPILLOVER FROM VUL/MIT)
13,407.9? * (1.08) = 14480
14480 * (0.50)*(0.84695) = 6,132 = FINAL DMG
TOTAL MIT: 57.6519%
NO CRIT:
11000 *(1-(15)/100)*(1+(8-0)/100) = 9,350? * 1.08 (SPILLOVER FROM VUL/MIT)
9,350 * (1.08) = 10,098?
10,098? * (0.50)*(0.84695) = 4,276 = FINAL DMG
TOTAL MIT: 57.655%
198 dmg difference between the two lol.
While the difference is minimal when it comes to mitigation from gear it is been known for quite some time the red cp stars out strip the blue by a significant margin cause of the order of operations on the calculations.
1000 dmage × 10% blue star = 1100 damage
10% mitigation from red star then makes that damage drop to 990 (1100× 0.9 = 990)
So the problem isn't necessarily gear it is CP directly. CP is all percentage increases. It can't therefore change discrepancies between gear and classes, only amplify them. The only exception is the raw stats cp gives as they are not a percentage.
Opposite of what you say. The CP stars boost the tooltip and the mitigation is based on the tooltip but because of that aspect CP reduction alone results in more dmg taken than nCP:
Jabs tooltip with 23% thaum/13% ele expert = 3963
Jabs without any CP allocated but still in CP camp = 2914
Jabs in nCP = 2697
CP (20% thaum, 10% ele defender, battlespirit):
3963 * 0.5 * 0.8*0.9 = 1426
If you add 20% armor after penetration it drops to 1140.
Compared to nCP:
2697*0.5* = 1348
with Armor = 1078.
So it seems nCP takes less dmg than CP. Yet CP is the scapegoat? Nope, the extra stats from CP allows you to add more armor/percentages outside the system. And don't get me started on block, because its OP lol.
Clearly something is off about your testing cause TTK is way lower in no cp than cp. And it's not 10-15% healing or a few thousand stats. You also can stack resist and crit resist which you blatantly ignore yet try to count penetration.
Either that or ZoS is bad at math(which they have screwed up before). But I thought they ran an audit and made all cp additive. Your calculations are multiplicative. So if they were successful in their audit you are spreading misinformation by throwing out multiplicative calculations.