I think there's a general order to things in terms of expected paths, and then they connected them together to give people alternate ways to get there.They seriously need to change the paths to open up many of the stars. Stealthy stuff up one branch....general adventure/money/supply stuff up another...crafting up yet another. That's just the Green side.
It really is kind of hap hazard. Or just clue me into how it makes sense maybe? Intuative?
GrumpyDuckling wrote: »Can you please put buffs into the Champion System to give builds more variety?
For example, it would be nice to have the option to spend CP to get access to a buff like Major Brutality on a Templar Archer without having to burn a 5 piece set, use a 2H, or chug potions. Thanks.
Here are my thoughts on the new cp system after doing some testing last night. First, I'd like to say that I think this new system has a lot of potential, but also needs a lot of work.
1. A more reasonable "softcap" is an absolute necessity. Maybe 1.2k CP, since that is the number decided for the new leveling curve? The system was advertised as having an "end point" for vertical progression; however, that end point is 3k+ CP. While it would take less CP to optimize your specific role in PvE, to be optimized in PvP could easily require 3k+ CP. These numbers are completely unacceptable and it is unreasonable to expect players to want to engage in such a system.
2. Convert all passives into slotable perks. I think the idea of slotable perks to complete our builds is a truly interesting approach to the CP system. However, the current proposal contains both slotable and passive perks, which derails from the concept of slotable perks. The problem with passive perks is that there is no downside to going form, essentially making them a necessity to be fully optimized. The problem is compounded by the fact that there are so many passives. I would personally rather all perks be required to be slotted in order to obtain their respective benefits. This would help create a more reasonable softcap, as well as we give the dev's greater control over the difference between vertical and horizontal progression (a major component for the proposed change in the first place).
3. Double the number of slots to 8 per constellation (potentially up to 10 per constellation). This suggestion goes hand-in-hand with my previous point. I think making all the perks required to be slotted would be more interesting, but we would need additional slots to allow for unique build composition's. I think that the number of slots should still be limited so that players can't slot everything, but would have enough slots available to come up with some interesting combinations (especially considering how many additional perks there are now).
4. I am not a fan of the hyper specialization between single target, dot, and aoe damage/mitigation/healing (though point 3 could alleviate some of this problem). I think the older system of direct damage and dot damage made more sense and was a little more fair. For example, NB’s benefit significantly from the new system because they can easily ignore the dot and aoe percent damage modifiers, thus giving them more options to specialize their other 3 slots. DK’s on the other hand will need/want all three 10% damage perks, thus leaving them with only 1 additional slot for whatever else. (I’m just using these two classes as examples since they have the greatest discrepancy). This is especially noticeable when considering the percentage modifier perks all max out at 10% each. These numbers easily provide the greatest damage potential over any other option. Why go for 1400 mag/stam or 150 wd/sd, when you get at least double (if not triple or more) the output with the 10% star. Now, obviously these don’t effect healing, but the difference is so substantial it’s not even worth considering the other perks.
5. Sub trees seem kind of pointless in the current iteration. The passives in a sub tree could easily just be part of the normal tree. If sub trees functioned like set bonuses, where you invest points into the subtree and then slotted the main star to get all the benefits within the sub tree (obviously this would need substantial rebalancing), then sure...but the current system seems pointless.
7. Rework or remove the path’s. It’s kind of obnoxious to be forced to invest points into perks you dont want/won’t use just to reach the perks you do want/will use.
7. General numbers across the board need rebalancing (obviously). Some perks are significantly overperforming other perks, limiting actual choices.
8. This one's been touched on a lot, but it's because it is also kind of obvious. The UI is definitely too “busy.” Needs to be more streamlined and cleaner looking. The graphics look nice, and credit where credit is due. However, the background noise gets in the way of trying to put a build together.
9. Reimplement diminishing returns. I'm ~1450 CP, so this hopefully won't apply to me; however, it is worth mentioning. Many of the goals of the ESO dev team have been to make the game more user friendly to newer players to help grow the community. Diminishing returns helps curve the power gap between new and veteran players. Either make it so earlier points invested in a perk provide more of said perks bonus than later stages, or make each stage provide the same benefit with earlier stages being cheaper to purchase and later stages being more expensive.
Not really. Let me explain why. You will have the same choice as the choice you had before: 'what kind of healer will you be'... a good one, or a bad one. That's it. Same goes for dps and tanks. You don't get to choose what kind of dd you will be other than whether you will be good or bad.DebaZapelo wrote: »I see a lot of complains here but.....
This CP 2.0 system is actually much better.
Let me explain why.
In the current CP system all tanks, DD or healers have almost the same CP distribution based on their role and primary stat.The difference is caused a bit by racial skills but mainly by class skills, armour sets and player skill.
Now with the new CP system build diversity will be introduced.
So you will have to choose what your main type of dmg will be, what kind of healer you will be ...... and so on
Remember that there will still be a limit of 1200 CP per constellation.
[...]
Also be honest and admit how many of you just copy pasted a build from someone on the internet.
I believe it will be appropriate to compensate with experience players who played during the current Champion System(Champion System 1.0).
If I understand correctly, ZOS intends to change the way champion points are earned and make them easier to earn.
For example, it will be much easier to get to champion 1,200 when Update 29 will launch.
Here is what I propose(based on the amount of champion points the player has when Update 29 launch):
Player at Champion 810-900 - Player receives instant 30 champion points as a gift
Player at Champion 901-1,000 - Player receives instant 50 champion points as a gift
Player at Champion 1,001-1,100 - Player receives instant 70 champion points as a gift
Player at Champion 1,101-1,200 - Player receives instant 90 champion points as a gift
Player at Champion 1,201-1,300 - Player receives instant 110 champion points as a gift
Player at Champion 1,301-1,400 - Player receives instant 130 champion points as a gift
Player at Champion 1,401-1,500 - Player receives instant 150 champion points as a gift
Player at Champion 1,501-1,600 - Player receives instant 170 champion points as a gift
Player at Champion 1,601-1,700 - Player receives instant 190 champion points as a gift
Player at Champion 1,701-1,800 - Player receives instant 210 champion points as a gift
Player at Champion 1801-1,900 - Player receives instant 230 champion points as a gift
Player at Champion 1,901-2,000 - Player receives instant 250 champion points as a gift
Player at Champion 2,001-2,100 - Player receives instant 270 champion points as a gift
Player at Champion 2,101-2,200 - Player receives instant 290 champion points as a gift
Player at Champion 2,201-2,300 - Player receives instant 310 champion points as a gift
Player at Champion 2,301-2,400 - Player receives instant 330 champion points as a gift
Player at Champion 2,401-2,500 - Player receives instant 350 champion points as a gift
Player at Champion 2,501-2,600 - Player receives instant 370 champion points as a gift
Player at Champion 2,601-2,700 - Player receives instant 390 champion points as a gift
Player at Champion 2,701-2,800 - Player receives instant 410 champion points as a gift
Player at Champion 2,801-2,900 - Player receives instant 430 champion points as a gift
Player at Champion 2,901-3,000 - Player receives instant 450 champion points as a gift
Player at Champion 3,001+ - Player reaches the 3,600 cap immediately as a gift
*The numbers I suggested are subject to change and are merely an example of the compensation.
The extra work will be retroactively rewarded!
I believe it will be appropriate to compensate with experience players who played during the current Champion System(Champion System 1.0).
If I understand correctly, ZOS intends to change the way champion points are earned and make them easier to earn.
For example, it will be much easier to get to champion 1,200 when Update 29 will launch.
Here is what I propose(based on the amount of champion points the player has when Update 29 launch):
Player at Champion 810-900 - Player receives instant 30 champion points as a gift
Player at Champion 901-1,000 - Player receives instant 50 champion points as a gift
Player at Champion 1,001-1,100 - Player receives instant 70 champion points as a gift
Player at Champion 1,101-1,200 - Player receives instant 90 champion points as a gift
Player at Champion 1,201-1,300 - Player receives instant 110 champion points as a gift
Player at Champion 1,301-1,400 - Player receives instant 130 champion points as a gift
Player at Champion 1,401-1,500 - Player receives instant 150 champion points as a gift
Player at Champion 1,501-1,600 - Player receives instant 170 champion points as a gift
Player at Champion 1,601-1,700 - Player receives instant 190 champion points as a gift
Player at Champion 1,701-1,800 - Player receives instant 210 champion points as a gift
Player at Champion 1801-1,900 - Player receives instant 230 champion points as a gift
Player at Champion 1,901-2,000 - Player receives instant 250 champion points as a gift
Player at Champion 2,001-2,100 - Player receives instant 270 champion points as a gift
Player at Champion 2,101-2,200 - Player receives instant 290 champion points as a gift
Player at Champion 2,201-2,300 - Player receives instant 310 champion points as a gift
Player at Champion 2,301-2,400 - Player receives instant 330 champion points as a gift
Player at Champion 2,401-2,500 - Player receives instant 350 champion points as a gift
Player at Champion 2,501-2,600 - Player receives instant 370 champion points as a gift
Player at Champion 2,601-2,700 - Player receives instant 390 champion points as a gift
Player at Champion 2,701-2,800 - Player receives instant 410 champion points as a gift
Player at Champion 2,801-2,900 - Player receives instant 430 champion points as a gift
Player at Champion 2,901-3,000 - Player receives instant 450 champion points as a gift
Player at Champion 3,001+ - Player reaches the 3,600 cap immediately as a gift
*The numbers I suggested are subject to change and are merely an example of the compensation.
The extra work will be retroactively rewarded!
People really need to just play the game and level like normal.
I believe it will be appropriate to compensate with experience players who played during the current Champion System(Champion System 1.0).
If I understand correctly, ZOS intends to change the way champion points are earned and make them easier to earn.
For example, it will be much easier to get to champion 1,200 when Update 29 will launch.
Here is what I propose(based on the amount of champion points the player has when Update 29 launch):
Player at Champion 810-900 - Player receives instant 30 champion points as a gift
Player at Champion 901-1,000 - Player receives instant 50 champion points as a gift
Player at Champion 1,001-1,100 - Player receives instant 70 champion points as a gift
Player at Champion 1,101-1,200 - Player receives instant 90 champion points as a gift
Player at Champion 1,201-1,300 - Player receives instant 110 champion points as a gift
Player at Champion 1,301-1,400 - Player receives instant 130 champion points as a gift
Player at Champion 1,401-1,500 - Player receives instant 150 champion points as a gift
Player at Champion 1,501-1,600 - Player receives instant 170 champion points as a gift
Player at Champion 1,601-1,700 - Player receives instant 190 champion points as a gift
Player at Champion 1,701-1,800 - Player receives instant 210 champion points as a gift
Player at Champion 1801-1,900 - Player receives instant 230 champion points as a gift
Player at Champion 1,901-2,000 - Player receives instant 250 champion points as a gift
Player at Champion 2,001-2,100 - Player receives instant 270 champion points as a gift
Player at Champion 2,101-2,200 - Player receives instant 290 champion points as a gift
Player at Champion 2,201-2,300 - Player receives instant 310 champion points as a gift
Player at Champion 2,301-2,400 - Player receives instant 330 champion points as a gift
Player at Champion 2,401-2,500 - Player receives instant 350 champion points as a gift
Player at Champion 2,501-2,600 - Player receives instant 370 champion points as a gift
Player at Champion 2,601-2,700 - Player receives instant 390 champion points as a gift
Player at Champion 2,701-2,800 - Player receives instant 410 champion points as a gift
Player at Champion 2,801-2,900 - Player receives instant 430 champion points as a gift
Player at Champion 2,901-3,000 - Player receives instant 450 champion points as a gift
Player at Champion 3,001+ - Player reaches the 3,600 cap immediately as a gift
*The numbers I suggested are subject to change and are merely an example of the compensation.
The extra work will be retroactively rewarded!
People really need to just play the game and level like normal.
You are comparing apples to oranges. It takes much longer to get from 806-807 today than it will after the cap increase. They have a catch up boost for levels that are far from cap, and they stated that they intend to adjust the curve accordingly for CP 2.0.Nordic__Knights wrote: »I believe it will be appropriate to compensate with experience players who played during the current Champion System(Champion System 1.0).
If I understand correctly, ZOS intends to change the way champion points are earned and make them easier to earn.
For example, it will be much easier to get to champion 1,200 when Update 29 will launch.
Here is what I propose(based on the amount of champion points the player has when Update 29 launch):
Player at Champion 810-900 - Player receives instant 30 champion points as a gift
Player at Champion 901-1,000 - Player receives instant 50 champion points as a gift
Player at Champion 1,001-1,100 - Player receives instant 70 champion points as a gift
Player at Champion 1,101-1,200 - Player receives instant 90 champion points as a gift
Player at Champion 1,201-1,300 - Player receives instant 110 champion points as a gift
Player at Champion 1,301-1,400 - Player receives instant 130 champion points as a gift
Player at Champion 1,401-1,500 - Player receives instant 150 champion points as a gift
Player at Champion 1,501-1,600 - Player receives instant 170 champion points as a gift
Player at Champion 1,601-1,700 - Player receives instant 190 champion points as a gift
Player at Champion 1,701-1,800 - Player receives instant 210 champion points as a gift
Player at Champion 1801-1,900 - Player receives instant 230 champion points as a gift
Player at Champion 1,901-2,000 - Player receives instant 250 champion points as a gift
Player at Champion 2,001-2,100 - Player receives instant 270 champion points as a gift
Player at Champion 2,101-2,200 - Player receives instant 290 champion points as a gift
Player at Champion 2,201-2,300 - Player receives instant 310 champion points as a gift
Player at Champion 2,301-2,400 - Player receives instant 330 champion points as a gift
Player at Champion 2,401-2,500 - Player receives instant 350 champion points as a gift
Player at Champion 2,501-2,600 - Player receives instant 370 champion points as a gift
Player at Champion 2,601-2,700 - Player receives instant 390 champion points as a gift
Player at Champion 2,701-2,800 - Player receives instant 410 champion points as a gift
Player at Champion 2,801-2,900 - Player receives instant 430 champion points as a gift
Player at Champion 2,901-3,000 - Player receives instant 450 champion points as a gift
Player at Champion 3,001+ - Player reaches the 3,600 cap immediately as a gift
*The numbers I suggested are subject to change and are merely an example of the compensation.
The extra work will be retroactively rewarded!
People really need to just play the game and level like normal.
1420-1421CP IS 1,138,669 XP
806-807CP IS 445,578 XP
THATS CLOSE TO 3XS MORE FOR LESS THEN HALF THE MAX WHATS 3599-3600 GOING TO BE 36,363,636 XP
oh lets remember its 1.3k xp per add lol have fun on that GRINDDDDDDDDDDDDDDDDDDD
""For players that already did the entire CP 1.0 grind and then threw out their training gear, it’s definitely going to take another long grind, but it shouldn’t be any worse than the one we’ve done before.
Whats the reason that players should do it again? They will just leave. There is no skill involved in getting up higher CP. We need content, not grinding. For sure we need a CP adjustment of old players to the new curve.
One ZOS guy already said a CP adjustment is not planned. They will do it anyway. Because people will just leave the game if they wont do it.
silvereyes wrote: »You are comparing apples to oranges. It takes much longer to get from 806-807 today than it will after the cap increase. They have a catch up boost for levels that are far from cap, and they stated that they intend to adjust the curve accordingly for CP 2.0.Nordic__Knights wrote: »I believe it will be appropriate to compensate with experience players who played during the current Champion System(Champion System 1.0).
If I understand correctly, ZOS intends to change the way champion points are earned and make them easier to earn.
For example, it will be much easier to get to champion 1,200 when Update 29 will launch.
Here is what I propose(based on the amount of champion points the player has when Update 29 launch):
Player at Champion 810-900 - Player receives instant 30 champion points as a gift
Player at Champion 901-1,000 - Player receives instant 50 champion points as a gift
Player at Champion 1,001-1,100 - Player receives instant 70 champion points as a gift
Player at Champion 1,101-1,200 - Player receives instant 90 champion points as a gift
Player at Champion 1,201-1,300 - Player receives instant 110 champion points as a gift
Player at Champion 1,301-1,400 - Player receives instant 130 champion points as a gift
Player at Champion 1,401-1,500 - Player receives instant 150 champion points as a gift
Player at Champion 1,501-1,600 - Player receives instant 170 champion points as a gift
Player at Champion 1,601-1,700 - Player receives instant 190 champion points as a gift
Player at Champion 1,701-1,800 - Player receives instant 210 champion points as a gift
Player at Champion 1801-1,900 - Player receives instant 230 champion points as a gift
Player at Champion 1,901-2,000 - Player receives instant 250 champion points as a gift
Player at Champion 2,001-2,100 - Player receives instant 270 champion points as a gift
Player at Champion 2,101-2,200 - Player receives instant 290 champion points as a gift
Player at Champion 2,201-2,300 - Player receives instant 310 champion points as a gift
Player at Champion 2,301-2,400 - Player receives instant 330 champion points as a gift
Player at Champion 2,401-2,500 - Player receives instant 350 champion points as a gift
Player at Champion 2,501-2,600 - Player receives instant 370 champion points as a gift
Player at Champion 2,601-2,700 - Player receives instant 390 champion points as a gift
Player at Champion 2,701-2,800 - Player receives instant 410 champion points as a gift
Player at Champion 2,801-2,900 - Player receives instant 430 champion points as a gift
Player at Champion 2,901-3,000 - Player receives instant 450 champion points as a gift
Player at Champion 3,001+ - Player reaches the 3,600 cap immediately as a gift
*The numbers I suggested are subject to change and are merely an example of the compensation.
The extra work will be retroactively rewarded!
People really need to just play the game and level like normal.
1420-1421CP IS 1,138,669 XP
806-807CP IS 445,578 XP
THATS CLOSE TO 3XS MORE FOR LESS THEN HALF THE MAX WHATS 3599-3600 GOING TO BE 36,363,636 XP
oh lets remember its 1.3k xp per add lol have fun on that GRINDDDDDDDDDDDDDDDDDDD
That’s not to say it won’t be a grind, but I don’t expect CP 2.0 10-3600 to take significantly longer than CP 1.0 10-810 for new players.
For players that already did the entire CP 1.0 grind and then threw out their training gear, it’s definitely going to take another long grind, but it shouldn’t be any worse than the one we’ve done before.
Not really. Let me explain why. You will have the same choice as the choice you had before: 'what kind of healer will you be'... a good one, or a bad one. That's it. Same goes for dps and tanks. You don't get to choose what kind of dd you will be other than whether you will be good or bad.DebaZapelo wrote: »I see a lot of complains here but.....
This CP 2.0 system is actually much better.
Let me explain why.
In the current CP system all tanks, DD or healers have almost the same CP distribution based on their role and primary stat.The difference is caused a bit by racial skills but mainly by class skills, armour sets and player skill.
Now with the new CP system build diversity will be introduced.
So you will have to choose what your main type of dmg will be, what kind of healer you will be ...... and so on
Remember that there will still be a limit of 1200 CP per constellation.
[...]
Also be honest and admit how many of you just copy pasted a build from someone on the internet.There will be a BiS perk setup for every situation, just as there was a BiS CP setup for every situation (carefully calculated due to the diminishing returns and the best possible place to use certain numbers of CP).
- If you slot perks that increase your AoE damage on a single target burst boss, you're a bad dps.
- If being an AoE fire-soul-wizard is your class fantasy, and you stick with that regardless of the situation, you're a bad dps.
- If you don't have enough CP and only managed to level up an AoE perk which you always use, you're a noob dps.
The difference, however, will be that people didn't expect players to change their CP allocation regularly; while in the new system people will be expected to switch their perks regularly. Most people had a mix of stars that were generally useful in their chosen game mode (due to diminishing returns favoring a more even spread) and the cost of respeccing your CP. In the new system however, switching perks is freely done at any point, and the only-4-perks-per-color and the no diminishing returns favor maxing out stars to switch around, rather than having a wider more universal allocation. So people will be expected to pick perks and then micromanage that perk loadout constantly, whereas in the old system they had to pick perks once.
If you choose not to do it, you won't be a 'diverse' build, you'll be a bad build. Just as there are bad builds right now. Nobody's stopping me from having a double-dualwielding Altmer Stamsorc (I do have one actually ) just don't expect that to be the standard in group content. Nothing was stopping players from choosing offmeta CP setups before either, you could dump all your CP into 2.5 stars per color each (rather than the more efficient spread), maxing out aoe and dot damage and just calling it a day. So 'build diversity' and whatnot will still be mostly for casuals, and there will always be a meta.
And yes, many people 'copy-paste' builds from the internet, since let's be honest math is hard and most people don't know what stats benefit them most (e.g. do their pets scale well with maxmag or spellpower, what's the breaking point between crit and crit chance). That will not change at all. People will still continue to read guides for the best setup. And community perceptions about what's meta and what's better will still filter down into the community.
So really, CP 2.0 is not how you do diversity. It just increases the micromanaging required to be BiS. Build diversity would require mutually exclusive perks that are committed to rather than freely-switchable perks that high-CP players can just unlock in sequence, and have them maxed out and ready for any scenario. And even if a game introduced mutually exclusive 'specialized' builds that people commit to, most players would still choose the BiS one. (That's what happened with WoW and their WoW devs' deluded fantasy about 'meaningful choices' and diversity as well - as it turned out, players just gravitated towards what's best, even when they didn't 'have' to because they weren't at the top end of competitive play).
2 things. Im ok with faster CP gain between 810-1200. After 1200 though it shouldnt be as on live now. It should be faster aswell. Put another softcap between 1200-2000 CP.. Alot of veteran players are now around 1300-1500 CP. With the speedy CP gain up to 1200. Almost the entire playerbase will in a couple months be 1200-1500 CP and stay there basically.
And second thing. You should get your CP lvl in this new system based on Total XP earned nothing else or you totaly invalidates all thoose playing hours ppl put in to support this game.
Patchnotes on PTS stated:
can anyone please clarify this? is this intended? How it must work?
after 3rd PTS patch, this is what we have:
LIVE CP
PTS CP
...... we will lose CP??!!!
Since european characters where copied today i had a chance to see how far my 1350 CP get me.
In total i need about ~15% less XP compared to live. Additionally my 1300 CP are barely enought to get relevant nodes for one role. Given that we didnt get any multispec with the patch this also means that Tank and Heal players still have to deal with respecs if they want to fill a DD role.
What realy grinds my gears here is how long is it expected to take to reach the cap (that seems to be not enought to skill everything)? My rough estimation is in years and i wonder how new players ever gonna catch up.
Patchnotes on PTS stated:
can anyone please clarify this? is this intended? How it must work?
after 3rd PTS patch, this is what we have:
LIVE CP
PTS CP
...... we will lose CP??!!!
Yes.
I suggested a way to compensate veteran players so it will negate the effects of the new champion system experience curve:
https://forums.elderscrollsonline.com/en/discussion/560918/suggestion-champion-points-compensation-for-veteran-players-when-update-29-launch/p1Since european characters where copied today i had a chance to see how far my 1350 CP get me.
In total i need about ~15% less XP compared to live. Additionally my 1300 CP are barely enought to get relevant nodes for one role. Given that we didnt get any multispec with the patch this also means that Tank and Heal players still have to deal with respecs if they want to fill a DD role.
What realy grinds my gears here is how long is it expected to take to reach the cap (that seems to be not enought to skill everything)? My rough estimation is in years and i wonder how new players ever gonna catch up.
You do have a valid point and I partly agree.
While progression for veteran players is important, a new player should not face major combat disadvantages.
This is why ZOS is trying to take some of the vertical power out of the Champion system to balance it out, but so far not successfully enough.
In my last test in PTS I did 26% less DPS compared to Live.
Currently, I'm champion 1233(1234 on Live, but that's just 1 point xD).
My mistake. I missed the addendum where they said the catch-up XP boost will end at CP 1200.Nordic__Knights wrote: »silvereyes wrote: »You are comparing apples to oranges. It takes much longer to get from 806-807 today than it will after the cap increase. They have a catch up boost for levels that are far from cap, and they stated that they intend to adjust the curve accordingly for CP 2.0.Nordic__Knights wrote: »I believe it will be appropriate to compensate with experience players who played during the current Champion System(Champion System 1.0).
If I understand correctly, ZOS intends to change the way champion points are earned and make them easier to earn.
For example, it will be much easier to get to champion 1,200 when Update 29 will launch.
Here is what I propose(based on the amount of champion points the player has when Update 29 launch):
Player at Champion 810-900 - Player receives instant 30 champion points as a gift
Player at Champion 901-1,000 - Player receives instant 50 champion points as a gift
Player at Champion 1,001-1,100 - Player receives instant 70 champion points as a gift
Player at Champion 1,101-1,200 - Player receives instant 90 champion points as a gift
Player at Champion 1,201-1,300 - Player receives instant 110 champion points as a gift
Player at Champion 1,301-1,400 - Player receives instant 130 champion points as a gift
Player at Champion 1,401-1,500 - Player receives instant 150 champion points as a gift
Player at Champion 1,501-1,600 - Player receives instant 170 champion points as a gift
Player at Champion 1,601-1,700 - Player receives instant 190 champion points as a gift
Player at Champion 1,701-1,800 - Player receives instant 210 champion points as a gift
Player at Champion 1801-1,900 - Player receives instant 230 champion points as a gift
Player at Champion 1,901-2,000 - Player receives instant 250 champion points as a gift
Player at Champion 2,001-2,100 - Player receives instant 270 champion points as a gift
Player at Champion 2,101-2,200 - Player receives instant 290 champion points as a gift
Player at Champion 2,201-2,300 - Player receives instant 310 champion points as a gift
Player at Champion 2,301-2,400 - Player receives instant 330 champion points as a gift
Player at Champion 2,401-2,500 - Player receives instant 350 champion points as a gift
Player at Champion 2,501-2,600 - Player receives instant 370 champion points as a gift
Player at Champion 2,601-2,700 - Player receives instant 390 champion points as a gift
Player at Champion 2,701-2,800 - Player receives instant 410 champion points as a gift
Player at Champion 2,801-2,900 - Player receives instant 430 champion points as a gift
Player at Champion 2,901-3,000 - Player receives instant 450 champion points as a gift
Player at Champion 3,001+ - Player reaches the 3,600 cap immediately as a gift
*The numbers I suggested are subject to change and are merely an example of the compensation.
The extra work will be retroactively rewarded!
People really need to just play the game and level like normal.
1420-1421CP IS 1,138,669 XP
806-807CP IS 445,578 XP
THATS CLOSE TO 3XS MORE FOR LESS THEN HALF THE MAX WHATS 3599-3600 GOING TO BE 36,363,636 XP
oh lets remember its 1.3k xp per add lol have fun on that GRINDDDDDDDDDDDDDDDDDDD
That’s not to say it won’t be a grind, but I don’t expect CP 2.0 10-3600 to take significantly longer than CP 1.0 10-810 for new players.
For players that already did the entire CP 1.0 grind and then threw out their training gear, it’s definitely going to take another long grind, but it shouldn’t be any worse than the one we’ve done before.
idk what your thanking but they said themselves that at 1200cp the make up buff goes bye bye and cp once again is 3xs the amount per as is on live today so NO YOU WONT BEING GETTING 3600 LIKE YOU DID 810 LOL NEW PLAYERS MIGHT SEE AN FAST ROAD TO 1200 BUT AFTER THAT ITS ALL DOWNHILL AND I CAN PUT MONEY THAT BE THE POINT THEY STOP PLAYING TOO
I can't test anything on PTS, so I have a question for the PvP players who have been on.
How much power advantage does a 1600 cp have over a 1200 for instance? I know you have to slot 4 passives, but aren't there some you always get? If so, does that extra CP makes a huge difference? Even if it is small margins like 2% here and 3% there, you add a few of them up and it makes all the difference in PvP.