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.
I would bet when all the number crunching gets done the TOTAL difference between 1200 CP and 1600 CP is less than 3% combined... and less than 5% when compared with somebody at max CP.
Player skill is and still will be much, much more important than your CP.
That may be true, but it also fairly irrelevant to the question of whether grinding for CP above 1200 will convey enough of a power advantage to make it somewhat mandatory, or at least to convey the impression that it is.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.
I would bet when all the number crunching gets done the TOTAL difference between 1200 CP and 1600 CP is less than 3% combined... and less than 5% when compared with somebody at max CP.
Player skill is and still will be much, much more important than your CP.
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.
I would bet when all the number crunching gets done the TOTAL difference between 1200 CP and 1600 CP is less than 3% combined... and less than 5% when compared with somebody at max CP.
Player skill is and still will be much, much more important than your CP.
You cant fill all the passives and all the slottable stars at 1200. so adding 1% per CP is going to add more than you are saying.
In other words, you would loose the bet you just made. There will be a difference in PvE content and a much larger one in PvP stuff because you can get tankier and add more damage per CP you have over your enemy
They did not solve the problems, they just moved them around a bit.
I must say, for the content I do, this new system won't change my day. I only go near the PVP land for the stamina heal lol.
I just like to keep all the facts clear. We loose power after this goes live. Dungeon crawlers will be affected negatively. I really don't see a positive in this at all. Casual play won't take the hit like Vet content.
The change of the soft cap to 1020 is a 20-30% nerf in the total amount of XP you need to earn to get to a specific CP level.
The changes to the stars means that 1100-1200 CP is enough to be fully specced for your role.
FinrodMacBeorn wrote: »The change of the soft cap to 1020 is a 20-30% nerf in the total amount of XP you need to earn to get to a specific CP level.
The changes to the stars means that 1100-1200 CP is enough to be fully specced for your role.
It depends on how interpret "fully specced". For a pve mag DD, vertical progression in 6.3.2 goes to roughly 1800 cp if you choose all useful blue passives and only 4 actives. For progress groups, horizontal progression even starts later, as the ability to change actives between trash and bosses on the fly will lead to better scores.
The nerf of needed XP is only 20% (at cp 1400+) - so welcome to the grind.
For me, it all depends on the viability of cp 1200-1400, where most of my gaming buddies are located, for vet trials and vet DLCs. We play a lot since beta, but never have intentionally grinded, and we won't do it in the future. Life is too short for such shenanigans.
Olupajmibanan wrote: »FinrodMacBeorn wrote: »The change of the soft cap to 1020 is a 20-30% nerf in the total amount of XP you need to earn to get to a specific CP level.
The changes to the stars means that 1100-1200 CP is enough to be fully specced for your role.
It depends on how interpret "fully specced". For a pve mag DD, vertical progression in 6.3.2 goes to roughly 1800 cp if you choose all useful blue passives and only 4 actives. For progress groups, horizontal progression even starts later, as the ability to change actives between trash and bosses on the fly will lead to better scores.
The nerf of needed XP is only 20% (at cp 1400+) - so welcome to the grind.
For me, it all depends on the viability of cp 1200-1400, where most of my gaming buddies are located, for vet trials and vet DLCs. We play a lot since beta, but never have intentionally grinded, and we won't do it in the future. Life is too short for such shenanigans.
How did you come to 1800?
200 for actives - DPS
170 passives - DPS
(40 crit CP
40 magicka CP
20 penetration - no more needed since 7light is the new meta
40 increased magical status effects chance
30 spell damage passive)
130 mitigation
(10 healing taken
40 non-player mitigation
40 magic mitigation
40 physical mitigation)
That's 1500 total. Only healing done CP, healing taken CP, stamina CP, martial status effects chance CP and weapon damage passive CP are missing at this point, which are all mostly useless for a magDD.
You need 1800 only if you want to truly min-max and boost damage of your Barbed Trap. That's not what majority of players need, the difference will be so freaking small that only the pushiest score pushers will feel the difference.
Olupajmibanan wrote: »FinrodMacBeorn wrote: »The change of the soft cap to 1020 is a 20-30% nerf in the total amount of XP you need to earn to get to a specific CP level.
The changes to the stars means that 1100-1200 CP is enough to be fully specced for your role.
It depends on how interpret "fully specced". For a pve mag DD, vertical progression in 6.3.2 goes to roughly 1800 cp if you choose all useful blue passives and only 4 actives. For progress groups, horizontal progression even starts later, as the ability to change actives between trash and bosses on the fly will lead to better scores.
The nerf of needed XP is only 20% (at cp 1400+) - so welcome to the grind.
For me, it all depends on the viability of cp 1200-1400, where most of my gaming buddies are located, for vet trials and vet DLCs. We play a lot since beta, but never have intentionally grinded, and we won't do it in the future. Life is too short for such shenanigans.
How did you come to 1800?
...
That's 1500 total. Only healing done CP, healing taken CP, stamina CP, martial status effects chance CP and weapon damage passive CP are missing at this point, which are all mostly useless for a magDD.
You need 1800 only if you want to truly min-max and boost damage of your Barbed Trap. That's not what majority of players need, the difference will be so freaking small that only the pushiest score pushers will feel the difference.
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.
I would bet when all the number crunching gets done the TOTAL difference between 1200 CP and 1600 CP is less than 3% combined... and less than 5% when compared with somebody at max CP.
Player skill is and still will be much, much more important than your CP.
You cant fill all the passives and all the slottable stars at 1200. so adding 1% per CP is going to add more than you are saying.
In other words, you would loose the bet you just made. There will be a difference in PvE content and a much larger one in PvP stuff because you can get tankier and add more damage per CP you have over your enemy
They did not solve the problems, they just moved them around a bit.
I must say, for the content I do, this new system won't change my day. I only go near the PVP land for the stamina heal lol.
I just like to keep all the facts clear. We loose power after this goes live. Dungeon crawlers will be affected negatively. I really don't see a positive in this at all. Casual play won't take the hit like Vet content.
Playing around with the green points, I feel like the new CP system is a big nerf to new players.
For example, Inspiration Boost. Leveling a craft to 50 is a pretty big deal for new players. On Live, they need to spend just 10 points in the first green constellation to unlock a 30% Inspiration boost. On PTS, they need to spend 20 points just to reach the star, and then another 45 points to get the star up to 30%.
- Live: 30% inspiration boost available at CP 30
- PTS: 30% inspiration boost available at CP 195
Or look at Master Gatherer. On Live, spending 75 points anywhere in the second green constellation will unlock a 50% gathering speed increase. On PTS, you need to spend 135 points just to reach the star, and then another 75 points to get the star up to 50%.
- Live: 50% gathering speed available at CP 225
- PTS: 30% inspiration boost available at CP 630
The three most popular green perks on Live for a new player are Inspiration Boost, Master Gatherer, and Treasure Hunter. To reach all three, players need to spend 30, 75, and 75 points in the green constellations. On PTS, unlocking all 3 and getting them to the same potency as their Live counterparts will cost 310 CP spent in green.
- Live: All three available to players at CP 540
- PTS: All three available to players at CP 930
As someone who is way over the CP cap (I'm over 1700 CP on PC/NA and almost 1500 CP on PC/EU), being able to use all that previously unusable CP means that I'm in the segment of the player population that's going to come out ahead--rich getting richer and all that jazz. But for someone who's new? They're getting screwed. Hard.
im not saying its not a big change but how will anyone new know the difference?
This is not accurate. The CP inspiration boost on live is only 20%, and it unlocks at CP 90, not CP 30. On PTS, one can start getting a 10% inspiration boost at CP 105, and 20% at CP 150. The cost is certainly higher just for that one bonus, but not ridiculously so.For example, Inspiration Boost. Leveling a craft to 50 is a pretty big deal for new players. On Live, they need to spend just 10 points in the first green constellation to unlock a 30% Inspiration boost. On PTS, they need to spend 20 points just to reach the star, and then another 45 points to get the star up to 30%.
- Live: 30% inspiration boost available at CP 30
- PTS: 30% inspiration boost available at CP 195
This is not accurate. If targeting Master Gatherer, specifically, you can max it out at CP 474 on PTS by going up the left side, starting at Fleet Phantom.Or look at Master Gatherer. On Live, spending 75 points anywhere in the second green constellation will unlock a 50% gathering speed increase. On PTS, you need to spend 135 points just to reach the star, and then another 75 points to get the star up to 50%.
- Live: 50% gathering speed available at CP 225
- PTS: 50% gathering speed available at CP 630
Except you don't need all three. Inspiration boost is useless once your craft skills are maxed, or while not deconstructing. If you want just Master Gatherer and Treasure Hunter, you can do that at CP 600 on PTS.The three most popular green perks on Live for a new player are Inspiration Boost, Master Gatherer, and Treasure Hunter. To reach all three, players need to spend 30, 75, and 75 points in the green constellations. On PTS, unlocking all 3 and getting them to the same potency as their Live counterparts will cost 310 CP spent in green.
- Live: All three available to players at CP 540
- PTS: All three available to players at CP 930
This is making the assumption that the goal of a new player is going to be crafting and farming. If that is the case, yes, they will have a much harder time, especially if they want Plentiful Harvest too.But for someone who's new? They're getting screwed. Hard.
silvereyes wrote: »This is not accurate. The CP inspiration boost on live is only 20%, and it unlocks at CP 90, not CP 30. On PTS, one can start getting a 10% inspiration boost at CP 105, and 20% at CP 150. The cost is certainly higher just for that one bonus, but not ridiculously so.For example, Inspiration Boost. Leveling a craft to 50 is a pretty big deal for new players. On Live, they need to spend just 10 points in the first green constellation to unlock a 30% Inspiration boost. On PTS, they need to spend 20 points just to reach the star, and then another 45 points to get the star up to 30%.
- Live: 30% inspiration boost available at CP 30
- PTS: 30% inspiration boost available at CP 195
One could argue that having inspiration max out at +30% (or +40% with ESO+) is actually better for new players than the current max on live of +20% (+30% with ESO+), assuming they want to invest the points and then power level their trade crafts.This is not accurate. If targeting Master Gatherer, specifically, you can max it out at CP 474 on PTS by going up the left side, starting at Fleet Phantom.Or look at Master Gatherer. On Live, spending 75 points anywhere in the second green constellation will unlock a 50% gathering speed increase. On PTS, you need to spend 135 points just to reach the star, and then another 75 points to get the star up to 50%.
- Live: 50% gathering speed available at CP 225
- PTS: 50% gathering speed available at CP 630
Except you don't need all three. Inspiration boost is useless once your craft skills are maxed, or while not deconstructing. If you want just Master Gatherer and Treasure Hunter, you can do that at CP 600 on PTS.The three most popular green perks on Live for a new player are Inspiration Boost, Master Gatherer, and Treasure Hunter. To reach all three, players need to spend 30, 75, and 75 points in the green constellations. On PTS, unlocking all 3 and getting them to the same potency as their Live counterparts will cost 310 CP spent in green.
- Live: All three available to players at CP 540
- PTS: All three available to players at CP 930
The real problem for new players, IMO, is the lack of a clear line from inspiration boost to Master Gatherer. Meticulous Disassembly is a perk for high-CP master crafters, so its location in the middle of the tree makes no sense. It would be better if something with low jump points was put in its place, like Plentiful Harvest. That would give players as low as CP 150 a way to unlock the first bonuses in Inspiration Boost, Master Gatherer and Plentiful Harvest, which is great for an aspiring crafter.This is making the assumption that the goal of a new player is going to be crafting and farming. If that is the case, yes, they will have a much harder time, especially if they want Plentiful Harvest too.But for someone who's new? They're getting screwed. Hard.
However, there is a lot of other stuff for new players on PTS that I think that the masses will like more.
- Steeds Blessing: up to +20% out of combat movement speed, with no jump points
- Lots of options for sneaky, sneaky players, like Fleet Phantom and Sustaining Shadows
- Way more raw base stats for free, making them more powerful
- Faster leveling to gear cap
- Always-on +30% mount speed after unlocking Alliance War rank 3, which can be done with just the intro quest during a double XP event if your alliance has some bonuses.
I would be happy if ZOS will return to the drawing board and delay the Champion System 2.0 until Update 30(June 2021) at the least.
There are far too many issues and 3 weeks isn't enough time to improve the situation.
QuinnTheWolf wrote: »the recent changes in 6.3.2 suck ALOT
it was already hard to gain good dps with the crit being nerfed and all
but now? even less power all around! and crit got yet another backstab...
what are you doing.... the game gets less enjoyable, i hope 6.3.3 will revert these horrible changes in a way your goal gets achieved wilst not losing the power
for example:
youve reduced star tiers to 4 and 2, weakening the star entirely, but instead of removing that tier entirely making the maxed out star weaker, make it so you split the 5th tier up in 4
the crit passive adds 160 crit rating per tier, instead of removing 1 tier entirely divide the 5th tier (160 crit rating) split 160 in 4 wich is 40, then change 160 to 200, so each stage adds 200 crit rating
do this for all passives.
passives that need this even more are battle mastery and flawless ritual, you all think they were so op, truth be told they were not, they were good but not that good, they did help in spreading debuffs and that made them quite good
now at max its a 60% increase to apply a magickal/martial status effect, wich is very bad...
since it has 2 tiers, make it so each tier adds 75% so that the total is 150% again
why all this? you wanted to make it eazier for lower cp leveled players to get their stars
but you fail to realize that this update already nerfed dps to oblivion to the point vet content, to be more specefic trials and their vet achievements are pretty much impossible now
think about the huge damage youre inflicting on the general dps needed
either make vet content eazier or revert some of those horrible changes (im speceficaly staring at and barely holding myself togeter and not exploding in ragequitting hate at the reduced crit rates of armor and also the cp star cuts that have clearly seen the careless and reckless we-dont-care eat the low dps treatment)
ill most likely get some players screaming at me and probaly going after me for blood
but everything is worth the pain to undo the pain me and my friends will suffer when the update hits
besides, i can just ignore them by not opening their notifications :shrugs: