AmendmentI wrote: »Seems cool to actually have a reason to level again. Sounds like this is getting thrown way out of proportion with people thinking they need to be max level or have thousands of cp to have fun again. Which doesn't seem true so far....
Think we need to stop feeling like if we aren't 3600 or max cp then everything will suddenly be impossible or harder on us. Or that the large difference in cp will put us in such a disadvantageous position. If what they've said is true then it doesn't look like itll matter much to have such a high cp. Or maybe stop feeling like we just absolutely have to be at max and how long itll take to get there. Like its impossible to enjoy the game if we aren't at max cp again.
There is a reason, people choose specific races for a class-build, or hunt for gear sets, or use food/drinks/potions. Its allways about to get the best performance.
Now, what do you think is the difference between a 1200cp and a 3600cp toon?
Is it less than
...choosing the 'wrong' race for your class-build?
...not using any drink/food/potion?
...using no gear with a set bonus?
...using purple gear instead of gold?
AmendmentI wrote: »Seems cool to actually have a reason to level again. Sounds like this is getting thrown way out of proportion with people thinking they need to be max level or have thousands of cp to have fun again. Which doesn't seem true so far....
Think we need to stop feeling like if we aren't 3600 or max cp then everything will suddenly be impossible or harder on us. Or that the large difference in cp will put us in such a disadvantageous position. If what they've said is true then it doesn't look like itll matter much to have such a high cp. Or maybe stop feeling like we just absolutely have to be at max and how long itll take to get there. Like its impossible to enjoy the game if we aren't at max cp again.
Iam CP1350 and a Tank. If i dont do group content i need to get some DD stuff because the game itself is very unfriendly for players with a Tank role.
In the old system i can get my tanking relevant things up and still have some points for DD relevant things so i can profit from the tree while iam doing solo arenas or overland.
In the ne system my 1350 points are not enought to get everyting tanking relevant out of the tree. I need another ~200-400 points for this (best guess). In that case iam still missing the DD relevant things which requires me to get another ~800 CP?
Keep in mind that all bonuses from green went into red and part of the red bonuses went into blue. Which means the rule blue is healing and damage and red is defence is no longer true. Green is now completely unrelated to any combat situations.
This means that iam not only loosing out on bonuses for my role that i previsously had, iam also loosing out on bonuses for other contents i previously had entirely and need to farm as much XP as i already did to get where iam now. If i reach that point iam not even able to use the horizontal progression completely, i barely scratch it.
As it is now, we have a system that is build for vertical and horizotnal progression with such a slow leveling speed that many players will never even get close to max CP, let alone playing until they reach the end of vertical progression.
WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
AmendmentI wrote: »Having to set aside cp in order to do multiple roles at the same time is a choice.
AmendmentI wrote: »Having to set aside cp in order to do multiple roles at the same time is a choice.
Its not a choice, its a workaround. The system supports players in having enought CP to fully have several roles. Its designed around that idea and its advertised with that idea. The only thing that prevents this from happening is the horrendous XP requirement. To get around this you can either budget the CP and gimp yourself or you can shift the points around the tree. Which turns both options into workarounds for bad design choices.
Its pretty obvious that the new cp system is superior to the old one in every way.AmendmentI wrote: »Having to set aside cp in order to do multiple roles at the same time is a choice.
Its not a choice, its a workaround. The system supports players in having enought CP to fully have several roles. Its designed around that idea and its advertised with that idea. The only thing that prevents this from happening is the horrendous XP requirement. To get around this you can either budget the CP and gimp yourself or you can shift the points around the tree. Which turns both options into workarounds for bad design choices.
This isn't really an argument. Because of the account nature cp its quite easy to bring up a new dedicated character in a short amount of time. Seems to be more work to keep switching the same guy around all the time.
I would Zos to fulfill their Destiny and merge cp and achievements. Its a perfect synergy with no downsides just like one Tamriel.
for instance vet players now, should they be merged, would see a net increase from what they had while new players (who gain achievements very quickly) would come online much faster than before since they can start accumulating points from level 1 and in more ways than before.
I would wager that most players have between 15-30k achievement points and 600-1200 cp. Then transform it into the other point metric we can have a whole cp achievement section that adds enough achievement points such that you can become combat maxed ( i.e 1500 cp) with experience only though it would not be the most efficient way.
There are a number of other impacts as well.
1) People will put more effort into getting achievements.
2) People will put more effort into diversifying their characters activities since achievements are widespread.
3) Resolves the Achievement "main" problem.
4) Completely changes the scale in players eyes.
5) Achievements are added with every update.
If its impossible to merge all characters because of issues with the database they can still bite the bullet and use the highest achievement character instead and wipe all the others and repaste the highest one. Not ideal but from that point on they have account wide achievements so worth it for most I would guess.
I can understand a database merge like this might be scary for zos but totally worth it if you ask me.
WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
Careful % modifiers don't stack additevly, but multiplicatively.
These comparisons can be very misleading if you assume 10% and 10% from different sources equate to a 20% increase.
And this doesn't even account for other % increases outside of cp like berserk, class passives etc.
This also doesnt account for the massive increase we are seeing in base stats(while this doesnt affect sets like selene, relequen etc, its still important).
To see the difference these extra stats provide youd have to use the same charcather on live and pts as benchmark and remove all cps.
I want to do some quick math here to demonstrate:
Now these numbers are made up ofc, but for clarity's sake lets just roll with it.
Lets you on live you have a skills which does 1000 damage, and has a cp star affecting it giving it an additional 25% increased damage.
Again for clarity, we are going to ignore all other modifiers for now, and assume this brings its total damage to 1250. Thats a 25% increase.
Now on pts(again made up number) due to the 1000 extra wpd/spd and extra mag/stam this skill does, lets say 1200 dmg at base without any cp now(not a super far stretch as some skills have very generous scaling and on stamina side we can stack a lot % wpd modifiers).
The cp 2.0 equivalent gives it a 10% boost, bringing its damage to 1320.
A far cry from a huge drop in damage.
As for Thaumathurge not having a counterpart, im assuming this is beacuse they split master at arms to aoe and single target, to force more choices. I know this means that some skills benefit from multiple stars, while some dont, frankly they could just remove thaum then or add back master at arms.
WrathOfInnos wrote: »WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
Careful % modifiers don't stack additevly, but multiplicatively.
These comparisons can be very misleading if you assume 10% and 10% from different sources equate to a 20% increase.
And this doesn't even account for other % increases outside of cp like berserk, class passives etc.
This also doesnt account for the massive increase we are seeing in base stats(while this doesnt affect sets like selene, relequen etc, its still important).
To see the difference these extra stats provide youd have to use the same charcather on live and pts as benchmark and remove all cps.
I want to do some quick math here to demonstrate:
Now these numbers are made up ofc, but for clarity's sake lets just roll with it.
Lets you on live you have a skills which does 1000 damage, and has a cp star affecting it giving it an additional 25% increased damage.
Again for clarity, we are going to ignore all other modifiers for now, and assume this brings its total damage to 1250. Thats a 25% increase.
Now on pts(again made up number) due to the 1000 extra wpd/spd and extra mag/stam this skill does, lets say 1200 dmg at base without any cp now(not a super far stretch as some skills have very generous scaling and on stamina side we can stack a lot % wpd modifiers).
The cp 2.0 equivalent gives it a 10% boost, bringing its damage to 1320.
A far cry from a huge drop in damage.
As for Thaumathurge not having a counterpart, im assuming this is beacuse they split master at arms to aoe and single target, to force more choices. I know this means that some skills benefit from multiple stars, while some dont, frankly they could just remove thaum then or add back master at arms.
All % damage done increases are additive, so x+10%+10%=x+20%, just x can be more complicated to find given buffs like Berserk, weapon skills and class passives. They are only multiplicative with other terms (% damage taken, crits, etc.).
I’m not trying to make any overall comparison of damage before and after the patch, it seems to have decreased by more than 10%, but hard to pinpoint an exact number with the armor bugs on PTS. My point is just that the CPs for various damage types are not balanced, and I’m not sure if this was an oversight or an intentional move to make direct damage builds weaker then DoT builds.
WrathOfInnos wrote: »WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
Careful % modifiers don't stack additevly, but multiplicatively.
These comparisons can be very misleading if you assume 10% and 10% from different sources equate to a 20% increase.
And this doesn't even account for other % increases outside of cp like berserk, class passives etc.
This also doesnt account for the massive increase we are seeing in base stats(while this doesnt affect sets like selene, relequen etc, its still important).
To see the difference these extra stats provide youd have to use the same charcather on live and pts as benchmark and remove all cps.
I want to do some quick math here to demonstrate:
Now these numbers are made up ofc, but for clarity's sake lets just roll with it.
Lets you on live you have a skills which does 1000 damage, and has a cp star affecting it giving it an additional 25% increased damage.
Again for clarity, we are going to ignore all other modifiers for now, and assume this brings its total damage to 1250. Thats a 25% increase.
Now on pts(again made up number) due to the 1000 extra wpd/spd and extra mag/stam this skill does, lets say 1200 dmg at base without any cp now(not a super far stretch as some skills have very generous scaling and on stamina side we can stack a lot % wpd modifiers).
The cp 2.0 equivalent gives it a 10% boost, bringing its damage to 1320.
A far cry from a huge drop in damage.
As for Thaumathurge not having a counterpart, im assuming this is beacuse they split master at arms to aoe and single target, to force more choices. I know this means that some skills benefit from multiple stars, while some dont, frankly they could just remove thaum then or add back master at arms.
All % damage done increases are additive, so x+10%+10%=x+20%, just x can be more complicated to find given buffs like Berserk, weapon skills and class passives. They are only multiplicative with other terms (% damage taken, crits, etc.).
I’m not trying to make any overall comparison of damage before and after the patch, it seems to have decreased by more than 10%, but hard to pinpoint an exact number with the armor bugs on PTS. My point is just that the CPs for various damage types are not balanced, and I’m not sure if this was an oversight or an intentional move to make direct damage builds weaker then DoT builds.
It’s multiplicative. Has been for a long time.. in fact there are entire threads discussing the behind the scenes math.
Nordic__Knights wrote: »i dont get how others dont see if i can solo ndsa on my magsorc today at 810cp why should i not be able to do it at 1421 once new system goes live ? this is the issue i have the most with this new CP SYSTEM
From my understanding of what ZOS has said on the matter, Companions count as players in group content. So you can do a 4 person dungeon with 2 players and 2 companions, but not 4 players and 4 companions.Mahabahabtha wrote: »Give them 20% Bonusdamage from Companions in June for 40 Bucks.....
I agree that converting CP to the new curve would be the best for what's fair. But don't hold your breath.CP Conversion
First thing's first CP simply HAS to be converted across to the new system based on total XP earned given that CP points will require less XP going forward.
[snip]
Removing XP we have already earned and forcing us to earn it again is simply unacceptable in my opinion
silvereyes wrote: »I would just like to say, "thank you," to ZOS for all of the following:
- adjusting the catch-up CP boost to CP 1800
- the changes to the crafting tree to make it better for lower CP levels
- last week's changes to the warrior tree to lower the power of passives
- granting Major Gallop at Alliance Rank 3
It's not often that I see such direct actions in response to player feedback. I wanted to call it out when it happens. I know it's not what everyone wanted, but they are all fantastic improvements in my view. Great job!
WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
master_vanargand wrote: »
Nordic__Knights wrote: »i dont get how others dont see if i can solo ndsa on my magsorc today at 810cp why should i not be able to do it at 1421 once new system goes live ? this is the issue i have the most with this new CP SYSTEM