Installed the PTS and re-activated forums account just to leave feedback on the new CP system.
My partner already stopped playing after learning about the new CP system a couple of weeks ago, being told that she can no longer have all her crafting and gathering perks with CP550 and would have to grind out another 300 levels to get them back, she just threw her hands in the air and said F this game. I feel like this is going to be a very common response to CP 2.0 for overworld casuals.
Currently CP910 on live, I would need to grind out to CP1200 to start feeling 'competitive' and slotting 4 fully leveled stars and still missing A LOT of the passives.
Let me be clear, I am a FAN of grinding usually and enjoy it, but this grind is daunting and undesirable even to me (someone who grinding BDO and maplestory and runescape finds this new grind ridiculous).
Its too high.
No new player will want to play this game if it remains this way.
The vertical progression needs to be reigned in to MAX OUT at CP1200 (which most new people and casuals will still run from).
Even with the increased exp now extending to 1800, the grind is too much and people will feel like they cannot fairly compete in PVP or PVE until reaching that, which is ridiculous.
Let me be clear, at 900CP you will not be 'competitive'.
You will be missing at least another 10% in dmg increase by reaching CP1200. You would likely gain another 5%~ going from 1200-1800.
It is a ridiculous grind and a game breaking level of diference in PVP.
The vertical progression should COMPLETELY STOP by CP1200 (i'd argue lower but they never will).
It should be OPTIONS and horizontal progression from 1200+, like was originally discussed in the reveal video.
Whoever thought this was a good idea needs to lose their job, honestly speechless that it could progress so far as an 'idea' in any company wanting to retain its customer base.
I was watching a content creator go through and do some parsing on the PTS. There was about a 30% difference between No-CP and Max-CP 75k no-cp, 100k cp (on stamplar)
On Live currently, there is about a 100% difference (55k no-cp, 110k cp). (Magicka classes were nerfed LESS)
So, low CP players get a pretty significant boost to DPS, due to the increased stats at the bottom. Top tier DPS will see a little bit of a nerf (although some of this will be mitigated by new sets, buffs in group content, etc). The damage ramped up quick, so that just below 1000 CP, you had most of your damage passives (your 4 slottables, easily the most powerful of the stars, and a couple of others), and then it was only minor gains to about 1200-1300 where you had ALL of your main stat increases... then from there it was off-stat and off-healing.
Also, because of the changes to the curve, your CP gain from 800-1800 is going to be like 4x as fast as what you have now on Live. You also have 2 double XP events happening back to back with Jester's and Anniversary. The leveling is going to fly by with those combations.
I've also played BDO, only briefly admittingly, and the reason I quit was because of the grind. Leveling past 60 in BDO is complete and utter insanity, and I feel comparing that to ESO is disingenuous. With enlightenment in ESO, they're giving you at least 1 CP a day in that 800-1200 range just for doing a single random normal. Without even "grinding", especially during the double XP events, you can easily gain 4-6 CP a day, with grinding 12-20 (or more) if you wanted. I'm stockpiling my master writs from doing my daily writs. I'll be able to easily gain dozens of CP from them (and I'm at 2000+, so I still have the 50% penalty)
That said, I'm going to trust the content creator who's put out dozens of builds, has all the "end-game" content cleared and titles, and when they say that 95% of the vertical progression is done before you hit CP1000, I believe them. I came to a similar conclusion myself. (Now, it WAS ~1200 BEFORE they made the changes to some of the stars)
Think about what you just said for a minute, for casuals and non-hardcore players. 1 free CP a day would take over a year (assuming they are even 810 atm). Assuming working or casual players get 2-3 hours a day to play at best, that is a ridiculous grind investment they need to make to continue to be equal to hardcore players for CP PVP and endgame trials.
Exp is 4x faster than it currently is, but its still ABSURDLY SLOW from 810-1200 to get back to being competitive, It is the equivelnt of grinding roughly 500>810 on live, its a BIG grind, even hardcore 5-10 hour a day players would be looking at weeks of grind. How is that appealing or acceptable to anyone is beyond me.
You will be competitive at less than 1000 CP. If you're already at 810, you are likely already very close to being there.
Player skill is much much more important than your CP. A skilled player at CP800 will beat a less skilled player at CP1200 every single time in the next update. The power delta between those will be measured in the single percentage points.
That 1 free CP is from literally doing a 10 minute random normal or a 15-minute random BG. Or go spend 20 minutes questing, you'll use up your enlightenment as you kill stuff. Do 5 alchemy master writs, you'll use up your enlightenment. For the rest of your time, you'll still be earning CP.
This myth that you will need 1500/1800/2100 CP (I've seen all these numbers stated) to do end-game PVP or PVE needs to be put to rest. You are talking about fractional, marginal gains beyond CP1000, where your skill as a player is going to matter way more than your CP level. Way more.
I get that everybody "wants to be max level" but I, for one, am happy, ecstatic, joyous, that I will be able to have some sense of progression again for the first time in years... even if it is extremely tiny. I will actually earn a CP and go "Hey, I can go spend that now" after years of being at the "cap"
Congratulations for being in the extreme vast minority of players.
I've already tested it all day, spending different amount of CP for different level simulations. It is roughly the percentages I reported. That is not minor and not a margin skill can make up for.
I did this through using the character im comfortable with and dont make mistakes with as well as creating a new 'fool proof' build to keep it simple and compare the numbers.
It is not a myth, PVP will be an advantage to people up to and beyond 1800 (where it truly becomes more about player skill.
Extra resources, regen, healing and damage from passives you cannot max before that while maintaining your slotted pvp skills at max. Let alone having others levels to swap in situationally (how the system was presented to us).
Assuming people grind for 20CP a day (who has time), that's 5 days per 100 levels. For a CP810 player, that is 20 days of straight grinding to be 'competitive' and relatively fairly matched for PVE.
Then another 30 days for PVP players to reach 1800 to be fairly matched (actually longer, it will take more time to grind those 20 levels a day from 1200-1800).
That is already almost 2 months of straight grinding for PVP players to JUST BE ON EVEN FOOTING (and not even 100% even). Assuming they dont miss a single day, get bored of it or quit.
*And this is all assuming we have permanent 2x exp even* Sad. Really sad.
The only easily implemented and palatable solution here is to:
A. Scale our exp earned to the CP we should be in the new system (including those well above CP 2k)
B. Scale back the vertical progression for PVP down to 1200 so that there is 0 advantage gained and just alternatives. (still an unwanted, un-asked for and tedious grind back to end game parity).
I will no longer respond to your attempts to maintain a performance advantage over 99% of the player base at the expense of tested feedback that affects the many, not the few.
FluffyDoom wrote: »@tmbrinks
Your skill at doing the tests and analysis along with well written commentary is refreshing and gives me some hope. I appreciate all that work you've done to make sure ZOS knows of issues (ex meticulous dissassembly).
I do have a question for you, I was wondering if you've mathed it out yet as to whether it's faster to grind up CP before the patch or after for those that are above 1800 .... yet still want to grind that higher.
Asking for a console friend *winks*
You will be competitive at less than 1000 CP. If you're already at 810, you are likely already very close to being there.
Player skill is much much more important than your CP. A skilled player at CP800 will beat a less skilled player at CP1200 every single time in the next update. The power delta between those will be measured in the single percentage points.
...
This myth that you will need 1500/1800/2100 CP (I've seen all these numbers stated) to do end-game PVP or PVE needs to be put to rest. You are talking about fractional, marginal gains beyond CP1000, where your skill as a player is going to matter way more than your CP level. Way more.
FinrodMacBeorn wrote: »You will be competitive at less than 1000 CP. If you're already at 810, you are likely already very close to being there.
Player skill is much much more important than your CP. A skilled player at CP800 will beat a less skilled player at CP1200 every single time in the next update. The power delta between those will be measured in the single percentage points.
...
This myth that you will need 1500/1800/2100 CP (I've seen all these numbers stated) to do end-game PVP or PVE needs to be put to rest. You are talking about fractional, marginal gains beyond CP1000, where your skill as a player is going to matter way more than your CP level. Way more.
This depends on how you define "competitive" and "end-game PVP or PVE". If the latter means "vet DLC dungeons and vetTrials" you are right. I've done some tests gimping me to 1200 cp, and im sure that for a very good player, 1000 cp or even 800 cp may be enough ... if you belong to the rest, better get about 1200 cp to be more comfortable.
If you are thinking on the harder HMs, speed and no death runs, e.g. the juicy -12% incoming damage (3 passives: -8% for npcs and -4% each for magical/physical damage), which you cannot afford as dd at 1200 cp, is really helpful ... and probably needed by the majority of the players.
And regarding "competitive": if you mean that you can complete content with 1000 cp - right. But don't try to compete with players of equal skill which have 1500 cp. They will get higher scores in the dailies with a very high probability, and in pvp they will beat you in much more than 50% of the cases.
1500 (for pve) and 1800 cp (for pvp) are no myths, but facts if you compare players of equal skill in one of those competitive situations.
FinrodMacBeorn wrote: »You will be competitive at less than 1000 CP. If you're already at 810, you are likely already very close to being there.
Player skill is much much more important than your CP. A skilled player at CP800 will beat a less skilled player at CP1200 every single time in the next update. The power delta between those will be measured in the single percentage points.
...
This myth that you will need 1500/1800/2100 CP (I've seen all these numbers stated) to do end-game PVP or PVE needs to be put to rest. You are talking about fractional, marginal gains beyond CP1000, where your skill as a player is going to matter way more than your CP level. Way more.
This depends on how you define "competitive" and "end-game PVP or PVE". If the latter means "vet DLC dungeons and vetTrials" you are right. I've done some tests gimping me to 1200 cp, and im sure that for a very good player, 1000 cp or even 800 cp may be enough ... if you belong to the rest, better get about 1200 cp to be more comfortable.
If you are thinking on the harder HMs, speed and no death runs, e.g. the juicy -12% incoming damage (3 passives: -8% for npcs and -4% each for magical/physical damage), which you cannot afford as dd at 1200 cp, is really helpful ... and probably needed by the majority of the players.
And regarding "competitive": if you mean that you can complete content with 1000 cp - right. But don't try to compete with players of equal skill which have 1500 cp. They will get higher scores in the dailies with a very high probability, and in pvp they will beat you in much more than 50% of the cases.
1500 (for pve) and 1800 cp (for pvp) are no myths, but facts if you compare players of equal skill in one of those competitive situations.
I'm not familiar enough w/ PVP, but I've seen the numbers showing the changes being measured in the low single percentage points, so I can't imagine it's the enormous deal that it's being made out to be (just from a mathematical standpoint)
Green tree need more passives.
No need to make game slot-a-star for a tree that has low impact on combat.
...
I'm defining it as being "able to complete the content"
...
So are you charged 3k gold everytime it auto adjusts your CP?
So are you charged 3k gold everytime it auto adjusts your CP?
Think it just swaps actives, that's free.
Glad PC has a solution like this but that generally means consoles won't see anything to help for years - whenever it's bought up people will just laugh and say its not a problem because there's addons to fix it
So are you charged 3k gold everytime it auto adjusts your CP?
Think it just swaps actives, that's free.
Glad PC has a solution like this but that generally means consoles won't see anything to help for years - whenever it's bought up people will just laugh and say its not a problem because there's addons to fix it
So as long as you have enough CP to unlock all of the passives you want to swap you are ok, but if you don't have enough CP to unlock all of those and you have to reallocate CP to open a star you want to swap to that would still be a manual swap?
This addon will not respec your champion points, and will not charge you 3000 gold etc. It will only equip the skills if you have enough points into them already. It is intended to be a seamless quality of life improvement, not a CP respec addon.
would it be possible that every 4th point the player can choose the color ( red, green, blue)
so your first point is green, next blue, next red, next player choice, then back to green.
That might give players a little bit of freedom to max out combat ( or whatever they choose) a little bit earlier if they choose, while maintaining the overall idea of the separation and horizontal growth of the different trees.
would it be possible that every 4th point the player can choose the color ( red, green, blue)
so your first point is green, next blue, next red, next player choice, then back to green.
That might give players a little bit of freedom to max out combat ( or whatever they choose) a little bit earlier if they choose, while maintaining the overall idea of the separation and horizontal growth of the different trees.
would it be possible that every 4th point the player can choose the color ( red, green, blue)
so your first point is green, next blue, next red, next player choice, then back to green.
That might give players a little bit of freedom to max out combat ( or whatever they choose) a little bit earlier if they choose, while maintaining the overall idea of the separation and horizontal growth of the different trees.
I also love this idea, maybe a 4th pool that every 4th point enters that can be spent anywhere. Call it whatever lore inspired thing they want and just use them as wildcard style points.
ProbablePaul wrote: »
Seriously. I left more than a year ago, and never thought I would come back. After hearing about this update I was excited to return. But, the idea of managing these slots is reminding me of how arduous it can be to do surveys on console - as an adventurer, why can't my character mark his map after finding a survey location? PC players have addons to tell them where this stuff is, why not just add that as a feature to the game in general? Don't get me wrong, either: I think it's great that PC players have access to addons, but it drives me mad that they put restrictions in place, but also create resources to bypass those restrictions. I know that ZoS isn't responsible for limiting addons on console - Sony is effing draconian with their rules - but, why have the restrictions at all if they can be bypassed on one platform?
gariondavey wrote: »Jack of all Trades - green CP tree slottables for fishing, opening chests, refining raw materials, etc. are automatically slotted right before you open a chest, fish, etc. Your previously slotted ones are then automatically reslotted after the activity is complete.
From this thread: https://forums.elderscrollsonline.com/en/discussion/563223/2-extremely-important-addons-next-patch#latestgariondavey wrote: »Jack of all Trades - green CP tree slottables for fishing, opening chests, refining raw materials, etc. are automatically slotted right before you open a chest, fish, etc. Your previously slotted ones are then automatically reslotted after the activity is complete.
Honestly, I'd love to see addons like this blocked - and I'm not being malicious with this, but because then at least if PC players were ALSO complaining about massively negative QoL impacts like this too, something might actually get changed for ALL players.
Same, I'm dealing half my dps on CP810, lurking around to see if I missed something.
UI/UX Related:
1-) With a single constellation having a lot higher number of perks now, I am having difficulties seeing where everything is. The Stars mix with the background, I can't see the Lines connecting the Stars very well and when everything is unlocked its just a bowl of +/- signs with numbers. This makes unlocking higher perks or laying out a plan quite difficult since I can't see the full picture properly. A minimalistic visuals toggle of sorts would be greatly appreciated for anyone having trouble with it visually.
2-) The "Current Bonus" indicator does not update until you "Confirm" your points which feels counter intuitive. My immediate instinct is to see that value change with the Points (Or Stages in new cases).
Otherwise I am loving this so far. The new perks are very focused and I like that. This will allow me to try out further non-meta weird builds. Testing continues.
UI/UX Related:
1-) With a single constellation having a lot higher number of perks now, I am having difficulties seeing where everything is. The Stars mix with the background, I can't see the Lines connecting the Stars very well and when everything is unlocked its just a bowl of +/- signs with numbers. This makes unlocking higher perks or laying out a plan quite difficult since I can't see the full picture properly. A minimalistic visuals toggle of sorts would be greatly appreciated for anyone having trouble with it visually.
2-) The "Current Bonus" indicator does not update until you "Confirm" your points which feels counter intuitive. My immediate instinct is to see that value change with the Points (Or Stages in new cases).
Otherwise I am loving this so far. The new perks are very focused and I like that. This will allow me to try out further non-meta weird builds. Testing continues.
“Current bonus” is 0 because you don’t have the perk slotted. If the game said “You have 4% bonus, it would likely mislead people to believe the bonus is active. Slot the perk in the circles above and the % will update