PTS Update 29 - Feedback Thread for Champion Point System

  • Sju
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    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
  • bluebird
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    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.
    Edited by bluebird on January 28, 2021 8:48PM
  • Sandman929
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    bluebird wrote: »
    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.

    Lots of reports that parsing isn't working right on PTS...so since parsing doesn't work right, how do we know it's any DPS loss again?
  • Vaoh
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    The new CP system looks really cool imo. Some suggestions though.....

    1. Reduce investment on some of the Passive CP stars from 50 to 25 points. That way it doesn't require a super high CP level to get them all. Instead give us many more Active slottable CPs to change up our builds.

    2. Let us choose to specify damage types for some CP stars.....
    Deadly Aim: Increase your damage done with single target attacks by 2% per stage.
    Deadly Aim (Frost): Increase your damage done with Frost-based single target attacks by 4% per stage, but reduces it by 2% for all other damage types.

    3. Add a huge amount of Active CP stars that are based on Class, with high costs like 100-200CPs per, so stuff like....
    Dragon's Endurance: Dragon Leap costs 30% less Ultimate and gains 10 meters to its range.
    Enhanced Cloak: Shadow Cloak costs 10% less Magicka and gains 1 second of duration.
    Electrocution: Mages' Fury deals 150% more damage. The execute portion deals 50% less damage.
    Relentless Strikes: Puncturing Strikes hits fives times. Each strike deals 10% less damage.
    Frost Fall: Animal Companions skills deal Frost Damage instead of Magic Damage.
    Undead Army: Reanimate now raises up to six Skeletal Mages from corpses to fight for 16 seconds.

  • rabb1t_ESO
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    From everything I've seen of the system (not first hand) it looks amazing.

    However... as someone who's main can do all 3 roles, and has 3-4 set bar/equipment setups I use to tweak both Heal and Tank roles (probably carry a dozen different armor/weapon sets at any given time)... I would really say saving "loadouts" for the top 12 slotted bar would be VERY helpful for me. Even if it was just like a free 3 or 4 slots and then you had to unlock more via crown store purchases would be really helpful.

    I could easily see this becoming very confusing for someone like me who would have to manually swap some or all of those any time I tweak my loadout to match a specific role. (Ex: Full heal. DPS/Heal hybrid. Tank main. Off tank. Tank/Heal hybrid, etc.)
  • DuckFayth
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    Blue CP:

    Some passive CP that have stages seem bugged. For example; Preparation displays that you should get 3% per stage but fully leveled only gives 10%.
    guiqubx0r9ln.png
    2z7c3l4zja8n.png

    Many active CP such as Unassailable have a similar problem. It displays that you should have a 2% damage reduction from AoE per stage. When fully leveled AND slotted, it still displays 0%. This is the same with Resilience, Arcane Supremacy, Untamed Aggression, Endless Endurance, Deadly Aim, Thaumaturge, Biting Aura, Rejuvinator, Fighting Finesse, Backstabber, Occult Overload, and Wraithful Strikes.
    yjdx1j6s2e7p.png


    Green CP:

    Similar issues with Master Gatherer, Gifted Rider and Rationer, not displaying current bonus even when spent and slotted.
    s2c4h98idyec.png


    Sustaining Shadows, Professional Upkeep and Steed's Blessing do not display stages or progress for points spent.
    xuhdmvf3klpe.png


    I'll be honest, by this point I was tired of constantly confirming and respec'ing points so I did not check the Red tree.
  • Turtilla
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    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.

    Well, I am CP810 (1475 actually) and I expect my endgame level not to be taken away - after 2 years of being max level and 1+ year of doing endgame content I am not looking forward to grinding another 1000CP. Neither do many ppl in a similar situation to me. Note that VR were recalculated into CP as well, so our old CP should be recalculated into the new one. Not being put at max lvl instantly, just reward us with as many new CPs as our total XP gained would give us if we started levelling in the new system. Hope this makes sense :)
    PC | EU
    @Turtilla | CP2100+
    Mains:
    Heal/magplar (Dunmer) | Healden (Altmer) | Stamcro (Orc) | Magcro (Khajiit) | DK tank (Argonian) | Sorc tank (Nord)
    Clears:
    vAA HM (146.4k Harrowstorm) - vHRC HM - vSO HM - vMoL HM (169.4k Dragonhold, 171.4k Flames of Ambition) - vHoF HM (TTT 214.7k Dragonhold, 208.1k Greymoor, 210.2k Stonethorn, 209.4k Flames of Ambition) - vAS+2 (IR 113.7k Greymoor, 114.4k Greymoor) - vCR+3 (GH 129.5k Greymoor, 129.4k Greymoor, 131.1 Flames of Ambition) - vSS HM (GS 244.1k Flames of Ambition, 245.6k Flames of Ambition) - vKA HM (DB 238.5k Blackwood) - vRG HM - vDSR+1 - vBRP - vDSA - vMA (Flawless Magplar, Magsorc, Magcro) - vVH
    Challengers:
    vCoS - vRoM - vFH - vBF - vSCP - vFL - vMHK - vMoS - vLoM - vIR - vUG
    YouTube channel
    Twitch channel
  • bluebird
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    Sandman929 wrote: »
    bluebird wrote: »
    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.
    Lots of reports that parsing isn't working right on PTS...so since parsing doesn't work right, how do we know it's any DPS loss again?
    Did you look at it? If you had 270 blue points on live, you have 270 blue points on the PTS.

    On the PTS, with 270 blue cp you can get:
    700 penetration
    1300 extra magicka
    1300 extra magicka (slotted)
    10% st dmg (slotted)
    10% dot dmg (slotted)
    10% aoe dmg (slotted)
    • Increased magicka damage (would need 30 extra points to unlock) is gated behind increased chance to inflict mag status effects (20 points minimum to progress) which is gated behind the spell pen subconstellation.
    • Crit rating and crit damage is gated too (would need more cp to unlock them), and would have to be slotted instead of the others I have equipped, so I wouldn't be able to take them without giving up on the slotted points I mentioned above.
    • critical resistance, reduced mag dmg taken, reduced phys dmg taken are part of the same blue cp tree now, and would have to be slotted to activate as well, so again, moot.
    • reduced st dmg taken, reduced aoe dmg taken, reduced dot dmg taken are also moved from red cp points into blue cp points, and would have to be slotted to activate, so again useless.
    Comparison for what 270 blue cp gets you on live:
    1000 pen
    13% mag damage
    21% crit damage
    20% dd damage
    20% dot damage
    14% LA damage

    You also had passives that you got for putting in X number of blue cp points into the constellations (which didn't need extra CP to unlock and didn't need to be dragged onto a limited 4-slot bar), all of which you lose in the new system:
    • increase LA damage to targets below 25%,
    • do damage on blocking,
    • resource restore on kill,
    • increased crit chance,
    • etc.
    Furthermore, you lose out on the defense stats you got from red cp in the old system, which now require blue and compete with your offensive slottable skills, so no DD will be able to get them. In the old system, you got:
    3500 spell resist
    24% less dmg taken from direct dmg
    11% dmg less taken from mag
    11% less taken from phys
    18% less dmg taken from DoTs

    And of course the passives that you got for spending CP are lost again, so you will lose:
    • heal on bash,
    • heal on crit,
    • increase resistances on dodge,
    • damage shield upon Bracing,
    • etc.

    I eagerly await the dev post that explains how this new system has less vertical progression (it needs more grinding to keep up with the performance curve), and how it has more choice and freedom (when it has linearly locked requirements)
  • Darktrox
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    Did you look at it? If you had 270 blue points on live, you have 270 blue points on the PTS.

    I did. and it seems that the slottable Crit damage stars (such as backstabb and the other one that it's purely crit damage) are not registering any damage increase according to my parses and metricts, the crit damage are not registering at all. And I prioritized the crit damage + single target damage buffs, and they're not working at all in here, so I'm pretty sure something is wonky about parsing because the Trial Dummy resistance Isn't updated properly too and it's off.

    Also, you get resources and sustain Cp points from the red tree this time around, and they're better than in old CP according to my raw stats (the ones that do work.)

    Because I got a feeling that it's the most impactful thing because I'm seeing in the metrics less crit damage, but more weapon damage. Comparing my live parses with the PTS ones.
    Edited by Darktrox on January 28, 2021 9:58PM
  • Xebov
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    From what i see we get 3 slotable stars per color that are not connected and grow in 1 point steps for 50 points each giving an increased bonus per point spend. Thats a nice progress as every point nets you something. However they are unconnected so they will not progress access inside the tree.

    The access to the tree and the tree progression itself are a different story.
    The start passives all require 10-15 points per step, meaning players need to gain 30-45 CP ranks just to progress through a node to get forward and to get a bonus. This also means that progression inside a single node only happens every 30-45 CP ranks. Some passives later on even need 20-50 points per stage meaning they need 60-150CP ranks to get a single increase or pass through them.
    Slotable stars need 10-120. Here again its the same issue, there are alot of CP levels required to gain a Bonus or pass through a node.

    For alot of these nodes i dont see any reason why they need so much points per bonus stage as alot of the nodes could easily have their stage numbers increased and the stage cost and bonus decreased and still have the same end result and total cost. Even players currently CP900+ will have to choose between getting some passives piled up vs getting access to some bonuses down the tree, I dont want to imagine the struggle for lower CP players. This should be reconsidered and changed to allow faster access throughout the tree for everyone.
  • Sju
    Sju
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    bluebird wrote: »
    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.

    It hasn't even been a full day of actual testing and everyone is already saying their dps is gone, the system is crap... Parses we had back in vet ranks were live boss tests, didn't do them, also didn't care then as I was still questing the entire map instead of obsessing over an number.
    That is exactly what people are asking for-free power without putting work in to earn it.
  • MrGhosty
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    I'm cautiously optimistic about the new CP system, one thing I was disappointed to see was that we didn't get a star to increase potential yields to furnishing materials when harvesting from nodes. It's impossible to focus on farming for furnishing mats so anything that could increase chances to receive them would be nice.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • YandereGirlfriend
    YandereGirlfriend
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    Please allow us to buff specific elemental damage types!

    That's like the single-most desired feature that I (and many others) had for the CP Rework and stunningly it seems to be entirely absent.

    Players want to be able to specialize in certain damage types and make elemental-themed themed characters.
  • Turtilla
    Turtilla
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    Sju wrote: »
    bluebird wrote: »
    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.

    It hasn't even been a full day of actual testing and everyone is already saying their dps is gone, the system is crap... Parses we had back in vet ranks were live boss tests, didn't do them, also didn't care then as I was still questing the entire map instead of obsessing over an number.
    That is exactly what people are asking for-free power without putting work in to earn it.

    No, people are asking for the devs not to put away their power that they earned with hard work and that might now end up in the rubbish bin.
    PC | EU
    @Turtilla | CP2100+
    Mains:
    Heal/magplar (Dunmer) | Healden (Altmer) | Stamcro (Orc) | Magcro (Khajiit) | DK tank (Argonian) | Sorc tank (Nord)
    Clears:
    vAA HM (146.4k Harrowstorm) - vHRC HM - vSO HM - vMoL HM (169.4k Dragonhold, 171.4k Flames of Ambition) - vHoF HM (TTT 214.7k Dragonhold, 208.1k Greymoor, 210.2k Stonethorn, 209.4k Flames of Ambition) - vAS+2 (IR 113.7k Greymoor, 114.4k Greymoor) - vCR+3 (GH 129.5k Greymoor, 129.4k Greymoor, 131.1 Flames of Ambition) - vSS HM (GS 244.1k Flames of Ambition, 245.6k Flames of Ambition) - vKA HM (DB 238.5k Blackwood) - vRG HM - vDSR+1 - vBRP - vDSA - vMA (Flawless Magplar, Magsorc, Magcro) - vVH
    Challengers:
    vCoS - vRoM - vFH - vBF - vSCP - vFL - vMHK - vMoS - vLoM - vIR - vUG
    YouTube channel
    Twitch channel
  • silvereyes
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    I agree with much of what has been said and I have only had a bit of a play so far. But I really like this, I think you have got absolutely the right idea, but there are issues.

    1. the visibility of lines/pathways and different types of stars (didn't even know this was a thing really, apart from the sub-constellations) is atrocious. This needs to be improved for everyone, and I can't imagine how poor this is for people with any sort of sight issue.
    2. Some of the passives are too powerful and would therefore be better as active stars to put on your bar (others have given examples of these)
    3. What's so special about woodworking, and why is this a gateway to other things? I can only assume this is a work in progress and we will see other craft skills added somewhere. And how does this stack? What does it mean when playing? Bit vague.

    I'm sure there will be other comments later!

    Edit: I think the names are awful too - they should be more lore friendly.
    It took me a while to figure it out due to the lines being so feint, but you can totally go around Meticulous Disassembly with far fewer points spent. But I agree, it looks like a gateway to the stuff people want at the top, even though it really isn't. They should move it to an extremity on the tree, not the center.
  • ealdwin
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    Please allow us to buff specific elemental damage types!

    That's like the single-most desired feature that I (and many others) had for the CP Rework and stunningly it seems to be entirely absent.

    Players want to be able to specialize in certain damage types and make elemental-themed themed characters.

    Agreed. While I enjoy several of the concepts behind CP 2.0, namely the CP bar that creates another player choice, the actual horizontal progression options combat wise are lacking. I’m still compiling my thoughts, but my general opinion is that the Vertical part of it needs to wrap up at a lower CP level. More power needs to be invested into armor/weapon/class passives, rather than higher CP past threshold. From there, CP would be about choosing bonuses to open up or expand different play styles, ie. horizontal progression. This would mean less power creep from level to level, and higher CP just means more options. (Such as bonuses for different elements).
  • merpins
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    My problem with this new system is the sheer amount of grinding one would need to do in order to get enough CP to even break even with the abilities you had before. As an example, I've been playing since Beta. I play casually. I'm also a top end dps, dealing 60k-90k dps depending on my toon. I ALSO only have 700 cp (in the 690s actually). If this releases and we stay at the same CP we are at now, it does not parse the same as it did before. I won't even have half the CP skills I had before, and it will be a long time coming before I get enough CP to get an equivalent power level.

    Let's assume they double, no, triple the acquisition of CP by making the exp req 1/3 of what it is now (this is unlikely). Some people might be able to get to max CP in a week or two, sure. Some people will make it in a week (those people that aready have 2000+ cp, maybe). But the problem lies with us casual players, that can't sit online for more than an hour or two playing casually after work to unwind an have a bit of fun. You know what's not fun? Grinding out levels. Assuming we can get similar DPS out of this new system (I doubt it will be comparable, more likely a good nerf), it would take me, a cp 700, probably 6 months to a year to get to a point where I was before, and even then I wouldn't be as strong as before.
  • bluebird
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    Please allow us to buff specific elemental damage types!
    Players want to be able to specialize in certain damage types and make elemental-themed themed characters.
    ealdwin wrote: »
    Agreed. While I enjoy several of the concepts behind CP 2.0, namely the CP bar that creates another player choice, the actual horizontal progression options combat wise are lacking. I’m still compiling my thoughts, but my general opinion is that the Vertical part of it needs to wrap up at a lower CP level. More power needs to be invested into armor/weapon/class passives, rather than higher CP past threshold. From there, CP would be about choosing bonuses to open up or expand different play styles, ie. horizontal progression. This would mean less power creep from level to level, and higher CP just means more options. (Such as bonuses for different elements).
    Bonus damage is not horizontal progression. It's vertical progression. When people become more powerful with more grinding, that's vertical. If a MagDK with +10% fire dmg faces off an identical MagDK without that same bonus, they will win not because they had a wider playstyle and more options or whatever, but because they were more powerful.

    Creating niche CP points will just make mandatory cookie cutter builds more prevalent, because no MagDK is going to be allowed into any group content without having specced into +% fire dmg and equipping it on their bar; so they will have even less free choice than now. Sure people may want frost dmg on a MagDK for roleplay purposes or whatever, but just take the normal +% any mag dmg point and mentally ignore the parts you don't want for your roleplay.

    If you want horizontal progression, check out GW2. I have 351 mastery points, but my stats and my combat performance are equal to someone with 0 mastery points. Endgame progression there is truly horizontal - my mounts jump higher than theirs, I can use special transport network that lets me travel across a zone quicker, I can temporarily turn invisible next to NPCs while I'm gliding in the air, stuff like that.

    The Craft skill line in CP 2.0 is trying to be the horizontal progression of ESO, with random bonuses to Pickpocketing, or Blade of Woe, or gathering, and stuff like that which doesn't really effect your power. Damage bonuses, damage reductions, healing boosts, and combat perks like self-heals based on damage are all in blue, and are performance-oriented. Adding separate elemental stars would make the blue tree even worse.
  • Darktrox
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    I guess the approach with the Cp 2.0 at least give people more options instead of just pure damage progression like the old one. That would be the horizontal part I guess.
  • Brakku
    Brakku
    Soul Shriven
    The forced progression isn't necessarily bad, but I'd definitely move those hefty slottable stars into off-shoots of the constellation tree so they don't force people to sink points into them while getting to something they want. Another thing which would help with the build diversity is to move from 4 slots for each constellation to 3 slots for each constellation and have the remaining have 3 slots slottable with any constellation.
  • Sju
    Sju
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    Turtilla wrote: »
    Sju wrote: »
    bluebird wrote: »
    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.

    It hasn't even been a full day of actual testing and everyone is already saying their dps is gone, the system is crap... Parses we had back in vet ranks were live boss tests, didn't do them, also didn't care then as I was still questing the entire map instead of obsessing over an number.
    That is exactly what people are asking for-free power without putting work in to earn it.

    No, people are asking for the devs not to put away their power that they earned with hard work and that might now end up in the rubbish bin.

    Like I said, not even a full day of testing, not to mention reports of parsing being broken on PTS and everyone losing it.
  • Starlock
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    After watching some coverage that gave me a better idea of how the constellations are laid out, I'm somewhat less concerned than I was about the lack of freedom to invest in what we want to on the tree. It's obvious that a lot of thought went into what connects to where, so for the most part, stars you have to invest in to get to another one feel logical and fluid. Still not sure I am a big fan of "must take X and Y to get to Z" but as someone from a tabletop RPG background it's not like I'm unfamiliar with such structures. I still definitely prefer RPGs that are more flexible when it comes to character customization. ESO on the whole is fantastic at permitting that, so it feels very odd for that not to carry over into the new CP system. The interface also looks super complex and I am seriously wondering how you are going to get it to work on a controller. :D

    Overall, there's some fun stuff here - especially in the green tree (FINALLY more stuff that isn't all about combat!) - and it will be great to try it out. There will be some interesting choices with offensive/defensive being in the same tree and the limitation of only having 4 "active" stars available at a time from each constellation.
  • YandereGirlfriend
    YandereGirlfriend
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    bluebird wrote: »
    Please allow us to buff specific elemental damage types!
    Players want to be able to specialize in certain damage types and make elemental-themed themed characters.
    ealdwin wrote: »
    Agreed. While I enjoy several of the concepts behind CP 2.0, namely the CP bar that creates another player choice, the actual horizontal progression options combat wise are lacking. I’m still compiling my thoughts, but my general opinion is that the Vertical part of it needs to wrap up at a lower CP level. More power needs to be invested into armor/weapon/class passives, rather than higher CP past threshold. From there, CP would be about choosing bonuses to open up or expand different play styles, ie. horizontal progression. This would mean less power creep from level to level, and higher CP just means more options. (Such as bonuses for different elements).
    Bonus damage is not horizontal progression. It's vertical progression. When people become more powerful with more grinding, that's vertical. If a MagDK with +10% fire dmg faces off an identical MagDK without that same bonus, they will win not because they had a wider playstyle and more options or whatever, but because they were more powerful.

    Creating niche CP points will just make mandatory cookie cutter builds more prevalent, because no MagDK is going to be allowed into any group content without having specced into +% fire dmg and equipping it on their bar; so they will have even less free choice than now. Sure people may want frost dmg on a MagDK for roleplay purposes or whatever, but just take the normal +% any mag dmg point and mentally ignore the parts you don't want for your roleplay.

    If you want horizontal progression, check out GW2. I have 351 mastery points, but my stats and my combat performance are equal to someone with 0 mastery points. Endgame progression there is truly horizontal - my mounts jump higher than theirs, I can use special transport network that lets me travel across a zone quicker, I can temporarily turn invisible next to NPCs while I'm gliding in the air, stuff like that.

    The Craft skill line in CP 2.0 is trying to be the horizontal progression of ESO, with random bonuses to Pickpocketing, or Blade of Woe, or gathering, and stuff like that which doesn't really effect your power. Damage bonuses, damage reductions, healing boosts, and combat perks like self-heals based on damage are all in blue, and are performance-oriented. Adding separate elemental stars would make the blue tree even worse.

    A better implementation would have been to not give players generic and "always useful" CP bonuses like raw Spell Damage or Critical Chance and instead allow them to choose more targeted and higher magnitude niche bonuses.

    So, rather than +150 Spell Damage for a CP star instead have it be +300 Spell Damage to your X Elemental abilities (and iterate through all of the various elements, each with its own star). You could then get even more specific, such as +600 Spell Damage to your X Elemental Direct Damage abilities. Or +25% Critical Damage with your X Elemental abilities.

    Having many of these options be in tension with each other due to overall CP scarcity and perhaps even making some of them mutually exclusive would further dilute the incentive to simply put points into everything and actually force you into making interesting build choices.

    Then you balance the various elements (through the various Weapon Line passives) so that they play into the strengths and weaknesses of each class (and builds within a class) rather than funneling us all mindlessly into single-target Flame Damage.
  • TBois
    TBois
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    Sju wrote: »
    Turtilla wrote: »
    Sju wrote: »
    bluebird wrote: »
    Sju wrote: »
    I can't believe people are expecting to be pushed to endgame level when this hits. A lot of us grinded vet ranks, we all grinded to 810. What makes you think you should get a push now? Play the game or don't, but it should remain 1:1. They'll make the grind a little easier, not just hand you the reward for nothing.
    When they added CP instead of VR, did they reduce your dps by 30k? And reduce your survivability at the same time, because those points are now shared? Because that's what's happening.

    People wouldn't mind an extra 1500 cp to grind, but as things stand, we LOSE stuff we already had with 810 cp. We are objectively worse off in performance AND in survivability AND utility. People aren't asking for free stuff when new things get added; they are asking for the things they have right now not to be taken away, only to have to regrind the same thing with worse results overall in the end.

    It hasn't even been a full day of actual testing and everyone is already saying their dps is gone, the system is crap... Parses we had back in vet ranks were live boss tests, didn't do them, also didn't care then as I was still questing the entire map instead of obsessing over an number.
    That is exactly what people are asking for-free power without putting work in to earn it.

    No, people are asking for the devs not to put away their power that they earned with hard work and that might now end up in the rubbish bin.

    Like I said, not even a full day of testing, not to mention reports of parsing being broken on PTS and everyone losing it.

    Well I don't blame them. I mean have you paid attention to ZOS's track record of making PTS changes based on feedback after the first or second week of PTS. Get your greviences in now cause, if you want something changed even bug related, you have two weeks to let ZOS know.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • stefj68
    stefj68
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    something need to be done with the craft constellation

    swapping skills for fencing
    then swapping for harvesting
    then swapping for vendor
    then swapping for opening a chest
    then swapping for backstabbing
    then swapping skills for pickpocketing

    those are not game breaking honestly they could all be passive and no needs to slots
    or can we get 8 slots instead of 4...

    thanks
  • redspecter23
    redspecter23
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    I think it might be beneficial to make more of the craft slot skills into passives to reduce the clunkiness of it. I can't fish and open chests at the same time so the idea of having to hotswap them for balance makes little sense. I get it for combat skills or ones that might overlap. You need to make choices in combat. For slotted abilities that are mostly for out of combat situations, you create unnecessary swap situations. PC players will likely have an addon to "fix" that at some point, but console gamers will be stuck swapping around green perks while exploring.
  • Waits_Behind_Walls
    Waits_Behind_Walls
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    Firstly, as others said, the lines and dependencies between stars should be more clearly laid out. Beyond the visuals, the different levels/points/percents are a little confusing, not to mention some of the vague assurances that we'll get more and better things.

    My biggest concern is the green tree, because while I love the idea of these perks having a place, it seems forced to try to connect them all. Maybe use a series of small constellations here so thieving/murder needn't be a gateway to resource gathering. Further, reduced wayshrine costs, boosted inspiration, and savings in soulgems are practically useless, so it seems like a waste to put points into these just to unlock the things we really want. Please, find a way to break these up so we can pick and choose more freely.
  • rnklippel
    rnklippel
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    I was really excited when I heard about the CP rework, but now that I've seen it I got a bit worried because at a first look, it seems like we've lost a lot of power comparing to what we have now and we need a lot of champion points to be able to have some "choices" within the system. Even with my 1386 CP I ran out of points pretty quickly.

    I have a lot of thoughts, but one thing I'd like to quickly put here is that I think we should be able to freely alocate our champion points in any of the trees, not 1/3 in each. That way players that are at cap now could have their damage characters fully focused on damage, their crafters fully focused on crafting, their thieves, etc all working with what we already have now, and not having to grind I don't know how many more months to come back closer to their current situation.

    Another option could be mantain the exponential aspect of jump points, so instead of spending 10 points to unlock each stage in a 50 points tree, we could have for example: spend 4, 6, 9, 13 and 18 to unlock each one. This way, new players would be able to start unlocking things more quickly and wouldn't be so far behind people with much more CP.
  • GrimTheReaper45
    GrimTheReaper45
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    Please allow us to buff specific elemental damage types!

    That's like the single-most desired feature that I (and many others) had for the CP Rework and stunningly it seems to be entirely absent.

    Players want to be able to specialize in certain damage types and make elemental-themed themed characters.

    The problem with this is there are a alot of classes that rely on multiple elemental damage type. Sorc for example using magic, shock and fire. Its built into how they operate.
  • Vandellia
    Vandellia
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    This change while needed due to fix CP creep , is going to be a lot of head ache and heart ache to people like me, who do have full full character slots, and all have all races, and flavors of characters ( ie dps tank healers). Throw in the crafting side cp change and you are talking at a very minimum of several costly respecs, because, due to the changes, there will be multiple issues due to the complexity of the inter linked branching and the viability or non viability of each character due to the lack of the cascading effect of the trees branching. I can forsee at least 2 respecs to tweak each of my characters to maintain the flavor and play style feel for me and survivability. Then again add in the time its going to take me to respec each of the 18 characters I have, ( i do play them all ) some for specific purposes and or eventing etc. I can see i will be burning at the very least an hour per character of my time doing the point respec.. so at a very minimum 18 hours probably two to three times that number after the tweaking and adjustments happen when I figure out some point builds are going to be non-viable and its a dis-hearting /daunting prospect at the very least and a massive time sink and frustration inducing process.

    Now one thing that would be nice for my crafting heart would be for the cp allotments to be bigger/more in the other two constellations i can see benefit for that other two to be the same number but the craft side have a few more. as they add more non combat skills skills to the game it would allow for more stylistic crafter choices... ie this is a gatherer character this is a decorator character etc...
    Edited by Vandellia on January 29, 2021 10:16AM
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