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.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.
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.
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.
sabresandiego_ESO wrote: »Are battlegrounds now cp activated? If not that’s really unfair to the bg community to not be able to enjoy the new systems that years were spent making
sabresandiego_ESO wrote: »Are battlegrounds now cp activated? If not that’s really unfair to the bg community to not be able to enjoy the new systems that years were spent making
Nobody is forcing you to stay in BGs, you're at fault for limiting yourself the experience.
I am unfortunately excluded from being able to test anything, but skimming through some of the comments about forced pathing for taking stars is concerning. I didn't even notice the super faint lines in the presentation, but apparently players are forced to take points in X, Y, and Z, to get to W?
That's not choice, nor horizontal progression. It's fixed, forced progression that strips away character uniqueness and identity. Having some forced progression can make sense for some things, particularly sub-constellations. But otherwise? It should be an open system.
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.
I am unfortunately excluded from being able to test anything, but skimming through some of the comments about forced pathing for taking stars is concerning. I didn't even notice the super faint lines in the presentation, but apparently players are forced to take points in X, Y, and Z, to get to W?
That's not choice, nor horizontal progression. It's fixed, forced progression that strips away character uniqueness and identity. Having some forced progression can make sense for some things, particularly sub-constellations. But otherwise? It should be an open system.
You're not really seeing it if you can't get your hands on it.
From my perspective, what I see is 4 branches within one, plus a cubby of slot'ables. Like in the blue tree, if you go straight up it appears to be more Crit-centric, if you go top right it appears to be more %dmg modifier to all dmg types, if you go top left it focuses on healing, and if you go straight down its utility. While there being this pocket of stats on the right.
So right now my Vertical progression, collects DMG Modifiers and Crit. However with my CP level, I am able to horizontal aim for better heals, or more utility, or (within the purple constellations) higher alternative dmg chances or better mitigation.
The vertical vs horizontal is now you can CHASE your dmg vs utility and mitigation - this also applies to CHASE your healing vs More DMG, Utility, Mitigation. As now you can climb vertically and max out your dmg, but your slow horizontal progression will be about figuring out how to stay alive or what else to bring to the table. Alternatively you can slow your vertical DPS/Healing growth to be more comfy in taking DMG or bringing more utility.
It's there, Vertical vs Horizontal. It just depends on CP level and which way you want to grow first - as you have limited points to spend.
They also did explain how this beta of CP2.0 is limited right now, as they have yet to add more of the flavor they intend to scale out into. I expect we'll see modifications within PTS to early Live, that implement better scaling, maybe even more constellations (like the purple ones).
A couple of my personal observations... I've read some of the comments above, but not all.
1. It appears that we need to be about CP 1300/1400 to maximize our effectiveness in our role under the new system. If the corresponding changes to the XP scaling make this a similar "grind" to to getting to 810/900 ish CP as the current CP 1.0 system. I think that is acceptable.
2. I like that gaining more CP will allow you to spec more into off-role stats. That said, I'm at nearly 2k CP on live, and when playing around on the PTS, I still can't spec into fully both heals and DPS on the PTS. I couldn't do this on Live anyways with the 810 cap. It's nice that I have the option to do so in the future, but it requires an absurd amount of CP to do so. I think that gives some incentive to 'grind" out the CP.
Min/Maxers are obviously going to want to get 'all the CP' to make them as strong and tanky as possible, and I see the disadvantage of that for things like PVP and score-pushing end-game PVE are going to encourage that grind. This could end up hurting those communities and further limiting players' entries into the end-game community.
3. To combat part of the above, I would suggest that we bring back diminishing returns Not as harshly as they were implemented in the current CP system. But, for example, in a star that gave 3% mitigation for each 10 CP spent in it... for a total of 15% at maximum. Instead of a flat 3%, it's set up so the first 10 CP gives 5% mitigation, the next 10 gives 4%, then 3, 2, 1. You get to the same 15% maximum if the star is filled, but it's more heavily weighted at the beginning. (This is a linear diminishing return, rather than the exponential diminishing return of the old CP system). This would allow "lower-CP" accounts to get most of the benefits of using the stars by putting 30 or 40 points into the system. But those at higher CP would be able to get just that little bit extra by earning more CP. I feel like this would provide some semblance of vertical progression for end-game players, without being overly restrictive to lower-level players.
4. The arguments that I've seen that says "We need 2700 CP" to get all the stats is disingenuous to me. We've not been able to "get all the stats" previously (other than the first few months of CP 1.0, when the game was a grindfest), so I don't think the expectation should be that we "get all the stars" on the new system. Yes, the system allows for it. But our role-specific CP seems to be leveled to about CP1300 in the new system, with optional CP above that is fine if the XP curve is adjusted to make CP1300 be about the same as CP900 is currently I would like to spec into both healing and dps on my healer, and in CP 1.0 I was somewhat able to do that because of diminishing returns. Which is again why I think they should bring some of that back in CP 2.0 instead of the linear increases.
Again, these are my opinions.
Also, these changes are giving a DPS loss, and I'm okay with that change as long as content is adjusted to compensate. Honestly, the only thing I think that could use an adjustment is the time for speed run in vSS (to 35 minutes from 30) and the health of the eternal servant on the final HM should be adjusted to about 9m health from 11.3m to accomodate for the dps losses. In my opinion, all other trifectas are more than accomplishable with a 10-15% reduction in dps, and we'll get to see more mechanics (which I think is one of ZoS' goals with this change). Honestly, 100k parses and the levels of DPS we have have made so much content irrelevant, that I'm really okay with a reduction as long as the few pieces of content that require that level of DPS are adjusted accordingly (and I think that only includes vSS speed run time, and vSS Eternal Servant Health)
Thanks for reading.