VaranisArano wrote: »Where this confuses me is that the damage mitigation from CP shouldn't have applied in Below 50 PVP or No CP PVP, right?
So this is a big boost for brand new players playing in PVE and CP PVP, as it puts them on an equal level with players on low level alts with CP boosts.
But lots of players like No CP PVP after level 50 because they don't get the extra resources, sustain, and mitigation from Champion points. So if those boosts are getting added to the base characters, doesn't that sort of miss part of the point of No CP PVP? Sure, you can't use the CP stars and passives, still, but not having those extra stats were a part of building and playing in No CP too.
Admittedly, I don't play much No CP PVP aside from the occasional battleground. My jam is CP PVP, so I think this will be a boost for new players who go to my favored campaigns. So maybe players who regularly play No CP have a different take on the impact, and I'll be glad to here it.
OlumoGarbag wrote: »the other attempt could be, that they flat out lower every damage source in the game by 15% but that would mean they have to rewrite all the set, monster and player ability numbers.
MurderMostFoul wrote: »"Characters now also take 15% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system."
This change bothers me. It feels like a weird shoe-horning to just take 15% off the top of all damage received. I understand the intent, and obviously there needs to be a way to account for not having as many mitigation options in the CP system, but just granting everyone 15% flat damage reduction seems like a very blunt solution. There must be a more eloquent way to do this. Perhaps add passive damage reduction per level from 1 to 50? Anything to make this feel more refined would be nice.
MentalxHammer wrote: »The main issue with the 15% mitigation will lie in no CP pvp. Obviously in no CP you wont have access to damage CP, but we will all have the 15% mitigation to make up for loss of defensive CP. This will raise the time to kill drastically in no CP environments.
One of the great parts of no CP pvp is the fast paced nature of the combat. Now no CP will seem slower than even CP combat, as we will all have defensive benefits (15% mit) but no offensive benefits.
CleymenZero wrote: »Just consider that these changes are made to make the game more friendly to the new players and the less-skilled veteran players.
Would a damage reduction increasing from 1 to 50 be friendly to new players? Nope.
Your proposition would need to consider that very important matter.
MurderMostFoul wrote: »OlumoGarbag wrote: »the other attempt could be, that they flat out lower every damage source in the game by 15% but that would mean they have to rewrite all the set, monster and player ability numbers.
100% agree.
Obviously taking 15% damage off of all damage sources in the game would be a much bigger lift. But it makes a heck of a lot more sense than just saying, "Hey, you're going to take damage from a whole bunch of stuff in this game, but don't worry, the first 15% of it doesn't matter."
WrathOfInnos wrote: »It is strange to see this for no-CP PvP. Everywhere else it makes sense because most builds in the original CP system had 22-24% mitigation from Ironclad/Thick-skinned and another 11-13% from Hardy/Elemental Defender for a total of around 35% mitigation from CPs. The new system only allows up to 20% mitigation, so this flat bonus of 15% is there to make up the difference.
Giving an armor bonus wouldn’t have the same effect because tanks get nothing out of additional armor after hitting the cap if 33k. Flat mitigation helps everyone equally.
WrathOfInnos wrote: »It is strange to see this for no-CP PvP. Everywhere else it makes sense because most builds in the original CP system had 22-24% mitigation from Ironclad/Thick-skinned and another 11-13% from Hardy/Elemental Defender for a total of around 35% mitigation from CPs. The new system only allows up to 20% mitigation, so this flat bonus of 15% is there to make up the difference.
Giving an armor bonus wouldn’t have the same effect because tanks get nothing out of additional armor after hitting the cap if 33k. Flat mitigation helps everyone equally.
exeeter702 wrote: »I know this is a bit of a broad point, and I realize the importance of having a longer progression path post level cap for this genre, but I wonder how much better (or worse) it would be to substantially slow down the leveling process from 1 to 50, cap gear at 50 (no cp160 gear), adjust crafting mat level ranges, and give players 72 cp per level (24x3) and do away with no cp pvp.
The new cp system is clearly re distributing and in some ways restricting, power. It's already clear the system is modular and is far easier to expand upon than the previous cp system while still being able to avoid power creep with the passives slots in place.
WrathOfInnos wrote: »It is strange to see this for no-CP PvP. Everywhere else it makes sense because most builds in the original CP system had 22-24% mitigation from Ironclad/Thick-skinned and another 11-13% from Hardy/Elemental Defender for a total of around 35% mitigation from CPs. The new system only allows up to 20% mitigation, so this flat bonus of 15% is there to make up the difference.
Giving an armor bonus wouldn’t have the same effect because tanks get nothing out of additional armor after hitting the cap if 33k. Flat mitigation helps everyone equally.
Why not just change the scaling of armour then?
Why not change the formula so 33000 armour is 60 or 65% cap instead of the current 50%. Makes way more sense and everyone will get a boost in nearly the same way.
Instead of 660 being 1% of armour it would be around 500 for the same 1%.
I don't like the "your skin provides 15% mitigation" logic.
MurderMostFoul wrote: »OlumoGarbag wrote: »the other attempt could be, that they flat out lower every damage source in the game by 15% but that would mean they have to rewrite all the set, monster and player ability numbers.
100% agree.
Obviously taking 15% damage off of all damage sources in the game would be a much bigger lift. But it makes a heck of a lot more sense than just saying, "Hey, you're going to take damage from a whole bunch of stuff in this game, but don't worry, the first 15% of it doesn't matter."
Can't really take 15% damage off skills because the 15% damage mit doesn't get added to PVE enemies. So players having more defense doesn't change the pve offensive power. But knocking 15% off of damage skills would impact pve in a way having more mitigation doesn't.
MurderMostFoul wrote: »MurderMostFoul wrote: »OlumoGarbag wrote: »the other attempt could be, that they flat out lower every damage source in the game by 15% but that would mean they have to rewrite all the set, monster and player ability numbers.
100% agree.
Obviously taking 15% damage off of all damage sources in the game would be a much bigger lift. But it makes a heck of a lot more sense than just saying, "Hey, you're going to take damage from a whole bunch of stuff in this game, but don't worry, the first 15% of it doesn't matter."
Can't really take 15% damage off skills because the 15% damage mit doesn't get added to PVE enemies. So players having more defense doesn't change the pve offensive power. But knocking 15% off of damage skills would impact pve in a way having more mitigation doesn't.
Just reduce all PVE sources of damage to characters by 15%, and make up the difference in PVP by adjusting battle spirit.
sabresandiego_ESO wrote: »MurderMostFoul wrote: »MurderMostFoul wrote: »OlumoGarbag wrote: »the other attempt could be, that they flat out lower every damage source in the game by 15% but that would mean they have to rewrite all the set, monster and player ability numbers.
100% agree.
Obviously taking 15% damage off of all damage sources in the game would be a much bigger lift. But it makes a heck of a lot more sense than just saying, "Hey, you're going to take damage from a whole bunch of stuff in this game, but don't worry, the first 15% of it doesn't matter."
Can't really take 15% damage off skills because the 15% damage mit doesn't get added to PVE enemies. So players having more defense doesn't change the pve offensive power. But knocking 15% off of damage skills would impact pve in a way having more mitigation doesn't.
Just reduce all PVE sources of damage to characters by 15%, and make up the difference in PVP by adjusting battle spirit.
The 15% already isn’t working in pvp from my simple Balkan skoria test. Try it yourself. I think everyone in this thread isn’t actually testing but instead just theory crafting
MashmalloMan wrote: »exeeter702 wrote: »I know this is a bit of a broad point, and I realize the importance of having a longer progression path post level cap for this genre, but I wonder how much better (or worse) it would be to substantially slow down the leveling process from 1 to 50, cap gear at 50 (no cp160 gear), adjust crafting mat level ranges, and give players 72 cp per level (24x3) and do away with no cp pvp.
The new cp system is clearly re distributing and in some ways restricting, power. It's already clear the system is modular and is far easier to expand upon than the previous cp system while still being able to avoid power creep with the passives slots in place.
I quite like the new system so I disagree with giving players 72 cp per level, but maybe you can ellaborate on that..
However cp 1 vs 160 gear is very confusing for new players and frankly makes no sense, it's only there because of the previous vet ranks being capped to 16. I'd be happy to see those items replaced to just level 50 like you stated.
With the new system and curve adjustment, I imagine it will take a few hours, if that with enlightenment to level from 1-160cp anyway. I think this not only complicates the game, but adds a ton of useless junk in between, crafting mats, gear, potions, you name it. Things that appear as "level 50" but are really like level 47 because they're cp50 or 100.
I've actually mistakenly bought a very expensive item thinking it was cp 160, but it was cp 150 prompting me to destroy it for all the money I wasted being scammed. I'm sure most players have made that mistake by now.
MurderMostFoul wrote: »"Characters now also take 15% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system."
This change bothers me. It feels like a weird shoe-horning to just take 15% off the top of all damage received. I understand the intent, and obviously there needs to be a way to account for not having as many mitigation options in the CP system, but just granting everyone 15% flat damage reduction seems like a very blunt solution. There must be a more eloquent way to do this. Perhaps add passive damage reduction per level from 1 to 50? Anything to make this feel more refined would be nice.
During my testing, it was shown that damage was reduced by 16,5% actually, not just 15%.
The 1000 spell/weapon damage offered as a compensation (to keep pvp damage similar) does not even come close to either 15% or even 16,5% even after modifiers.
And I agree with OP, it's strange to randomly give everyone 15% damage mitigation that can not be seen somewhere. A more logical approach would have been to give everyone base armor instead. Explaining to a new player that some patch just gave everyone invisible 15% damage mitigation, would be strange.
Granting everyone 9900 armor (15%) could be more elegant. If we put aside sets that grant something based on your armor, of course.
sabresandiego_ESO wrote: »From my testing this 15% is not active in pvp with battle spirit. I tested Valium skoria and it hit for the correct value in a duel factoring battle spirit, malacath, and armor/pen values. There was no additional 15% reduction.
Did you guys actually test this in pvp or are you theory crafting?
During my testing, it was shown that damage was reduced by 16,5% actually, not just 15%.
The 1000 spell/weapon damage offered as a compensation (to keep pvp damage similar) does not even come close to either 15% or even 16,5% even after modifiers.
And I agree with OP, it's strange to randomly give everyone 15% damage mitigation that can not be seen somewhere. A more logical approach would have been to give everyone base armor instead. Explaining to a new player that some patch just gave everyone invisible 15% damage mitigation, would be strange.
Granting everyone 9900 armor (15%) could be more elegant. If we put aside sets that grant something based on your armor, of course.
1k spell and wpd will also massively boost heals in no cp, on top of that we get a bunch free hp Stam and mag as well.
I wonder if with all the free stats we're given, procs might be a bit more bearable in no cp next patch.