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XP Curve Adjusted - But Why?

Decimus
Decimus
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Here's the issue:
v2rn3sskw04x.png

On Live getting CP #2160 would take 1 705 483 experience. On PTS, this amount of XP required is cut down by almost 20% as you can see on the screenshot.

Why?

There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

Right now if you see someone at 2k+ CPs you know they've been playing for a while - with the new system having a high CP will mean nothing and there'll be plenty of CP3600 players by the end of the year..


Here's an easy solution: keep an easy XP curve until the end of vertical progression and then ramp it up so that the xp required to reach CP3600 stays the same as it is right now.
That way everyone is happy.

Here's an illustration:
4jz55t1ia26m.png
Red being how the curve should be adjusted from the end of vertical progression.
Edited by Decimus on February 16, 2021 12:44AM
PC/EU @ DECMVS
  • redspecter23
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    It does ramp up. On live the xp penalty hits at 810. On PTS, it hits at 1020. It will still be a significant grind to hit cap with the new changes. No, there will not be plenty of cp 3600 by the end of the year. I can guarantee that.
  • MashmalloMan
    MashmalloMan
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    I think high cp meaning nothing is an overstatement. Since the cap was only shifted from 810 to 1020.. about 20% easier means next to nothing. We already have tons of players in the 1000-1500 range. The range will just be pushed farther up the pole where you see someone at 2000+ you go.. oh wow, they've been playing awhile, but I mean, what does that even mean and why does it matter really?

    It still takes a ridiculous amount of time to hit 3600, but now people will actually have an incentive to do so, so naturally we will see higher level players since they will care to use the daily accelerated exp and they will care to pop exp scrolls, but you're not going to see everyone sitting with 3600 by the end of the year.

    I was expecting the curve to be adjusted a lot harder than this, at least for the 1.5x penalty removed but nope.

    I can't imagine you're going to have a lot of people agreeing with you here OP since players already feel cheated by their 810 cp being stretched out into 1500+ with less power.
    PC Beta - 2200+ CP

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  • Decimus
    Decimus
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    It does ramp up. On live the xp penalty hits at 810. On PTS, it hits at 1020. It will still be a significant grind to hit cap with the new changes. No, there will not be plenty of cp 3600 by the end of the year. I can guarantee that.

    Under the new XP Curve I would be CP 2717, not CP 2160. It ramps up, but not as fast as it used to and the "achievement" that is reaching CP3600 is not really that much of an achievement at all anymore.

    And yes, considering I can gain 1-2 CPs a day (with the old values!) by just doing BGs, pledges etc in game, I'm pretty sure optimized xp grind will turn that into 10-20 a day and max CP within a couple of months.

    There's also plenty of people with a lot gold to dump into master writs...

    So I can guarantee you're wrong about that.
    I think high cp meaning nothing is an overstatement. Since the cap was only shifted from 810 to 1020.. about 20% easier means next to nothing. We already have tons of players in the 1000-1500 range. The range will just be pushed farther up the pole where you see someone at 2000+ you go.. oh wow, they've been playing awhile, but I mean, what does that even mean and why does it matter really?

    It still takes a ridiculous amount of time to hit 3600, but now people will actually have an incentive to do so, so naturally we will see higher level players since they will care to use the daily accelerated exp and they will care to pop exp scrolls, but you're not going to see everyone sitting with 3600 by the end of the year.

    I was expecting the curve to be adjusted a lot harder than this, at least for the 1.5x penalty removed but nope.

    I can't imagine you're going to have a lot of people agreeing with you here OP since players already feel cheated by their 810 cp being stretched out into 1500+ with less power.

    They should adjust the curve to be easier until the 1400-1500 required to max out vertical power, all of that is understandable.

    What is not ok is trivializing the horizontal progression afterwards.

    People think they want to be max level max everything fast fast, but what really happens once you reach that point is that you run out of reasons to keep playing - especially if that number at the end means absolutely nothing since everyone else has it next to their name as well.
    PC/EU @ DECMVS
  • ThorianB
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    Decimus wrote: »

    People think they want to be max level max everything fast fast, but what really happens once you reach that point is that you run out of reasons to keep playing - especially if that number at the end means absolutely nothing since everyone else has it next to their name as well.
    Hurry up and get to the end of the game, skip 90% of the content, then complain you're bored for 9 months out of the year and that the devs need to add more content faster= life of an MMO gamer.

    Edited by ThorianB on February 9, 2021 3:51AM
  • MashmalloMan
    MashmalloMan
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    Decimus wrote: »
    People think they want to be max level max everything fast fast, but what really happens once you reach that point is that you run out of reasons to keep playing - especially if that number at the end means absolutely nothing since everyone else has it next to their name as well.

    If this was the case, then why would people continue to play for the past few years while we've been locked to 810.

    Plus, who knows, this system shows growth. I can see them eventually raising the hard cap from 3600 to allow the playerbase more room to level, because why wouldn't you when they plan on releasing more stars. They could easily start increasing the cap by 100 every DLC like they use to by 30.

    You also need to consider you're probably in the minority of the game in terms of how much you play on average. You're saying it will be super easy, but you're sitting at 2159cp and you probably play 2-4 hours a day. Not many casuals have that much time. Jesus, steam tells me I have 3000+ hours in ESO and I'm only 1150. I never cared for exp, but I think that says something.

    Theres a poll somewhere on the forums for voting on your current CP and I don't think I remember many people were north of 2k. As I said, the position of thinking "wow that dude has played a lot" will just shift upwards with time.

    PC Beta - 2200+ CP

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  • Decimus
    Decimus
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    Decimus wrote: »
    People think they want to be max level max everything fast fast, but what really happens once you reach that point is that you run out of reasons to keep playing - especially if that number at the end means absolutely nothing since everyone else has it next to their name as well.

    If this was the case, then why would people continue to play for the past few years while we've been locked to 810.

    Plus, who knows, this system shows growth. I can see them eventually raising the hard cap from 3600 to allow the playerbase more room to level, because why wouldn't you when they plan on releasing more stars. They could easily start increasing the cap by 100 every DLC like they use to by 30.

    You also need to consider you're probably in the minority of the game in terms of how much you play on average. You're saying it will be super easy, but you're sitting at 2159cp and you probably play 2-4 hours a day. Not many casuals have that much time. Jesus, steam tells me I have 3000+ hours in ESO and I'm only 1150. I never cared for exp, but I think that says something.

    Theres a poll somewhere on the forums for voting on your current CP and I don't think I remember many people were north of 2k. As I said, the position of thinking "wow that dude has played a lot" will just shift upwards with time.

    Well, a big reason why people do keep playing after all these years is that you can gain CPs after 810.


    Personally, I don't think I would've stuck with the game if we were all stuck at 810 and everything was static afterwards and there was no sense of progression anywhere (even if it didn't result in more power).

    For a lot of people gaming is about competition - getting the best gear, #1 ranking in PvP arenas etc.

    ESO doesn't have any of those aspects, but we do have the achievements & the CP number, and recently also the Item Set Collection (there's a website with a leaderboard for that even).


    But yes, you're right that they might eventually raise the hard cap... my worry is that people will hit the cap and get to that point of "nothing to do" before they do, and that if/when they do raise the cap they raise it by too little (in line with the current XP Curve).

    Would be better to not have to worry about this at all by having an XP Curve that offers appropriate challenge & keeps players busy for a long time (without gating the vertical progression behind too much of a grind ofc).
    PC/EU @ DECMVS
  • AlnilamE
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    They switched the "cap" to 1020 instead of 810 and the XP was adjusted, just like it was every quarter when they were lifting the cap by 30 CP. Nothing has changed there.

    Moving the "cap" to 1020 while keeping the penalty if you are above it in no way trivializes the XP necessary to get to high CP.

    Personally, I think they should not have a penalty after the cap, just keep going with the curve.
    The Moot Councillor
  • MashmalloMan
    MashmalloMan
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    AlnilamE wrote: »
    They switched the "cap" to 1020 instead of 810 and the XP was adjusted, just like it was every quarter when they were lifting the cap by 30 CP. Nothing has changed there.

    Moving the "cap" to 1020 while keeping the penalty if you are above it in no way trivializes the XP necessary to get to high CP.

    Personally, I think they should not have a penalty after the cap, just keep going with the curve.


    Yes and to this point:

    The last cap increase was Oct 22 2018, Murkmire (update 20), when we hit 810.

    Had we continued to get cap increases every update, we would be at a cap of 1080cp in the formula today. The exp to hit 3600 would be even less.

    To the point about the exp curve being adjusted too much, this kinda shows it wasn't adjusted enough to account for what we missed out on. Not only would the curve be even quicker, but it wouldn't of happened over night, so people would of gotten 2 years of easier leveling had they not haulted the cap at all.
    Edited by MashmalloMan on February 9, 2021 4:31AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • stefj68
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    funny is that i don't see any official post about the new curved from zos!
  • FangOfTheTwoMoons
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    Decimus wrote: »
    Here's the issue:
    v2rn3sskw04x.png

    On Live getting CP #2160 would take 1 705 483 experience. On PTS, this amount of XP required is cut down by almost 20% as you can see on the screenshot.

    Why?

    There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

    Right now if you see someone at 2k+ CPs you know they've been playing for a while - with the new system having a high CP will mean nothing and there'll be plenty of CP3600 players by the end of the year..


    Here's an easy solution: keep an easy XP curve until the end of vertical progression and then ramp it up so that the xp required to reach CP3600 stays the same as it is right now.
    That way everyone is happy.

    Someone is a masochist xD
  • Duplomancer
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    Making CP harder to get so you can flex is a horrible Idea. Especially since there is the premise that you only need some 1400 CP. It should be easier after that if all of the points after that are fluff. [Edit] Actually all points should cost the same IMO.
    Edited by Duplomancer on February 9, 2021 8:51AM
  • Septimus_Magna
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    Making CP harder to get so you can flex is a horrible Idea. Especially since there is the premise that you only need some 1400 CP. It should be easier after that if all of the points after that are fluff. [Edit] Actually all points should cost the same IMO.

    The problem is that making CP gain linear will create even a larger gap between people who play 8 hours each day and players who play 8 hours each week. With the current model is easier to catch up if you have low CP because it takes less XP to gain CP which is only a good thing imo.
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  • Mettaricana
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    Decimus wrote: »
    Here's the issue:
    v2rn3sskw04x.png

    On Live getting CP #2160 would take 1 705 483 experience. On PTS, this amount of XP required is cut down by almost 20% as you can see on the screenshot.

    Why?

    There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

    Right now if you see someone at 2k+ CPs you know they've been playing for a while - with the new system having a high CP will mean nothing and there'll be plenty of CP3600 players by the end of the year..


    Here's an easy solution: keep an easy XP curve until the end of vertical progression and then ramp it up so that the xp required to reach CP3600 stays the same as it is right now.
    That way everyone is happy.

    Because I'm not from korea and wasting my life and forgoing this weird thing called fun for the grind life i already have a job that requires work last thing i wanna do is pay for eso plus and buy an expansion for some try hard grind lover to tell me this crap. You wanna grind go play a kr grind mmo.
  • FinrodMacBeorn
    FinrodMacBeorn
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    Decimus wrote: »

    ...

    There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

    ...

    In 6.3.2, horizontal progression kicks in at roughly 1800 cp for pve mag DD, not 1400 cp. That's if you choose most, but not all passives, and only 4 actives.

    In progress groups it may be even higher than 1800, as there you would like to change actives on the fly (for trash and bosses resp.) for better scores.

  • Decimus
    Decimus
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    Decimus wrote: »
    Here's the issue:
    v2rn3sskw04x.png

    On Live getting CP #2160 would take 1 705 483 experience. On PTS, this amount of XP required is cut down by almost 20% as you can see on the screenshot.

    Why?

    There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

    Right now if you see someone at 2k+ CPs you know they've been playing for a while - with the new system having a high CP will mean nothing and there'll be plenty of CP3600 players by the end of the year..


    Here's an easy solution: keep an easy XP curve until the end of vertical progression and then ramp it up so that the xp required to reach CP3600 stays the same as it is right now.
    That way everyone is happy.

    Because I'm not from korea and wasting my life and forgoing this weird thing called fun for the grind life i already have a job that requires work last thing i wanna do is pay for eso plus and buy an expansion for some try hard grind lover to tell me this crap. You wanna grind go play a kr grind mmo.

    ...or maybe I just want the grind to stay as it is? Why would you need to grind/care about CP if it is only horizontal progression in the end? You can read my previous post about progression in MMOs if you want to figure out why exactly having grinds in game is a good thing - every MMO has them, Korean or not (good luck getting all the mounts in World of Warcraft for example!).
    Decimus wrote: »

    ...

    There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

    ...

    In 6.3.2, horizontal progression kicks in at roughly 1800 cp for pve mag DD, not 1400 cp. That's if you choose most, but not all passives, and only 4 actives.

    In progress groups it may be even higher than 1800, as there you would like to change actives on the fly (for trash and bosses resp.) for better scores.

    1800? I was pretty sure it was 1400-1500 or so on the PTS, but if this is true they should simply lower it by reducing the costs of passives again & increasing the cost of slottables.

    Regarding PvE progress groups needing all the horizontal progression... if people are that serious about the game they'll have a reason to actually play it seriously now. This does not affect the average player who just wants to complete content/beat other people in PvP.
    PC/EU @ DECMVS
  • Xebov
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    Making CP harder to get so you can flex is a horrible Idea. Especially since there is the premise that you only need some 1400 CP. It should be easier after that if all of the points after that are fluff. [Edit] Actually all points should cost the same IMO.

    The problem is that making CP gain linear will create even a larger gap between people who play 8 hours each day and players who play 8 hours each week. With the current model is easier to catch up if you have low CP because it takes less XP to gain CP which is only a good thing imo.

    You are right about the catch up part. However the new system requires players to gain at least 1-1.5x more XP to reach some sort of soft cap compared to before.
  • Zanen
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    If they want to keep the game alive they need to make it relatively painless for new players to become relevant.

    That has to mean veteran players get their XP devalued somewhat. Now is the perfect time to add in more of a catch up mechanic to the XP curve.

    I don't think they've tweaked it enough, and I was here at beta.
  • Decimus
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    Zanen wrote: »
    If they want to keep the game alive they need to make it relatively painless for new players to become relevant.

    That has to mean veteran players get their XP devalued somewhat. Now is the perfect time to add in more of a catch up mechanic to the XP curve.

    I don't think they've tweaked it enough, and I was here at beta.

    "Relevant" means maxing out the vertical progression - nothing more, nothing less.


    It does not (should not) mean free/easy access to the cool numbers beyond the vertical progression that mostly just represent the amount of effort put into the game and provide no statistical advantage to anyone in possession of such a number.
    Edited by Decimus on February 9, 2021 5:15PM
    PC/EU @ DECMVS
  • Xebov
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    Decimus wrote: »
    Zanen wrote: »
    If they want to keep the game alive they need to make it relatively painless for new players to become relevant.

    That has to mean veteran players get their XP devalued somewhat. Now is the perfect time to add in more of a catch up mechanic to the XP curve.

    I don't think they've tweaked it enough, and I was here at beta.

    "Relevant" means maxing out the vertical progression - nothing more, nothing less.


    It does not (should not) mean free/easy access to the cool numbers beyond the vertical progression that mostly just represent the amount of effort put into the game and provide no statistical advantage to anyone in possession of such a number.

    The problem is that the "beyond vertical progression" part is not only cool numbers but actual value.

    If someone only plays a single role in a single mode then vertical progression + 4 slotables is the end. For everyone else it isnt.
    As soon as you want to alternate between different roles the horizontal progression would actually help with having it in a single CP setup with slotables just being switched around, what seems to be the design idea behind it. The current system is a bit lagluster around this because the efficiency is limited so and you only have the choice of respecs or living ith it. The new system however is technically a step forward but the huge amounts of XP turn it into two steps backwards because you will likely be stuck with repsec being the only option if you are able to get enoought points to fill one role at all.

    The idea behind the new system is nice, but gating it in this way makes it pointless.

  • stefj68
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    I often swap out gear and fill another roles tankl/heal/dps with this new system i will have to pay 3k each time to swap skills right now i dont have to.. if it takes around 1200cp to get at a decent point with 1 roles, i except it will takes anoter 600-800cp to be able to fill another one...

    already miss the old system... magicka for blue dps/heal and red for defensive approach
  • Decimus
    Decimus
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    Xebov wrote: »
    Decimus wrote: »
    Zanen wrote: »
    If they want to keep the game alive they need to make it relatively painless for new players to become relevant.

    That has to mean veteran players get their XP devalued somewhat. Now is the perfect time to add in more of a catch up mechanic to the XP curve.

    I don't think they've tweaked it enough, and I was here at beta.

    "Relevant" means maxing out the vertical progression - nothing more, nothing less.


    It does not (should not) mean free/easy access to the cool numbers beyond the vertical progression that mostly just represent the amount of effort put into the game and provide no statistical advantage to anyone in possession of such a number.

    The problem is that the "beyond vertical progression" part is not only cool numbers but actual value.

    If someone only plays a single role in a single mode then vertical progression + 4 slotables is the end. For everyone else it isnt.
    As soon as you want to alternate between different roles the horizontal progression would actually help with having it in a single CP setup with slotables just being switched around, what seems to be the design idea behind it. The current system is a bit lagluster around this because the efficiency is limited so and you only have the choice of respecs or living ith it. The new system however is technically a step forward but the huge amounts of XP turn it into two steps backwards because you will likely be stuck with repsec being the only option if you are able to get enoought points to fill one role at all.

    The idea behind the new system is nice, but gating it in this way makes it pointless.

    Yes, so you're rewarded for putting more effort in the game, but not in a way that impacts PvE/PvP balance or makes high CP players outperform low CP ones.

    If you want to avoid respeccing then you have a very good incentive to keep playing the game and those CPs you gain will feel a lot less useless than they used to.


    Nothing wrong with that.

    I fail to understand what the <2000 CP players want here, just get everything now now without putting in the same amount of effort as people who did get 2000+ CPs with the old XP values?

    ZOS is working to remove the vertical power grind as you can see on the latest patch notes, that excuse for "I must have X CPs" is gone.
    PC/EU @ DECMVS
  • MashmalloMan
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    Decimus wrote: »

    ...

    There's no reason to make the grind easier at high CPs if horizontal progression kicks in at around 1400 CPs anyway with the new system, so why lessen the sense of accomplishment for players at high CP by making the grind trivial and easy? This is just a big middle finger from ZOS to anyone who went through a lot of effort to get high CP with the old XP values.

    ...

    In 6.3.2, horizontal progression kicks in at roughly 1800 cp for pve mag DD, not 1400 cp. That's if you choose most, but not all passives, and only 4 actives.

    In progress groups it may be even higher than 1800, as there you would like to change actives on the fly (for trash and bosses resp.) for better scores.

    Nope. It's not 1800, it's 1170. There is nothing else beyond that point for the blue tree that you would absolutely need for vertical progression as a dps. I suggest going on the pts again to double check your math, since the changes they made actually line up with their comments about 1200cp now.

    And if you need to change slottables, you can respec.

    If some pve group demanded I be higher than that, I'd laugh in their face.
    PC Beta - 2200+ CP

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    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Ranger209
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    Decimus wrote: »
    Xebov wrote: »
    Decimus wrote: »
    Zanen wrote: »
    If they want to keep the game alive they need to make it relatively painless for new players to become relevant.

    That has to mean veteran players get their XP devalued somewhat. Now is the perfect time to add in more of a catch up mechanic to the XP curve.

    I don't think they've tweaked it enough, and I was here at beta.

    "Relevant" means maxing out the vertical progression - nothing more, nothing less.


    It does not (should not) mean free/easy access to the cool numbers beyond the vertical progression that mostly just represent the amount of effort put into the game and provide no statistical advantage to anyone in possession of such a number.

    The problem is that the "beyond vertical progression" part is not only cool numbers but actual value.

    If someone only plays a single role in a single mode then vertical progression + 4 slotables is the end. For everyone else it isnt.
    As soon as you want to alternate between different roles the horizontal progression would actually help with having it in a single CP setup with slotables just being switched around, what seems to be the design idea behind it. The current system is a bit lagluster around this because the efficiency is limited so and you only have the choice of respecs or living ith it. The new system however is technically a step forward but the huge amounts of XP turn it into two steps backwards because you will likely be stuck with repsec being the only option if you are able to get enoought points to fill one role at all.

    The idea behind the new system is nice, but gating it in this way makes it pointless.

    Yes, so you're rewarded for putting more effort in the game, but not in a way that impacts PvE/PvP balance or makes high CP players outperform low CP ones.

    If you want to avoid respeccing then you have a very good incentive to keep playing the game and those CPs you gain will feel a lot less useless than they used to.


    Nothing wrong with that.

    I fail to understand what the <2000 CP players want here, just get everything now now without putting in the same amount of effort as people who did get 2000+ CPs with the old XP values?

    ZOS is working to remove the vertical power grind as you can see on the latest patch notes, that excuse for "I must have X CPs" is gone.

    When the cap was 570 only those above that cap were penalized 1.5X normal xp gain, and experience gain was formulated around that cap number, same at 600, 630, 660, 690, 720, 750, 780, and 810. Now the cap is 3600, I for one am wanting the same thing. I am not looking to get from 1200 to 3600 in a year, but at the same time I don't want it to take 5 years either. A new person starting out today shouldn't have a 10 year grind in front of them to get to 3600 when the cap will probably double in that time. These things need to be weighed into the rate it takes to level. When all we had to get to was 810 that didn't seem so bad, but this is quite a different situation going to 3600 and beyond as the cap raises. It's about character progression. Doesn't matter what the slope is, more vertical or more horizontal, it is still about progression, and feeling like the time you are putting into the game is making your character more robust in some shape or form.
  • DonGodJoe
    DonGodJoe
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    Middle finger to players with old exp curve.. /facepalm

    Im honestly shocked that ZOS didnt stop cp leveling once you hit 810, would make such a balance and peace now.
    Just use procs. Simple. No brain is required.
  • FinrodMacBeorn
    FinrodMacBeorn
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    Decimus wrote: »

    ...

    Nope. It's not 1800, it's 1170. There is nothing else beyond that point for the blue tree that you would absolutely need for vertical progression as a dps. I suggest going on the pts again to double check your math, since the changes they made actually line up with their comments about 1200cp now.

    And if you need to change slottables, you can respec.

    If some pve group demanded I be higher than that, I'd laugh in their face.

    Nope, my math is correct:

    Blue passives:
    Precision 640 crit
    Eldritch Insight 1040 max mag
    Preparation -10% damage from npcs
    Hardy -4% damage from poison etc.
    Elemental Aegis -4% damage from flame etc.
    Piercing +1400 penetration
    Flawless Ritual +60% magic status effect chance
    War Mage +100 w/spell damage for flame etc.
    Quick Recovery +4% healing taken
    Blessed +4% healing done
    Tireless Discipline 1040 max stam
    each for 40 cp (except War Mage for 30) for a total of 430 cp
    Add 4 actives for 50 cp each, you end up with 630 cp x 3 = 1890 cp

    All of the mentioned passives are useful for a magDD in a solo arena where he has to survive on his own.

    So pve vertical progression ends at 1890 cp, if you take everything which is helpful to some extent.

    I guess that you took only the pure mag damage passives 4x40 + War Mage for 30 + 4 passives x 3 = 1170.

    In vet trials, you definitely don't need all the passives, but, e.g., -14% incoming damage (from Preparation and Hardy+Aegis) is significant, and +4% healing taken makes you also more robust. Damage dealing is not about raw damage output on dummies, but also about the ability to survive. Dead DDs contribute 0 dps.

  • Decimus
    Decimus
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    So not only was this thread completely ignored, they made the problem EVEN WORSE by doing the complete opposite:
    Adjusted the Champion Point XP curve to speed up the rate you gain CP levels up to 1800 instead of 1020. This was done to help alleviate some of the concerns with the time required to chase the current vertical progression cap.
    Note this doesn’t mean we will not make further adjustments to the vertical progression in a future update; we will be closely monitoring this through Update 29’s launch.

    bg7xbrancos6.png

    So we went down from 1 705 483 xp per Champion Point at 2159 to 1 365 760 xp, and now it's a trivial 798 149 xp.


    Doesn't ZOS understand that higher CP players do not want their progression trivialized? It's all well and good to make sure the vertical progression is easy to cap out, but after vertical progression is over there's NO NEED to make rest of the CPs A JOKE to get. That just a big FU to everyone puts in a lot of hours on the game and serves no purpose beyond that.

    There'll be CP3600s everywhere with the new scaling and no one with 3600 can feel like they accomplished something most players didn't.


    So here's two ways on how you can fix this @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_Gilliam :
    1. Easy leveling until vertical progression is capped out, then scale it up exponentially so that the amount of XP required from end of vertical progression to 3600 is the same as it is now on Live.
    2. Further reduce the cost of passives, increase the cost of slottables - 12 slottables & all passives reached at 1200 CPs/whatever -> keep XP curve the same as it is on Live.


    It's very easy to fix this without pissing off the players who have put in the biggest time investments into this game.
    Edited by Decimus on February 15, 2021 7:30PM
    PC/EU @ DECMVS
  • Tigertron
    Tigertron
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    ThorianB wrote: »
    Decimus wrote: »

    People think they want to be max level max everything fast fast, but what really happens once you reach that point is that you run out of reasons to keep playing - especially if that number at the end means absolutely nothing since everyone else has it next to their name as well.
    Hurry up and get to the end of the game, skip 90% of the content, then complain you're bored for 9 months out of the year and that the devs need to add more content faster= life of an MMO gamer.
    Lol. What content is a CP2000+ player skipping?
  • tmbrinks
    tmbrinks
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    Don't worry, the other thread on XP being transferred wants to make you become CP3270 right after the new launch AND the reduced XP!
    Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - Oathsworn - Bedlam's Disciple - Temporal Tempest - Curator's Champion - Fist of Tava - Invader's Bane - Land, Air, and Sea Supremacy - Zero Regrets - Battlespire's Best - Bastion Breaker - Ardent Bibliophile - Subterranean Smasher - Bane of Thorns - True Genius - In Defiance of Death - No Rest for the Wicked - Nature's Wrath - Undying Endurance - Relentless Raider - Depths Defier - Apex Predator - Pure Lunacy - Mountain God - Leave No Bone Unbroken - CoS/RoM/BF/FH Challenger
    65,385 achievement points
  • Decimus
    Decimus
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    tmbrinks wrote: »
    Don't worry, the other thread on XP being transferred wants to make you become CP3270 right after the new launch AND the reduced XP!

    That's even worse because then I'll have maybe 4-5 days (or just a few master writs) of character progression left and playing the game will feel worse as there's nothing gained from playing.

    And it still trivializes the meaning of having 3600 Champion Points when you can see that number on players who started a year ago.


    What meaning does putting in a lot of time into this game have anymore if casual & hardcore players will be virtually indistinguishable in game?
    PC/EU @ DECMVS
  • tmbrinks
    tmbrinks
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    Decimus wrote: »
    tmbrinks wrote: »
    Don't worry, the other thread on XP being transferred wants to make you become CP3270 right after the new launch AND the reduced XP!

    That's even worse because then I'll have maybe 4-5 days (or just a few master writs) of character progression left and playing the game will feel worse as there's nothing gained from playing.

    And it still trivializes the meaning of having 3600 Champion Points when you can see that number on players who started a year ago.


    What meaning does putting in a lot of time into this game have anymore if casual & hardcore players will be virtually indistinguishable in game?

    Oh, I know it's worse... I'm in almost the same situation as you.
    Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - Oathsworn - Bedlam's Disciple - Temporal Tempest - Curator's Champion - Fist of Tava - Invader's Bane - Land, Air, and Sea Supremacy - Zero Regrets - Battlespire's Best - Bastion Breaker - Ardent Bibliophile - Subterranean Smasher - Bane of Thorns - True Genius - In Defiance of Death - No Rest for the Wicked - Nature's Wrath - Undying Endurance - Relentless Raider - Depths Defier - Apex Predator - Pure Lunacy - Mountain God - Leave No Bone Unbroken - CoS/RoM/BF/FH Challenger
    65,385 achievement points
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