redspecter23 wrote: »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 wrote: »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.
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.
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.
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.
MashmalloMan 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.
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.
Here's the issue:
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.
Duplomancer wrote: »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.
Here's the issue:
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.
...
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.
...
Mettaricana wrote: »Here's the issue:
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 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.
Septimus_Magna wrote: »Duplomancer wrote: »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.
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.
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.
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.
FinrodMacBeorn 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.
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.
MashmalloMan wrote: »FinrodMacBeorn wrote: »
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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.
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.
Lol. What content is a CP2000+ player skipping?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.
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.
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!
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?