CaptainVenom wrote: »Why people are so afraid of some leveling?
CaptainVenom wrote: »Why people are so afraid of some leveling?
No because..
1. The curve is adjusted to give newer players/ players that don't play as much a chance to catch up. This is vital in MMO's to allow those that start after release to be able to catch up in a reasonable time frame to those that started before. "Is it to late to start playing ESO" and " Will i be able to catch up?" are faqs on the ESO subreddit. These catch up mechanisms are vital to encouraging new players to try and stick with the game.
2. The soft cap is likely to be set at about 1080 CP after testing is done. Just because it is done on PTS doesn't mean its going to live. The curve would be adjusted to 1080 CP so those further behind have an easier time to catch up.
3. ESO has no real grinding mechanism that allows for power leveling. We can't be leveled by higher levels or grind "red" mobs for huge XP bonuses like many other games. The best we have is skyreach paid run which most lower levels won't be able to afford much of. This makes the catch up mechanism especially important in ESO because there isn't ways to manually catch up like other mmos.
It has never before been readjusted, and shouldn't be now. The 9 or 10 times that the CP level cap has changed have always made it so that people who were not capped needed less XP to get their CP than those who did it before them. The CP XP scale has changed 9 or 10 times already with no adjustments. The reason for the cap was, and still is mind you, to allow people to catch up who have started later. If we start adjusting peoples CP by XP that catch up mechanic will basically be undone.
CleymenZero wrote: »No because..
1. The curve is adjusted to give newer players/ players that don't play as much a chance to catch up. This is vital in MMO's to allow those that start after release to be able to catch up in a reasonable time frame to those that started before. "Is it to late to start playing ESO" and " Will i be able to catch up?" are faqs on the ESO subreddit. These catch up mechanisms are vital to encouraging new players to try and stick with the game.
2. The soft cap is likely to be set at about 1080 CP after testing is done. Just because it is done on PTS doesn't mean its going to live. The curve would be adjusted to 1080 CP so those further behind have an easier time to catch up.
3. ESO has no real grinding mechanism that allows for power leveling. We can't be leveled by higher levels or grind "red" mobs for huge XP bonuses like many other games. The best we have is skyreach paid run which most lower levels won't be able to afford much of. This makes the catch up mechanism especially important in ESO because there isn't ways to manually catch up like other mmos.
I don't agree with your position mainly because cp won't matter as much for achieving your role therefore less impact to me = no need to gimp vet players.
With these new CP, you can max out your dps role at around 1200 CP considering the reductions they've done.
That's taking all relevant passives from defensive and offensive that don't need to be slotted plus the ones that do for PvE DPS.
Even with those passives, there won't be a 50% difference with and without CP anymore. The difference will be of a total of like 20% maybe?
With no CP, you'll lose 1.8k stam, 3% crit chance, 1.7k pen I think then in the slottable ones you'll have 4 of the following that would be lost: 10% crit damage then either another 15% crit damage for targets flanked, 10% dot damage, 10% single target damage or 10% AoE damage.
You'll slot the ones that benefit your build the most depending on your class and that it but I don't think it'll get you more than 20% net total damage when you consider all the stats and weapon damage buffs you're getting.
Quick example (keeping in mind that this is "breakfast table math"):
They nerfed crit so for example, your AY Rele build lost a minimum of 5% crit bringing you to something like 60-65% crit depending on weapons chosen which will probably push daggers away from your selection.
Under perfect condition, which will not necessarily happen in raid, you would get 25% extra crit damage. That's 25% extra base damage 60% on the time. Now how much net damage is 25% crit damage? It depends on your effective crit damage.
Effective crit damage is easily around 100% and up depending on horn uptimes. Dealing an extra 25% crit damage brings you to 125%. As crit damage is added on top of base damage it's basically 200% vs 225% which turns out to be an increase of 12.5%.
If signale target abilities are 60% of your damage, 10% more ST damage is 6% extra total damage and so on so forth. In essence, I don't think CP will account for much more than 20% extra damage therefore there is no need to gimp vets.
RlyDontKnow wrote: »I'd say yes because the effort to obtain XP will be about the same before and after the changes. The changes therefore do not justify devaluing XP earned.
My expectation by precdents is that this won't happen, though. When the catch-up was introduced and CP became increasingly harder to earn the CP got recalculated (which was the right thing to do imo). However when the CP caps were raised the CP never got recalculated (wrong call imo). Instead you just had a bit of a head-start on getting to the new cap again (or usually you were beyond it already). So it seems pretty clear to me that they simply go for the maximum punishment on players every time they adjust the XP to CP conversion ratio.
I do, however, hope that this time the CP will be reevaluated. The major difference now is: Before it was to be expected that most active players had already reached the new cap when the cap was raised. However this time the hard cap is raised way beyond the soft cap. So even those who surpass the soft cap already are effectively still catching up. And they will be catching up for a *long* time to come given how ridiculously high the hard cap is and that there are players who reached it already.
Replying to ThorianB's points:
1. They'll still be able to catch up up to the soft cap easily. Readjusting by XP earned just places those who already played a long time a bit further beyond the soft cap (i.e. give them more horizontal progression). If that is an issue then the vertical progression goes on beyond the soft cap. In that case either the soft cap should be raised or the vertical progression shortened.
2. I don't understand this argument. It doesn't really matter what the exact soft cap is. The question is how long it takes to get there (should be realistically achievable by new players to keep the game alive) and whether or not vertical progression continues beyond the soft cap. None of that seems to be related to how to treat existing players, though.
3. Nobody argued against a catch-up mechanism. A one-off punishment for existing players is not an effective catch-up mechanism, though. A year or two after the change you'll have the same issue that you have now, but already earned XP won't be devalued. Why should XP earned before the change be inherently less valuable than XP earned after the change? The difficulty of earning it didn't really change. Only the conversion rate to CP did.
The current system is more than fair to vet players.
simpledude31998 wrote: »It has never before been readjusted, and shouldn't be now. The 9 or 10 times that the CP level cap has changed have always made it so that people who were not capped needed less XP to get their CP than those who did it before them. The CP XP scale has changed 9 or 10 times already with no adjustments. The reason for the cap was, and still is mind you, to allow people to catch up who have started later. If we start adjusting peoples CP by XP that catch up mechanic will basically be undone.
CP 2.0 isn't CP 1.0 it's completly different system so it's a mistake to compare them;
Compare CP 1.0 and CP 2.0 like Vet Ranks and CP 1.0
simpledude31998 wrote: »It has never before been readjusted, and shouldn't be now. The 9 or 10 times that the CP level cap has changed have always made it so that people who were not capped needed less XP to get their CP than those who did it before them. The CP XP scale has changed 9 or 10 times already with no adjustments. The reason for the cap was, and still is mind you, to allow people to catch up who have started later. If we start adjusting peoples CP by XP that catch up mechanic will basically be undone.
CP 2.0 isn't CP 1.0 it's completly different system so it's a mistake to compare them;
Compare CP 1.0 and CP 2.0 like Vet Ranks and CP 1.0
No one knows how much XP they have. They are just looking at curve charts for 810 ,and 1080, and maybe now 1800, and cross referencing their CP levels to that chart and saying this is how much XP I have earned, but those charts do not reflect XP actually earned, they reflect how much XP it will take for someone with 0 CP to get to a certain level under each of the scales.