SgtNuttzmeg wrote: »@ZOS_SamL I would highly recommend discussing these points with the class reps, some of them sound out of touch. We understand that it will take a while to figure out the balance after a change like this but a lot of these issues could be addressed this patch if you listen to their feedback.
CP 2.0 FAQ
3. There have been concerns about players having very high HP and HP regen with the new CP system… How does CP2.0 balance this?
Back in Update 28 we reached better balance with Majors and Minors, which reduced the total amount of Healing obtained from Major and Minor Mending + Vitality. We've also recently reduced Major and Minor Recovery related bonuses, including Fortitude, which should help take some of the edge off Health Recovery. We're also investigating leveraging Battle Spirit for future adjustments to Health Recovery as well, if need be.
@ZOS_SamLAnother revision to #3 to be more clear:
3. There have been concerns about players having very high HP and HP regen with the new CP system… How does CP2.0 balance this?
Back in Update 28 we reached better balance with Majors and Minors, which reduced the total amount of Healing obtained from Major and Minor Mending + Vitality. We've also recently reduced Major and Minor Recovery related bonuses, including Fortitude, which should help take some of the edge off Health Recovery. We're also investigating leveraging Battle Spirit for future adjustments to Health Recovery as well, if need be.
CP 2.0 FAQ
5. Total DPS output seems lower in CP2.0. What’s the reasoning for this? Will tanks/healers get more utility in CP2.0?
The overall goal was to reduce the power of high end damage and efficiency by 15-20% with CP 2.0, as there is a significant delta in power between many players. However, due to the penetration bug we saw on LIVE and PTS, we didn't fully reach that goal, and will continue investigating solutions, such as potentially reducing passive power from the CP system further, as well as looking into more outlying problems.
For healers, we recognize that the healing tree is limited right now. We do have plans to try and expand the healing tree further in terms of slottable nodes. (see #7)
For tanks, no large changes from CP1.0 to CP2.0 at this time.
silvereyes wrote: »To anyone at CP 410 today, be advised that if your goal is to max out your vertical progression at CP 1800, similar to reaching CP 810 on live today, your goalpost just got over twice as far away.The majority of the player-base right now sits around CP 410.
However, for anyone who mainly plays PVE content, I would recommend setting CP 1200 as your goal, not CP 1800. That will get you most of what you need from CP to be as effective at your role as you can for as little XP as possible, and the amount of XP required to reach that mark is somewhat close to what CP 810 costs on live today (about 21m XP more, when starting from CP 410).
CP 1800 is nice to top off a little bit of crit or extra off-resources, some small mitigation and combat ability cost reduction (e.g. sprint, dodge roll, block). However, from a practical standpoint, the incremental combat gains from those extra CP probably aren't worth grinding over.
Personally, after CP 1200, the first things I would probably invest points into would be unlocking extra active abilities for situational swapping (e.g. AOE for trash vs direct damage for bosses), not passives. In other words, I'd switch to horizontal progression at CP 1200.
If we don't need max CP to do well, then why are you reducing the XP required to reach the CP cap for new players? Are you also reducing the XP required to reach the new CP cap for characters which are currently CP 810?CP 2.0 FAQ
Hey everyone,
....
As a reminder, CP 2.0 will be on the Live Servers on March 8 for PC/Mac and on March 16 for PS4/Xbox One. Numbers are always subject to change based on feedback and Live balance.
1. Will the CP 2.0 cap raising to 3600 mean all our CP from 1.0 will scale up? Is the experience growth in CP2.0 different from CP1.0?
No, your CP will not scale up. However, we will be changing the experience growth scale so that players under CP 1800 will grow very quickly. Compared to CP1.0, a fresh new player would need 56% LESS experience to reach max CP cap in CP2.0 (3600). As a reminder, you don’t need to be max CP to do well!
Are ye daft? Quality of Life modifications to features must always be available to all players and their characters at every level of experience!! Quality of Life is not something which a player should have to earn, let alone be something that requires the player to allocate available CP to acquire instead of allocating the CP to something else.....
Around CP 2000, there are no more passives to unlock, but you will have access to Quality of Life changes.
Is that a promise? After reading this entire FAQ and the points which have been edited, I do have my doubts.An 810 on CP1.0 will feel just as strong walking into CP2.0.
(1) My characters which are Level 50 CP 810 are ordinarily able to solo all Delves, Public Dungeons, and Dolmens with little chance of being killed. Although, contingencies might occur which can be fatal. That is why "resurrections" are an essential feature of the game.2. If the current meta in CP1.0 is for a player to be around CP 300+ to complete a competitive veteran trial, what is the equivalent CP that players should try to “hit” for CP2.0? Is any of the dungeon content harder to reflect the higher CP2.0 cap?
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If you’re at CP1.0 810, you should be able to do all of the exact same content with CP2.0.
Eh? I defer to the many replies which have been posted about this "issue". Recall also my remarks in paragraph (5) above in reply to Question 2.3. There have been concerns about players having very high HP and HP regen with the new CP system… How does CP2.0 balance this?
Back in Update 28 we reached better balance with Majors and Minors, which reduced the total amount of Healing obtained from Major and Minor Mending + Vitality. We've also recently reduced Major and Minor Recovery related bonuses, including Fortitude, which should help take some of the edge off Health Recovery. We're also investigating leveraging Battle Spirit for future adjustments to Health Recovery as well, if need be.
Okay, I suppose that the "gap" between low CP and high CP characters is a concern of PvP. Regardless, what is the point of playing the game if a player whose character(s) has not earned many CPs is somehow supposed to be "equal" to a veteran player whose character(s) have earned far more CPs??4. How will you combat the gap between low CP and high CP players?
In CP 2.0, you will have a finite number of passives but an infinite number of slottables. With this new system, we as developers can continue to build and add more active or slottables to give more choices for players. With a smaller number of passives and cool and exciting things in slottables, this should help control the power gap.
FWIW, I agree particularly with reply #27 posted by @Sanguinor2 and reply #36 posted by @Tannus15.5. Total DPS output seems lower in CP2.0. What’s the reasoning for this? Will tanks/healers get more utility in CP2.0?
The overall goal was to reduce the power of high end damage and efficiency by 15-20% with CP 2.0, as there is a significant delta in power between many players. However, due to the penetration bug we saw on LIVE and PTS, we didn't fully reach that goal, and will continue investigating solutions, such as potentially reducing passive power from the CP system further, as well as looking into more outlying problems. ....
A CP advisor? Interesting idea!
Something I'd like to add to the table is more transparency on what "type" different abilities are considered to be. This has been a challenge since the launch of the game, and the new CP system feels like an opportunity to address that. To be clearer on what I mean here, there are CP stars that enhance the following types of abilities:
- single target effect
- damage over time effect
- area of effect
It isn't always clear which of these a particular active ability falls under. For example, the new CP tree has a star called "Swift Renewal" that boost healing over time by some percent per stage. There is also one called "Soothing Tide" that boosts area of effect heals by some percent per stage. Does this mean an ability like "Grand Healing" and morphs benefit from BOTH of these since it is an AoE and also a heal over time? Or is the skill just considered one of these? If so, which one is considered it's "main" type? Having clear labels would help reduce confusion especially for abilities that seem like they might dip into more than one star for their effects. Not sure what the best way to do this would be, but it's something to think about.
Revision to #5:
5. Total DPS output seems lower in CP2.0. What’s the reasoning for this? Will tanks/healers get more utility in CP2.0?
The overall goal was to reduce the power of high end damage and efficiency by 15-20% with CP 2.0, as there is a significant delta in power between many players. However, due to the penetration bug we saw on LIVE and PTS, we didn't fully reach that goal, and will continue investigating solutions, such as potentially reducing passive power from the CP system further, as well as looking into more outlying problems.
(as an aside, thank you all for asking questions so we could return to the dev team for clarifications!)
IMHO, Champion Points have always been, and should continue to be, primarily about boosting a hero's combat abilities and character Class abilities and activities in the Celestial model of the current UI.7. Will there be more crafting trees or skill lines in the future?
It’s possible to add more! Something we’re happy with in CP 2.0 is that the crafting tree, non-combat system will play a
larger role in CP now, which reflects what all players participate in. This will also let us tie those aspects of the tree
into other aspects of the game.
We’ll also be monitoring the economy with the new crafting bonuses very closely.
5. The overall goal was to reduce the power of high end damage and efficiency by 15-20% with CP 2.0
I beg to differ. Loss of extra resource restore from heavy attacks and especially loss of block/break free/roll dodge cost reduction are four very large(and very bad) changes for tanks.For tanks, no large changes from CP1.0 to CP2.0 at this time.
There's already an addon for PC that automatically swaps your slottables when you pick flowers or a chest or deconstruct or anything like that and then once you're done sets your slottables back to where they were.
Chilly-McFreeze wrote: »Huh. About the dmg decrease. If you want to lower the ceiling for high CP player but not punish the low CP player, why don't you simply decrease the boost CP gives AND put some punch back into the base skills?
As in lowering Deadly Aim to 1% per stage so it results in 5% boost instead of 10% but buffing direct dmg skills in general by a bit? So lower cp players have more damage and the stat difference between beginners and end-games wouldn't be as wide.
As a side effect this would shift some power to skills in comparison to proc sets as well.
https://github.com/CyberOnEso/JackOfAllTrades/releasesThere's already an addon for PC that automatically swaps your slottables when you pick flowers or a chest or deconstruct or anything like that and then once you're done sets your slottables back to where they were.
Don't think I've seen one yet. Do you remember the name or have any link at hand?
I'm not sure what would cause you to think that. Boosting numbers for marketing epeen is one thing. Analyzing the current player-base to assess the impact of the CP 2.0 changes is quite another.silvereyes wrote: »To anyone at CP 410 today, be advised that if your goal is to max out your vertical progression at CP 1800, similar to reaching CP 810 on live today, your goalpost just got over twice as far away.The majority of the player-base right now sits around CP 410.
However, for anyone who mainly plays PVE content, I would recommend setting CP 1200 as your goal, not CP 1800. That will get you most of what you need from CP to be as effective at your role as you can for as little XP as possible, and the amount of XP required to reach that mark is somewhat close to what CP 810 costs on live today (about 21m XP more, when starting from CP 410).
CP 1800 is nice to top off a little bit of crit or extra off-resources, some small mitigation and combat ability cost reduction (e.g. sprint, dodge roll, block). However, from a practical standpoint, the incremental combat gains from those extra CP probably aren't worth grinding over.
Personally, after CP 1200, the first things I would probably invest points into would be unlocking extra active abilities for situational swapping (e.g. AOE for trash vs direct damage for bosses), not passives. In other words, I'd switch to horizontal progression at CP 1200.
I suspect that the majority of players 'at CP 410' is probably based on the players who quit playing around CP 410, but are considered 'players' because ESO touts they sold 19 million copies.
CP 2.0 FAQ
1. Will the CP 2.0 cap raising to 3600 mean all our CP from 1.0 will scale up? Is the experience growth in CP2.0 different from CP1.0?
No, your CP will not scale up. However, we will be changing the experience growth scale so that players under CP 1800 will grow very quickly. Compared to CP1.0, a fresh new player would need 56% LESS experience to reach max CP cap in CP2.0 (3600). As a reminder, you don’t need to be max CP to do well!
spacefracking wrote: »Well then. Back to grinding out all of my trifecta achievements before this patch drops, as I won't be able to complete them as of next week. Not rescaling experience for the new champion point curve will upset many players, and is not a good idea. Many players I spoken to before this announcement have said if they ever lost their account, they would find another game rather than regrinding the champion points, and that's exactly what this amounts to.
I can't imagine a player who has been at 810 for years being amused at having to grind for hundreds of hours to get back to the point where they can enjoy the content that they enjoy today.
If you're trying to get Godslayer, time to put your nose to the grindstone now, or you'll never be able to complete it!
The DPS thing everyone else has covered, I want to bring up the way ZoS is completely ignoring the massive QoL nerf to consoles with the green tree and requiring a bunch of slottables for every day activities.
There's already an addon for PC that automatically swaps your slottables when you pick flowers or a chest or deconstruct or anything like that and then once you're done sets your slottables back to where they were. Us on console? We have to do ALL of it manually. It's an unnecessarily massive amount of micromanagement for the green tree just to do every day activities.
I get why the red and blue tree has slottables, no issue there. But the fact you (ZoS) just don't seem to care at all about quality of life on consoles for the green tree, is baffling and infuriating, because all it is, is making us do busywork for the sake of doing busywork.
There are two add-ons of which I know, which are available from esoui.com, that can be used to allocate Champion Points:There's already an addon for PC that automatically swaps your slottables when you pick flowers or a chest or deconstruct or anything like that and then once you're done sets your slottables back to where they were.
Don't think I've seen one yet. Do you remember the name or have any link at hand?
Shadowshire wrote: »There are two add-ons of which I know, which are available from esoui.com, that can be used to allocate Champion Points:There's already an addon for PC that automatically swaps your slottables when you pick flowers or a chest or deconstruct or anything like that and then once you're done sets your slottables back to where they were.
Don't think I've seen one yet. Do you remember the name or have any link at hand?
Champion Point Respec
Champion Points Slots
NOTE: you can download the current versions to see what it is like to use each add-on before Monday 8 March (PC/Mac release date for CP 2.0) But you must keep an eye out on ESOUI for the updates which the respective developers of those two utilities must create and release, before using them after CP 2.0 goes "live".
Each of them enables the player to create a configuration (allocations of the CP), then name it and save it. To restore it, just select its name from a drop-down list and re-load it to replace the one which is currently in use.
Before you do anything else, save a configuration in which CP have NOT been allocated (name it "Empty"), which you can load to create a fresh allocation of the CP, then save the configuration with a different name.
Personally, I prefer Champion Point Respec. BUT the player must remember that a number of CP which results in a decimal fraction will be truncated. That is, if you allocate enough CP to make the benefit 10.99% it will be truncated by the game software to 10.0%.
So the most efficient method is to allocate CP to reach a value that has the smallest fraction. For example, allocate enough CP to make the benefit 12.01% -- which is truncated to 12.0 For some stars, the increment will always have a large fraction, like 22.33% and you cannot obtain a value that is smaller, so you just have to accept the loss of the 0.33%.
These truncations are built-in to the Champion Points Slots UI, but I find it more difficult to use and a bit confusing as to how to input the number of CP which I need to allocate to "jump" to the next whole (or almost whole) number.
Note that many stars do not have decimal fractions, and allocating CP increases an integer. For example, adding CP goes from 0 (zero) to 11, another CP increases it to 21, etc.
silvereyes wrote: »I'm not sure what would cause you to think that. Boosting numbers for marketing epeen is one thing. Analyzing the current player-base to assess the impact of the CP 2.0 changes is quite another.silvereyes wrote: »To anyone at CP 410 today, be advised that if your goal is to max out your vertical progression at CP 1800, similar to reaching CP 810 on live today, your goalpost just got over twice as far away.The majority of the player-base right now sits around CP 410.
However, for anyone who mainly plays PVE content, I would recommend setting CP 1200 as your goal, not CP 1800. That will get you most of what you need from CP to be as effective at your role as you can for as little XP as possible, and the amount of XP required to reach that mark is somewhat close to what CP 810 costs on live today (about 21m XP more, when starting from CP 410).
CP 1800 is nice to top off a little bit of crit or extra off-resources, some small mitigation and combat ability cost reduction (e.g. sprint, dodge roll, block). However, from a practical standpoint, the incremental combat gains from those extra CP probably aren't worth grinding over.
Personally, after CP 1200, the first things I would probably invest points into would be unlocking extra active abilities for situational swapping (e.g. AOE for trash vs direct damage for bosses), not passives. In other words, I'd switch to horizontal progression at CP 1200.
I suspect that the majority of players 'at CP 410' is probably based on the players who quit playing around CP 410, but are considered 'players' because ESO touts they sold 19 million copies.
Matt Firor and Rich Lambert have both stated in the past that a large component of the player-base is fairly casual and shows up to play through new story quests 1-3 times a year before logging off again. It makes complete sense to me that such players would make up the "majority of the player-base", and would have CP levels well below cap.