I'm not sure what you constitute as getting "shafted", but I'd like to make several observations.Ishtarknows wrote: »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.
So they rework everything for the occasional tourist but the people who spend hours every week in the game get shafted hard?
I'm glad we have something official that acknowledges the disregard they have for their loyal player base.
The cap on gear has been at 160 forever, and we don’t foresee that changing anytime soon either.
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.
An 810 on CP1.0 will feel just as strong walking into 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.
CP 2.0 FAQ
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.
Oreyn_Bearclaw wrote: »This is not an encouraging thread. They have been trying to decrease the power gap between good players and bad players for years, and they fail to understand the simple concept that if you lower the ceiling to the floor, you are essentially collapsing the house. This method is never going to work. You need to start from the ground up, and CP is not the way to do it.
There are really several tiers to DPS progression, and almost none of it has a thing to do with CP. Sure more CP means more DPS, but that misses the issue.
In the beginning, its about a basic build gear setup, and learning the basics of how combat functions. 75% of the DPS in group finder are at this stage, and failing. They dont understand how damage scales, they dont understand global cooldowns or basic weaving, they dont even understand the difference between DOTs and spammables, let along the complexity of how buffs/debuffs. The only thing that is going to fix this is better tutorials.
Next you actually get into some sort of damage rotation. These people are trying to practice on dummies and are at the beginning of learning to DPS. This is where a skill gap (the ability to press buttons) comes into play. First they must master a light weave, then the must master a basic static rotation. This gap is not going to be closed by changes to the CP system. It is closed by practice on a target dummy, which some people will NEVER do. Combat is complex enough in this game that if you dont practice, you wont master it. Some people wont, so frankly, worrying about them in the power gap conversation is a waste of time.
If you want to focus on a power gap, the one to focus on is not become bottom tier and top tier, it should be between mid tier (those that are willing to put the time and effort into this game) and the top tier.
The two biggest things that separate these two again have nothing to do with CP. They come down to a dynamic vs static rotation, and then it comes down to APM. APM is always going to be a barrier, unless you increase the GCD, which frankly sounds like a bad idea. They could probably go a long way to reducing the difference between static and dynamic rotation by standardizing skill durations, but again, not a CP issue.
Rant aside, nothing they are doing here is going to shrink the power gap. Also, you cant say you plan to reduce DPS by X amount and that an 810 CP today will be as powerful as they are tomorrow, also while simultaneously moving the goal post. There is a gaping hole in that story.
Nchuleftingth wrote: »Reading the whole post it seems so out of touch with the actual problems that players are facing and experiencing in the game.
I don't mean to throw shade but the post reads like they don't understand the difference between what a skill gap is or the difference between the floor and the ceiling. Lowering the skill gap by lowering the skill ceiling arguably doesn't make anything better for the players at the bottom because you haven't increased the floor. The floor would be already higher on average if the game actually taught you about what a rotation is, or how to weave/the benefits of weaving (you literally have it in a level up tip that most people either don't see or just ignore) The same people will be able to clear the same content. The people in the middle will struggle to clear content that they previously weren't struggling with, or will no longer be able to clear said content, and the people at the floor will still be unable to clear that content. Literally every time ZOS wants to nerf DPS for example the only people it really hurts are the ones that are trying to improve their DPS, for example the progression style middle tier player, which should be the opposite of what they are trying to achieve. Every time it happens it bars more and more people from an already small and progressively getting smaller endgame community.
and we know the cap is now 3600 (i.e., there is no cap), so it should be(((x / (cap ^ 0.995)) + 0.085) * 400000) if x ≤ cap
(((x / (cap ^ 0.995)) + 0.085) * 400000 * 1.5) if x ] cap
but we also know the curve below 1800 is different, meaning that above formula presumably only applies for 1800-3600.(((x / (3600 ^ 0.995)) + 0.085) * 400000)
Oreyn_Bearclaw wrote: »This is not an encouraging thread. They have been trying to decrease the power gap between good players and bad players for years, and they fail to understand the simple concept that if you lower the ceiling to the floor, you are essentially collapsing the house. This method is never going to work. You need to start from the ground up, and CP is not the way to do it.
There are really several tiers to DPS progression, and almost none of it has a thing to do with CP. Sure more CP means more DPS, but that misses the issue.
In the beginning, its about a basic build gear setup, and learning the basics of how combat functions. 75% of the DPS in group finder are at this stage, and failing. They dont understand how damage scales, they dont understand global cooldowns or basic weaving, they dont even understand the difference between DOTs and spammables, let along the complexity of how buffs/debuffs. The only thing that is going to fix this is better tutorials.
Next you actually get into some sort of damage rotation. These people are trying to practice on dummies and are at the beginning of learning to DPS. This is where a skill gap (the ability to press buttons) comes into play. First they must master a light weave, then the must master a basic static rotation. This gap is not going to be closed by changes to the CP system. It is closed by practice on a target dummy, which some people will NEVER do. Combat is complex enough in this game that if you dont practice, you wont master it. Some people wont, so frankly, worrying about them in the power gap conversation is a waste of time.
If you want to focus on a power gap, the one to focus on is not become bottom tier and top tier, it should be between mid tier (those that are willing to put the time and effort into this game) and the top tier.
The two biggest things that separate these two again have nothing to do with CP. They come down to a dynamic vs static rotation, and then it comes down to APM. APM is always going to be a barrier, unless you increase the GCD, which frankly sounds like a bad idea. They could probably go a long way to reducing the difference between static and dynamic rotation by standardizing skill durations, but again, not a CP issue.
Rant aside, nothing they are doing here is going to shrink the power gap. Also, you cant say you plan to reduce DPS by X amount and that an 810 CP today will be as powerful as they are tomorrow, also while simultaneously moving the goal post. There is a gaping hole in that story.
Standarizing skill durations would be a huge help. DKs for example have a very poor static rotation due to the huge variety of durations on their skills. Nightblades suffer too due to being reliant on a burst damage window with all dots being up at the time. Compare that to Cros and Wardens which have static rotations that are almost as good as their dynamic varieties, at least on a dummy/static fight.
Broadening the availability/viability of group support buffs/debuffs/sets would also help the mid-tier. Currently the meta is rigid enough that a Warden and Templar healer are almost always a must as well as 2-3x Necros with one in EC, a Zen DK, a Sorc of some kind and then the rest are all the best dps class for the trial. By "must" I mean they're a must to achieve optimal group dps. If more people could turn up on their most comfortable/preferred class and still contribute to group dps through those buffs and sets then we'd see the middle tier group dps rise.
Oreyn_Bearclaw wrote: »...
Now I am not advocating for all skills to have the same duration. That would be boring. Skills like blastbones give a unique flavor to a rotation, which I like. But they could definitely attempt to standardize some of the longer skills, and attempt to keep them as multiples of one another. Just as an example. If you reduced some skills from 12 to 10, and increased others from the 16 to 20 range, you would see fare less drop off in the typical 2-line static 20 second rotation when you get into actual combat.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »This is not an encouraging thread. They have been trying to decrease the power gap between good players and bad players for years, and they fail to understand the simple concept that if you lower the ceiling to the floor, you are essentially collapsing the house. This method is never going to work. You need to start from the ground up, and CP is not the way to do it.
There are really several tiers to DPS progression, and almost none of it has a thing to do with CP. Sure more CP means more DPS, but that misses the issue.
In the beginning, its about a basic build gear setup, and learning the basics of how combat functions. 75% of the DPS in group finder are at this stage, and failing. They dont understand how damage scales, they dont understand global cooldowns or basic weaving, they dont even understand the difference between DOTs and spammables, let along the complexity of how buffs/debuffs. The only thing that is going to fix this is better tutorials.
Next you actually get into some sort of damage rotation. These people are trying to practice on dummies and are at the beginning of learning to DPS. This is where a skill gap (the ability to press buttons) comes into play. First they must master a light weave, then the must master a basic static rotation. This gap is not going to be closed by changes to the CP system. It is closed by practice on a target dummy, which some people will NEVER do. Combat is complex enough in this game that if you dont practice, you wont master it. Some people wont, so frankly, worrying about them in the power gap conversation is a waste of time.
If you want to focus on a power gap, the one to focus on is not become bottom tier and top tier, it should be between mid tier (those that are willing to put the time and effort into this game) and the top tier.
The two biggest things that separate these two again have nothing to do with CP. They come down to a dynamic vs static rotation, and then it comes down to APM. APM is always going to be a barrier, unless you increase the GCD, which frankly sounds like a bad idea. They could probably go a long way to reducing the difference between static and dynamic rotation by standardizing skill durations, but again, not a CP issue.
Rant aside, nothing they are doing here is going to shrink the power gap. Also, you cant say you plan to reduce DPS by X amount and that an 810 CP today will be as powerful as they are tomorrow, also while simultaneously moving the goal post. There is a gaping hole in that story.
Standarizing skill durations would be a huge help. DKs for example have a very poor static rotation due to the huge variety of durations on their skills. Nightblades suffer too due to being reliant on a burst damage window with all dots being up at the time. Compare that to Cros and Wardens which have static rotations that are almost as good as their dynamic varieties, at least on a dummy/static fight.
Broadening the availability/viability of group support buffs/debuffs/sets would also help the mid-tier. Currently the meta is rigid enough that a Warden and Templar healer are almost always a must as well as 2-3x Necros with one in EC, a Zen DK, a Sorc of some kind and then the rest are all the best dps class for the trial. By "must" I mean they're a must to achieve optimal group dps. If more people could turn up on their most comfortable/preferred class and still contribute to group dps through those buffs and sets then we'd see the middle tier group dps rise.
Yep. If they really want to close the gap between mid and top tier DPS, the first place to start is with skill duration. Even on something like necro that you can play statically, you have skills at 3, 10, 12, and 16 seconds. You can absolutely make a static rotation work on a dummy for about the same net DPS result, but it will fall apart faster in actual content vs a well played dynamic rotation. Going from a static to a dynamic rotation is the biggest leap you have to make as a DPS, if monster numbers in actual content are your goal.
Now I am not advocating for all skills to have the same duration. That would be boring. Skills like blastbones give a unique flavor to a rotation, which I like. But they could definitely attempt to standardize some of the longer skills, and attempt to keep them as multiples of one another. Just as an example. If you reduced some skills from 12 to 10, and increased others from the 16 to 20 range, you would see fare less drop off in the typical 2-line static 20 second rotation when you get into actual combat.
VaranisArano wrote: »Right now, my Silencer can log into Belkarth, do her writs, repair her armor, sell off junk to vendors, pick a few pockets, murder a few folks, fence the loot, and then head out for her morning farming loop for materials and chests without ever having to slot or unslot anything. That's fluid gameplay. I didn't ever have to stop and think about my CP. I just played the game!
Too bad they didn't scaled our xp and cp 1.0 ranks to 2.0
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »This is not an encouraging thread. They have been trying to decrease the power gap between good players and bad players for years, and they fail to understand the simple concept that if you lower the ceiling to the floor, you are essentially collapsing the house. This method is never going to work. You need to start from the ground up, and CP is not the way to do it.
There are really several tiers to DPS progression, and almost none of it has a thing to do with CP. Sure more CP means more DPS, but that misses the issue.
In the beginning, its about a basic build gear setup, and learning the basics of how combat functions. 75% of the DPS in group finder are at this stage, and failing. They dont understand how damage scales, they dont understand global cooldowns or basic weaving, they dont even understand the difference between DOTs and spammables, let along the complexity of how buffs/debuffs. The only thing that is going to fix this is better tutorials.
Next you actually get into some sort of damage rotation. These people are trying to practice on dummies and are at the beginning of learning to DPS. This is where a skill gap (the ability to press buttons) comes into play. First they must master a light weave, then the must master a basic static rotation. This gap is not going to be closed by changes to the CP system. It is closed by practice on a target dummy, which some people will NEVER do. Combat is complex enough in this game that if you dont practice, you wont master it. Some people wont, so frankly, worrying about them in the power gap conversation is a waste of time.
If you want to focus on a power gap, the one to focus on is not become bottom tier and top tier, it should be between mid tier (those that are willing to put the time and effort into this game) and the top tier.
The two biggest things that separate these two again have nothing to do with CP. They come down to a dynamic vs static rotation, and then it comes down to APM. APM is always going to be a barrier, unless you increase the GCD, which frankly sounds like a bad idea. They could probably go a long way to reducing the difference between static and dynamic rotation by standardizing skill durations, but again, not a CP issue.
Rant aside, nothing they are doing here is going to shrink the power gap. Also, you cant say you plan to reduce DPS by X amount and that an 810 CP today will be as powerful as they are tomorrow, also while simultaneously moving the goal post. There is a gaping hole in that story.
Standarizing skill durations would be a huge help. DKs for example have a very poor static rotation due to the huge variety of durations on their skills. Nightblades suffer too due to being reliant on a burst damage window with all dots being up at the time. Compare that to Cros and Wardens which have static rotations that are almost as good as their dynamic varieties, at least on a dummy/static fight.
Broadening the availability/viability of group support buffs/debuffs/sets would also help the mid-tier. Currently the meta is rigid enough that a Warden and Templar healer are almost always a must as well as 2-3x Necros with one in EC, a Zen DK, a Sorc of some kind and then the rest are all the best dps class for the trial. By "must" I mean they're a must to achieve optimal group dps. If more people could turn up on their most comfortable/preferred class and still contribute to group dps through those buffs and sets then we'd see the middle tier group dps rise.
Yep. If they really want to close the gap between mid and top tier DPS, the first place to start is with skill duration. Even on something like necro that you can play statically, you have skills at 3, 10, 12, and 16 seconds. You can absolutely make a static rotation work on a dummy for about the same net DPS result, but it will fall apart faster in actual content vs a well played dynamic rotation. Going from a static to a dynamic rotation is the biggest leap you have to make as a DPS, if monster numbers in actual content are your goal.
Now I am not advocating for all skills to have the same duration. That would be boring. Skills like blastbones give a unique flavor to a rotation, which I like. But they could definitely attempt to standardize some of the longer skills, and attempt to keep them as multiples of one another. Just as an example. If you reduced some skills from 12 to 10, and increased others from the 16 to 20 range, you would see fare less drop off in the typical 2-line static 20 second rotation when you get into actual combat.
Why the hell they want to close the gap between mid and top tier DPS? what is the point of this? Who will be happy? I never saw someone looking to a high end player and say "burn the monster!". So for whom they are trying to close the gap? Then what is the point of playing the damn game?
so basically they sharpened the branch players were using into a spear, but left players not knowing how to swing. All while players that had swords and knew to swing them, got their swords dulled