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Update 47 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/680228

If I promise to buy more crowns, will you fix CP gain?

p00tx
p00tx
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I'd like to actually play the content I was able to play last week instead of grinding CP. It's boring and feels like a job, which is antithesis to the whole idea of gaming. Great CP changes, but poorly implemented.
PC/Xbox NA
Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • barney2525
    barney2525
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    What content can you Not play?

    :#
  • WiseSky
    WiseSky
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    barney2525 wrote: »
    What content can you Not play?

    :#

    Dragonsands ;)
  • p00tx
    p00tx
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    Hardmode 12 man content.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • wakeyjimb16_ESO
    wakeyjimb16_ESO
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    Pretty sure you can still play it.
  • mobicera
    mobicera
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    @p00tx
    What cp are you currently?
    What cp has pc went to for hm progression trials?
    1200?
    1400?
    Full 1700?
    I know most of the team I run with is under 1400 cp and I'm honestly curious about what cp requirements one can expect for this patch.
    We only have a few vsshm and vkahm clears and were kinda in a clean up stage I'm just afraid of a regression or a hold while people grind.

    If 1200 though I'm sure most I run with are going to be just fine, but if 1700 while that's almost 500 cp to grind.
  • tmbrinks
    tmbrinks
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    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.
    The Unshattered - Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - Moth Trusted - The Just - 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
    68,770 achievement points
  • furiouslog
    furiouslog
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    I'd say as a DPS you'd "need" about 1500 to max out your direct benefits, but like @tmbrinks said, if you could clear stuff before a lot of people will still be able to clear the same stuff probably if you are at about 1200. If not, there might be some grind. One of my vMOL prog team players withdrew because he was just over 810 and wants to grind more CP before he resumes. He was dying a lot and his DPS took a hit, so he was getting frustrated.
  • trackdemon5512
    trackdemon5512
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    furiouslog wrote: »
    I'd say as a DPS you'd "need" about 1500 to max out your direct benefits, but like @tmbrinks said, if you could clear stuff before a lot of people will still be able to clear the same stuff probably if you are at about 1200. If not, there might be some grind. One of my vMOL prog team players withdrew because he was just over 810 and wants to grind more CP before he resumes. He was dying a lot and his DPS took a hit, so he was getting frustrated.

    @furiouslog

    I would say that's definitely more of an issue with the player, their gear, combat ability, and awareness of mechanics. There is no reason whatsoever a CP 810 would be unable to complete vMOL with a good group. Not in a carry mind you, just overall. I can't tell how many times I've run vMOL but it def gets to a point where a DPS knows where to stand to take basically no damage, knows the order of the enemies to hit, and most importantly recognizes the mechanics. Your CP 810 friend needs to go back and not grind but look at what they're doing wrong because increasing CP won't help.

    Thieves Guild came out back in 2016 when the CP ceiling was significantly lower (CP400 to 500 was max) and the possible damage output was also much much lower. Even with all the changes a knowledgable CP 600 should be able to complete vMOL without extreme difficulty.

    *P.S.

    Here's a fun vintage forum post from TG release https://forums.elderscrollsonline.com/en/discussion/242698/cp-cap-with-the-thieves-guild-dlc where CP cap wasn't being adjusted and players were upset about it taking 15 years to get to 3600.
  • furiouslog
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    @trackdemon5512

    Yeah, I hear that. I knew a guy who had 500-something CP and he put my DPS to shame as an 810 player. I know there is a range of performance once you control for CP. But: having additional skills makes your experience more forgiving, for lack of a better term. If they felt good about it one day and struggled after the changes, one perspective is that they were not that great to begin with and deserve to be ousted. Another perspective is that they could handle the content with one configuration and now that they've been nerfed, they can't, which seems unfair.

    None of the guys on the team were getting carried. We'd cleared vMOL a few times already. We were ramping up for the achievements, and performance on the earlier boss and trash fights appeared to suffer. My personal DPS actually went up. Other people who were super high came down. Some of the lower CP players got nerfed quite a bunch and had some survivability issues, but they could be struggling with build adaptation. It had an impact on some players who felt bad enough about it that they are opting out until they grind the XP to where they are comfortable again. Not all players, but definitely some. Telling them that they didn't deserve to be there in the first place seems harsh when they provided a significant team contribution before the patch.
  • trackdemon5512
    trackdemon5512
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    furiouslog wrote: »
    @trackdemon5512

    Yeah, I hear that. I knew a guy who had 500-something CP and he put my DPS to shame as an 810 player. I know there is a range of performance once you control for CP. But: having additional skills makes your experience more forgiving, for lack of a better term. If they felt good about it one day and struggled after the changes, one perspective is that they were not that great to begin with and deserve to be ousted. Another perspective is that they could handle the content with one configuration and now that they've been nerfed, they can't, which seems unfair.

    None of the guys on the team were getting carried. We'd cleared vMOL a few times already. We were ramping up for the achievements, and performance on the earlier boss and trash fights appeared to suffer. My personal DPS actually went up. Other people who were super high came down. Some of the lower CP players got nerfed quite a bunch and had some survivability issues, but they could be struggling with build adaptation. It had an impact on some players who felt bad enough about it that they are opting out until they grind the XP to where they are comfortable again. Not all players, but definitely some. Telling them that they didn't deserve to be there in the first place seems harsh when they provided a significant team contribution before the patch.

    That’s one of the more annoying conversations to have. “You’re good kid but aren’t good enough.” Maybe the previous patches had them a bit OP or carried in such a way that it was hidden. But that’s also when you have to drop them back to the backup roster until they step up.

    I’ve seen tanks on VCR runs that are great, those that are learning and improving, and those in a progression that hit a wall and just can’t get past it. Those individuals need that harsh reality check at times because otherwise you’ll *** off the group and they’ll start quitting.

    Put them on the backup, push on. Maybe the group clears without them, maybe with them. But the good thing is afterwards to go back and make sure they eventually get the clear. If the group can cover missed mechs for them, teach them, and ensure their body isn’t left in a dead heap at all times they also get the confidence of the clear and more importantly the experience of how to go forward.
  • Vlad9425
    Vlad9425
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    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    I honestly can’t even imagine going for godslayer and similar titles with the current CP system and of course there’s going to be groups who do manage it but I feel achievements like this are just going to be out of reach for way too many people now. I already know some players who have quit because they don’t want to grind CP this late into the game’s lifecycle.
  • furiouslog
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    That’s one of the more annoying conversations to have. “You’re good kid but aren’t good enough.” Maybe the previous patches had them a bit OP or carried in such a way that it was hidden. But that’s also when you have to drop them back to the backup roster until they step up.

    I’ve seen tanks on VCR runs that are great, those that are learning and improving, and those in a progression that hit a wall and just can’t get past it. Those individuals need that harsh reality check at times because otherwise you’ll *** off the group and they’ll start quitting.

    Put them on the backup, push on. Maybe the group clears without them, maybe with them. But the good thing is afterwards to go back and make sure they eventually get the clear. If the group can cover missed mechs for them, teach them, and ensure their body isn’t left in a dead heap at all times they also get the confidence of the clear and more importantly the experience of how to go forward.

    I'm down with the whole bootstraps thing, I just wish they didn't do it the way they did when it would have been easy and much less harmful to go a different route. That is what I am railing against. No one should be forced to grind to get back to where they were when they spent the time to earn those capabilities, regardless of their actual talent. The talent is a constant measured at a specific point in time. What changed is the attribution of buffs. Hearing "oh, well, you were never actually that good to start with, go get better" would be amazingly frustrating.

    The person in question I talked to last night after our run didn't need to even hear that. He voluntarily stepped down because he didn't want to drag the team down, which kind of makes me feel worse, in a way. He was fine, and then he was struggling. He knows the mechanics, where stuff spawns, etc. He hit a point of being discouraged.

    We'll keep clearing the other achievements and working on the HM stuff. I just wish he was coming along because he'd already put in the work and gotten his skin, and we were moving to the next level in there. Now he's going to have to wait for another opportunity to come around, which means going to another guild, probably, or to get carried once the rest of us master it. Not fun.
  • mobicera
    mobicera
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    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    So with what you have seen if people have about 1200 cp would you say they're going to be good to continue on with hm vdlc progression?
    I mean personally I'm at about 1770 and hear tanks are pretty op at 1200 and since I main tank I'm not overly worried about myself but I know some of the dps and healers are around the 1100-1300 area in the group I have been running with.
  • JustACasualTemplar
    JustACasualTemplar
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    :'( Crying in CP4xx :'(
  • tmbrinks
    tmbrinks
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    mobicera wrote: »
    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    So with what you have seen if people have about 1200 cp would you say they're going to be good to continue on with hm vdlc progression?
    I mean personally I'm at about 1770 and hear tanks are pretty op at 1200 and since I main tank I'm not overly worried about myself but I know some of the dps and healers are around the 1100-1300 area in the group I have been running with.

    Player skill is significantly more important in this patch than it has been previously. Any player above 1170 CP is going to definitely be able to continue on with their vDLC HM progression, none of that has been put out of reach. (I'd argue just being able to clear those is still achievable with less CP, but your margin for error has been reduced some). If you are going for trifecta titles (HM, no-death, speed) you would probably want to be above that 1170 point.

    It's around 1170 where you get most of your power as a dps (Yes, there's some additional mitigation and specialty stats you can get above this), and with 1170 being almost the same XP as it took to get to 810 previously, I think things are going to be okay.

    Yes, for some players in the 810-1170 range when the change happened, there is going to be a catch-up period to get back to that 1170 level. Thankfully, for them, the levels will come about 3 times as quick as they previously would (so it's like they need to gain about 120 CP on the old system) and we do have 2 double XP events coming up as well with Jester's and Anniversary.

    No change between systems is perfect, there's always going to be an adjustment period. I know people are lamenting the loss of DPS, but some of that is due to the changes in CP period, to make DPS less reliant on it in general, and not as much due to players losing it due to the loss of "not being at cap" anymore. Again, players in the 810-1170 range are going to be the ones who feel it the most. Players below 810 most likely got a boost to their DPS with the additional stats we received. Players above 1170 saw a DPS loss, but due to the CP changes themselves "to lower the delta" to use ZoS' words (which is what the system intended)
    Edited by tmbrinks on March 16, 2021 3:06PM
    The Unshattered - Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - Moth Trusted - The Just - 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
    68,770 achievement points
  • agegarton
    agegarton
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    I agree with the OP.

    I like the new CP system overall, but it isn’t perfect by any means. I can’t understand the logic of removing the cap for CPs. There are too many slotted CP skills versus passives, too, meaning that it’s never going to be possible to run the kind of “jack of all trades” builds that we had previously - I find that particularly frustrating.

    “Nice idea, poorly implemented” should be translated into Latin and used on ZoS headed paper as the company motto.
  • furiouslog
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    tmbrinks wrote: »
    mobicera wrote: »
    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    So with what you have seen if people have about 1200 cp would you say they're going to be good to continue on with hm vdlc progression?
    I mean personally I'm at about 1770 and hear tanks are pretty op at 1200 and since I main tank I'm not overly worried about myself but I know some of the dps and healers are around the 1100-1300 area in the group I have been running with.

    Player skill is significantly more important in this patch than it has been previously. Any player above 1170 CP is going to definitely be able to continue on with their vDLC HM progression, none of that has been put out of reach. (I'd argue just being able to clear those is still achievable with less CP, but your margin for error has been reduced some). If you are going for trifecta titles (HM, no-death, speed) you would probably want to be above that 1170 point.

    It's around 1170 where you get most of your power as a dps (Yes, there's some additional mitigation and specialty stats you can get above this), and with 1170 being almost the same XP as it took to get to 810 previously, I think things are going to be okay.

    Yes, for some players in the 810-1170 range when the change happened, there is going to be a catch-up period to get back to that 1170 level. Thankfully, for them, the levels will come about 3 times as quick as they previously would (so it's like they need to gain about 120 CP on the old system) and we do have 2 double XP events coming up as well with Jester's and Anniversary.

    No change between systems is perfect, there's always going to be an adjustment period. I know people are lamenting the loss of DPS, but some of that is due to the changes in CP period, to make DPS less reliant on it in general, and not as much due to players losing it due to the loss of "not being at cap" anymore. Again, players in the 810-1170 range are going to be the ones who feel it the most. Players below 810 most likely got a boost to their DPS with the additional stats we received. Players above 1170 saw a DPS loss, but due to the CP changes themselves "to lower the delta" to use ZoS' words (which is what the system intended)

    It could have been closer to perfect if they did it the right way. See this for details:

    https://forums.elderscrollsonline.com/en/discussion/565312/why-some-of-us-are-upset-about-cp-2-0/p1

    Making people grind more to get where they were is not a fair solution to closing the gaps, and gap closure is just a function of time anyway, everything else being equal. So why make these people work more? I don't get it.
  • Goregrinder
    Goregrinder
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    furiouslog wrote: »
    tmbrinks wrote: »
    mobicera wrote: »
    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    So with what you have seen if people have about 1200 cp would you say they're going to be good to continue on with hm vdlc progression?
    I mean personally I'm at about 1770 and hear tanks are pretty op at 1200 and since I main tank I'm not overly worried about myself but I know some of the dps and healers are around the 1100-1300 area in the group I have been running with.

    Player skill is significantly more important in this patch than it has been previously. Any player above 1170 CP is going to definitely be able to continue on with their vDLC HM progression, none of that has been put out of reach. (I'd argue just being able to clear those is still achievable with less CP, but your margin for error has been reduced some). If you are going for trifecta titles (HM, no-death, speed) you would probably want to be above that 1170 point.

    It's around 1170 where you get most of your power as a dps (Yes, there's some additional mitigation and specialty stats you can get above this), and with 1170 being almost the same XP as it took to get to 810 previously, I think things are going to be okay.

    Yes, for some players in the 810-1170 range when the change happened, there is going to be a catch-up period to get back to that 1170 level. Thankfully, for them, the levels will come about 3 times as quick as they previously would (so it's like they need to gain about 120 CP on the old system) and we do have 2 double XP events coming up as well with Jester's and Anniversary.

    No change between systems is perfect, there's always going to be an adjustment period. I know people are lamenting the loss of DPS, but some of that is due to the changes in CP period, to make DPS less reliant on it in general, and not as much due to players losing it due to the loss of "not being at cap" anymore. Again, players in the 810-1170 range are going to be the ones who feel it the most. Players below 810 most likely got a boost to their DPS with the additional stats we received. Players above 1170 saw a DPS loss, but due to the CP changes themselves "to lower the delta" to use ZoS' words (which is what the system intended)

    It could have been closer to perfect if they did it the right way. See this for details:

    https://forums.elderscrollsonline.com/en/discussion/565312/why-some-of-us-are-upset-about-cp-2-0/p1

    Making people grind more to get where they were is not a fair solution to closing the gaps, and gap closure is just a function of time anyway, everything else being equal. So why make these people work more? I don't get it.

    Power creep is bad in any MMORPG if left unchecked. ZOS decided it was time to address it. Basically how powerful players were at 810 should be about how powerful players will be at 3600 now. They added more increments between the lowest CP and highest CP compared to before, and brought the ceiling for power level down a little bit. I mean what did people expect? Players were already gods among men at 810, they weren't going to just keep letting players become even more immortal as new gear and abilities get added to the game....

    Power Creep balance is a pretty standard thing in MMORPGs, always has been.
  • furiouslog
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    Power creep is bad in any MMORPG if left unchecked. ZOS decided it was time to address it. Basically how powerful players were at 810 should be about how powerful players will be at 3600 now. They added more increments between the lowest CP and highest CP compared to before, and brought the ceiling for power level down a little bit. I mean what did people expect? Players were already gods among men at 810, they weren't going to just keep letting players become even more immortal as new gear and abilities get added to the game....

    Power Creep balance is a pretty standard thing in MMORPGs, always has been.

    I don't care about what other MMOs do, I care about what was done in U29, and how it affects me and my friends today as a practical matter, which I articulated with some fairly comprehensive math.

    Also, it's obvious that 3600 is not the new 810. With respect, I think you're missing a lot of information and context in your assessment of the situation.
  • amm7sb14_ESO
    amm7sb14_ESO
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    You still can do the same stuff you were doing before. I know I am.
  • p00tx
    p00tx
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    I was in the process of getting to 810 after transferring to pc from xbox, so I was at roughly 600 or so cp when the patch hit. I was able to easily do most content in the game (GH, IR, etc) even being less than max, mostly because I'm really comfortable and familiar with mechanics. I've managed to grind to just over 900 since the patch, and last night we did a simple vcr2 farm for daggers. It just felt yuck. As the group's resident debuff healer, I'm used to adding damage to the group while keeping strong heals down. The new system forces one or the other. I had to either spec into heals, or into dmg, but could not spec into both. It felt weak and tepid. My overall mitigation felt fine, mostly because I know how to stay out of stupid, but when fire mechanic happened, I could definitely feel how squishy I actually was. We're supposed to head into Dawnbringer in the coming weeks, but instead of doing that right after we completed our last progression, we're grinding cp so we can withstand the mechanics. I don't mean a casual, leisurely grind. I mean grinding to the tune of roughly 1500 cp so I can survive while adequately healing the group. That's ridiculous.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • furiouslog
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    You still can do the same stuff you were doing before. I know I am.

    Your mileage may vary.
  • SilverBride
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    I love the new CP system. It makes way more sense to me and is much easier to decide what I want to put points into. I am just under 800 CP and have not noticed any decline in my performance.
    PCNA
  • amm7sb14_ESO
    amm7sb14_ESO
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    furiouslog wrote: »
    You still can do the same stuff you were doing before. I know I am.

    Your mileage may vary.

    I've seen your follow up posts in your thread. You're complaining about still being in the 70k - 80k DPS range.

    Literally 0 content has been taken away from you.
  • waterfairy
    waterfairy
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    furiouslog wrote: »
    tmbrinks wrote: »
    mobicera wrote: »
    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    So with what you have seen if people have about 1200 cp would you say they're going to be good to continue on with hm vdlc progression?
    I mean personally I'm at about 1770 and hear tanks are pretty op at 1200 and since I main tank I'm not overly worried about myself but I know some of the dps and healers are around the 1100-1300 area in the group I have been running with.

    Player skill is significantly more important in this patch than it has been previously. Any player above 1170 CP is going to definitely be able to continue on with their vDLC HM progression, none of that has been put out of reach. (I'd argue just being able to clear those is still achievable with less CP, but your margin for error has been reduced some). If you are going for trifecta titles (HM, no-death, speed) you would probably want to be above that 1170 point.

    It's around 1170 where you get most of your power as a dps (Yes, there's some additional mitigation and specialty stats you can get above this), and with 1170 being almost the same XP as it took to get to 810 previously, I think things are going to be okay.

    Yes, for some players in the 810-1170 range when the change happened, there is going to be a catch-up period to get back to that 1170 level. Thankfully, for them, the levels will come about 3 times as quick as they previously would (so it's like they need to gain about 120 CP on the old system) and we do have 2 double XP events coming up as well with Jester's and Anniversary.

    No change between systems is perfect, there's always going to be an adjustment period. I know people are lamenting the loss of DPS, but some of that is due to the changes in CP period, to make DPS less reliant on it in general, and not as much due to players losing it due to the loss of "not being at cap" anymore. Again, players in the 810-1170 range are going to be the ones who feel it the most. Players below 810 most likely got a boost to their DPS with the additional stats we received. Players above 1170 saw a DPS loss, but due to the CP changes themselves "to lower the delta" to use ZoS' words (which is what the system intended)

    It could have been closer to perfect if they did it the right way. See this for details:

    https://forums.elderscrollsonline.com/en/discussion/565312/why-some-of-us-are-upset-about-cp-2-0/p1

    Making people grind more to get where they were is not a fair solution to closing the gaps, and gap closure is just a function of time anyway, everything else being equal. So why make these people work more? I don't get it.

    Power creep is bad in any MMORPG if left unchecked. ZOS decided it was time to address it. Basically how powerful players were at 810 should be about how powerful players will be at 3600 now. They added more increments between the lowest CP and highest CP compared to before, and brought the ceiling for power level down a little bit. I mean what did people expect? Players were already gods among men at 810, they weren't going to just keep letting players become even more immortal as new gear and abilities get added to the game....

    Power Creep balance is a pretty standard thing in MMORPGs, always has been.

    I understand the need to check power in pvp where fairness is a must but in pve it should be the sky's the limit if you're willing to put in the work and time to get to god mode...the monsters won't complain here and your team will be happy to have a god amongst mortals. The 2 main base goals in game are get more power and get more gold/stuff
  • Goregrinder
    Goregrinder
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    furiouslog wrote: »

    Power creep is bad in any MMORPG if left unchecked. ZOS decided it was time to address it. Basically how powerful players were at 810 should be about how powerful players will be at 3600 now. They added more increments between the lowest CP and highest CP compared to before, and brought the ceiling for power level down a little bit. I mean what did people expect? Players were already gods among men at 810, they weren't going to just keep letting players become even more immortal as new gear and abilities get added to the game....

    Power Creep balance is a pretty standard thing in MMORPGs, always has been.

    I don't care about what other MMOs do, I care about what was done in U29, and how it affects me and my friends today as a practical matter, which I articulated with some fairly comprehensive math.

    Also, it's obvious that 3600 is not the new 810. With respect, I think you're missing a lot of information and context in your assessment of the situation.

    No I'm not missing anything. You're just over-analyzing something that is pretty straight forward. Power Creep = Bad. ZOS Addressing Power creep after 7 years = Good. That's really what it comes down to.

    improvise, adapt, survive. Or perish, your call.
  • furiouslog
    furiouslog
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    I can also provide ZOS with consumer feedback. I can also walk away and play something else. There are many options.
  • RedMuse
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    tmbrinks wrote: »
    My group cleared vSS this weekend with speed strats on all bosses, working towards Godslayer. While playing around with food and CP allocation.

    Group is between 1100-2000 CP. Me, a healer at 2k, and our MT at about 1800. Almost everybody else is between 1100-1400 CP.

    So, anybody saying that you need 1800 CP to do end-game content is incorrect.

    Video or it didn't happen.
  • RedMuse
    RedMuse
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    furiouslog wrote: »

    Power creep is bad in any MMORPG if left unchecked. ZOS decided it was time to address it. Basically how powerful players were at 810 should be about how powerful players will be at 3600 now. They added more increments between the lowest CP and highest CP compared to before, and brought the ceiling for power level down a little bit. I mean what did people expect? Players were already gods among men at 810, they weren't going to just keep letting players become even more immortal as new gear and abilities get added to the game....

    Power Creep balance is a pretty standard thing in MMORPGs, always has been.

    I don't care about what other MMOs do, I care about what was done in U29, and how it affects me and my friends today as a practical matter, which I articulated with some fairly comprehensive math.

    Also, it's obvious that 3600 is not the new 810. With respect, I think you're missing a lot of information and context in your assessment of the situation.

    No I'm not missing anything. You're just over-analyzing something that is pretty straight forward. Power Creep = Bad. ZOS Addressing Power creep after 7 years = Good. That's really what it comes down to.

    improvise, adapt, survive. Or perish, your call.

    No, power creep =/= bad. Nerfing players = bad and leads to a lot of players quitting. Any MMO knows that, but apparently not ZOS.
  • Marto
    Marto
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    RedMuse wrote: »
    furiouslog wrote: »

    I don't care about what other MMOs do, I care about what was done in U29, and how it affects me and my friends today as a practical matter, which I articulated with some fairly comprehensive math.

    Also, it's obvious that 3600 is not the new 810. With respect, I think you're missing a lot of information and context in your assessment of the situation.

    No I'm not missing anything. You're just over-analyzing something that is pretty straight forward. Power Creep = Bad. ZOS Addressing Power creep after 7 years = Good. That's really what it comes down to.

    improvise, adapt, survive. Or perish, your call.

    No, power creep =/= bad. Nerfing players = bad and leads to a lot of players quitting. Any MMO knows that, but apparently not ZOS.

    And this is why looking at other MMOs and how they fix issues is a good idea.

    We know that "Power creep =/= bad. Nerfing players = bad" is a dangerous design philosophy that causes a lot of problems long term, making games more unbalanced, unfair, and less fun.

    And how do we know that? Because it's been attempted before. Because the same mistakes have been done 5, 10, 20 years ago. Game designers know that power creep is an issue, because they study games that have had such issues. It's an issue older than videogames themselves, as it's a very common in collectible card games.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
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