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 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.
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.
trackdemon5512 wrote: »
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.
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.
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.
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)
furiouslog 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 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.
amm7sb14_ESO wrote: »You still can do the same stuff you were doing before. I know I am.
furiouslog wrote: »amm7sb14_ESO wrote: »You still can do the same stuff you were doing before. I know I am.
Your mileage may vary.
Goregrinder wrote: »furiouslog 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 wrote: »Goregrinder 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.
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.
Goregrinder wrote: »furiouslog wrote: »Goregrinder 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.
Goregrinder 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.