TX12001rwb17_ESO wrote: »PTS is still offline.
VaranisArano wrote: »The CP 2.0 FAQ said the goal was to take 15-20% away, and ZOS said they didn't quite make that and were going to looks for other ways to reach that goal, if that helps contextualize what to expect from ZOS.
spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
15 to 20 % damage nerf...any nerf to the top end will affect the bottom as well. The bottom feeders will never see the light of day while the upper crust will always be catered to. The 1% will adapt and survive. The devs could just raise the floor to pre HorrorWind damage and shields. That would be a start and let the lower end have a voice /input on buffs or nerfs. We, the casual player, will never have anything consistent because of continuous nerfs. By the time I get an item, it’s already nerfed due to someone crying in PVP. Keep PvP and PVE separated finally. You might have less complaints.
spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
I personally have only seen one godslayer on NA ps4. So that basically means 12 people have it total. I asked and first clear was 29:09, latest was 28:46 iirc. If they browse the forums maybe they can correct me.
Everest_Lionheart wrote: »Can we please keep the power in the high end experience and maybe focus a little bit on performance?
Greasytengu wrote: »A lot potential to be the most universally unliked update in the game's history.
If they're "taking some of the power out of the high end experience" they're taking even more out of the rest. Not just because of the CP changes, but because of the changes to proc set scaling.
I wonder what was wrong with the approach they used with CP 1.0? In CP 1.0, they front loaded the benefits of investment and more investment had diminishing returns. It'd equalize players while still making the progression feel meaningful to the number chasers who want the last inch out of everything. Everyone else would still have most of the power at lower CP. Why wouldn't that work here?Greasytengu wrote: »A lot potential to be the most universally unliked update in the game's history.
Yeah, even I'm on that list right now because of how much this patch is going to negatively impact solo storytellers like myself. Usually game mechanics changes aren't that impactful for me. The CP changes are a mix of good and bad that I can deal with. Taking at least a third of the power out of many of the sets I use to help define my characters? As someone who follows the roleplayer's meta I can't just swap out sets like yesterday's fashion. So I'm just gonna have gimped characters and no way to make up for that lost power.
Greasytengu wrote: »Next update looks like it has a lot of potential.
A lot potential to be the most universally unliked update in the game's history.
who asked for these changes?
redspecter23 wrote: »Greasytengu wrote: »Next update looks like it has a lot of potential.
A lot potential to be the most universally unliked update in the game's history.
who asked for these changes?
"In response to the feedback that there is still too much vertical progression in the Champion Point system, we have further reduced the maximum number of stages for passive stars (non-slotted) available."
Quoted from the PTS patch notes so the answer to your question about who asked for it is apparently the players. That's funny because I haven't talked to a single person that asked for this, let alone a large enough amount of players to justify a sweeping nerf. I've heard players ask for a lot of things. This is not one of them.
redspecter23 wrote: »Greasytengu wrote: »Next update looks like it has a lot of potential.
A lot potential to be the most universally unliked update in the game's history.
who asked for these changes?
"In response to the feedback that there is still too much vertical progression in the Champion Point system, we have further reduced the maximum number of stages for passive stars (non-slotted) available."
Quoted from the PTS patch notes so the answer to your question about who asked for it is apparently the players. That's funny because I haven't talked to a single person that asked for this, let alone a large enough amount of players to justify a sweeping nerf. I've heard players ask for a lot of things. This is not one of them.
PVP players who remained 800-1000 cp? I recall some threads about some players being at the top of their game but now finding themselves unable to compete, since the content they play don't allow as rapid progression compared to pve grinds, which puts the number of points required out of their reach.
I’d love to know the logic behind this decision because bad players will still continue to get destroyed by good players but all you’re going to do is *** off the end game community even more to the point where people start quitting this game.
From the pts patch notes it seems like damage and mitigation are being nerfed only a bit, if at all. So it is not all doom and gloom. We are probably going to be a lot stronger, thanks to our new p2w mythic.
From previous patch:
This PTS cycle:
Was fun being at 47k while it lasted.
spartaxoxo wrote: »How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
Suna_Ye_Sunnabe wrote: »From the pts patch notes it seems like damage and mitigation are being nerfed only a bit, if at all. So it is not all doom and gloom. We are probably going to be a lot stronger, thanks to our new p2w mythic.
From previous patch:
This PTS cycle:
I despise mythic items, and that piece will only make people feel artificially strong while dummy parsing. In actual content I feel like it will have very limited usefulness.
Suna_Ye_Sunnabe wrote: »15 to 20 % damage nerf...any nerf to the top end will affect the bottom as well. The bottom feeders will never see the light of day while the upper crust will always be catered to. The 1% will adapt and survive. The devs could just raise the floor to pre HorrorWind damage and shields. That would be a start and let the lower end have a voice /input on buffs or nerfs. We, the casual player, will never have anything consistent because of continuous nerfs. By the time I get an item, it’s already nerfed due to someone crying in PVP. Keep PvP and PVE separated finally. You might have less complaints.
Agreed. I run a progression trials team, with mid-high end damage, and I these nerfs are killing us. Progressions that were within reach before are being literally wrenched away from us, for what?? Because one or two teams finished Gryphon Heart by skipping portal mechanics?? If a team is that good and have worked that hard, they should be REWARDED, not PUNISHED. And the rest of the entire community is also PUNISHED. The low cp students I teach become discouraged and leave, the teams fall apart, and the 1% continue their amazing feats. I am sick of it.
Suna_Ye_Sunnabe wrote: »From the pts patch notes it seems like damage and mitigation are being nerfed only a bit, if at all. So it is not all doom and gloom. We are probably going to be a lot stronger, thanks to our new p2w mythic.
From previous patch:
This PTS cycle:
I despise mythic items, and that piece will only make people feel artificially strong while dummy parsing. In actual content I feel like it will have very limited usefulness.
Na, this will be on every dps in trials in it’s current form. Gain a stack every second from direct damage? So you will basically be fully stacked after 10 seconds. You only lose 1 stack when you take direct damage. How many direct damage hits does one take in a trial? If youre dps, not many and still survive. And even if you do, you lose only 1 stack, which you will immediately gain back with every light attack. This is op. 1190 crit chance and 20% crit damage at full stacks? Ya, op.
In fact, you can probably drop the 10% crit damage node and add one of the new ones like master at arms-probably would do that anyway without the legs, but now you basically keep the crit (double what node was giving) and add master at arms. I’d be surprised if this isn’t nerfed. Hope not tho