From the sounds of it, there were some players that had some complaints about it. Namely how they felt like they'd need to grind for a really long time in order to get to a more competitive level. Which Iwill have to agree with, it's rather staggering seeing that I need to get around 800 more CP in order to feel like I have a good chance of doing things.
Kalik_Gold wrote: »People failed to realize you were good at 1200 CP... per most of the number crunchers.
VaranisArano wrote: »But that's not what ZOS did. And since they've talked about wanting to nerf PVE player power further in the CP 2.0 FAQ, I can't say I'm that surprised.
trackdemon5512 wrote: »
It’s not wrong to say the forums asked for this and they’re getting exactly what they wanted.
trackdemon5512 wrote: »I read the forums for weeks during the testing for CP and after. It was filled with people griping non-stop that the CP grind was too much and the combat potential differential between low and high was too great. Multiple forum posts about this topic and how in perfect fights the little differences in CP always mattered and as such no matter the skill of the player the high CP would always come out on top.
I constantly argued that your skills, gear sets, playing ability, etc were always more important but was constantly shot down by the pure stat analytics who wanted to further crunch CP power, get rewarded with CP for past experience grinding (that’s not how the system calculated CP btw, X amt of XP = Y amt of CP).
And now we get a combat performance CP max dropped to around the 1600s from the 2000s and blue/red CP stat bonuses cut.
It’s not wrong to say the forums asked for this and they’re getting exactly what they wanted.
ThoughtRaven wrote: »trackdemon5512 wrote: »
It’s not wrong to say the forums asked for this and they’re getting exactly what they wanted.
It is if you aren't injecting a whole lot of intellectual dishonesty into your interpretation of the spirit of the complaints.
The people complaining clearly wanted to reach the maximum potential of the new system faster. Not have the maximum potential slashed.
ThoughtRaven wrote: »Or you just reduce the number of cp required per passive while keeping the power the same. Which is what nearly every person who has commented in a thread on this topic agrees would have been in line with player desires.
And this is coming from someone who went into CP 2.0 already with enough CP to grab everything they cared about getting and never cared about further grinding.
ThoughtRaven wrote: »Or you just reduce the number of cp required per passive while keeping the power the same. Which is what nearly every person who has commented in a thread on this topic agrees would have been in line with player desires.
And this is coming from someone who went into CP 2.0 already with enough CP to grab everything they cared about getting and never cared about further grinding.
trackdemon5512 wrote: »ThoughtRaven wrote: »Or you just reduce the number of cp required per passive while keeping the power the same. Which is what nearly every person who has commented in a thread on this topic agrees would have been in line with player desires.
And this is coming from someone who went into CP 2.0 already with enough CP to grab everything they cared about getting and never cared about further grinding.
I came into CP2.0 like you with more than enough CP to get whatever I wanted. I could clearly see stats were crazy high. 24k base health on DPS allowing for green foods to be used in combat. Amazing sustain from CP skills that constantly gave resources back. Besides the DPS nerf that happened last patch the increase to survival stats made the damage nerf moot basically.
trackdemon5512 wrote: »I came into CP2.0 like you with more than enough CP to get whatever I wanted. I could clearly see stats were crazy high. 24k base health on DPS allowing for green foods to be used in combat. Amazing sustain from CP skills that constantly gave resources back. Besides the DPS nerf that happened last patch the increase to survival stats made the damage nerf moot basically.
ThoughtRaven wrote: »To cut the majority of CP passives in half, and claim that they are "listening to feedback".
The audacity. The absurdity.
The power loss is negligible, it is the claim that they are giving players what they want that is infuriating.
ThoughtRaven wrote: »I'm of the (unpopular) opinion that CP 2.0 is an improvement over CP 1.0. And like I said, if ZOS wanted to reduce player player power further and were upfront about it I could be more understanding. It was always a foregone conclusion that further balancing changes would be coming down the line. But don't use this half contemptuous half obfuscatory language implying people wanted these specific changes to the system. It is corporate speak that reeks of smarm and disingenuousness.
BejaProphet wrote: »Obviously this is my opinion but...
There is no mystery. Their goal was to lower power, and secondary was their choice to do it in a way that also lowered the cp we need.
Also, the actual nerf was minimal. At this point the real risk is not the power loss, but the danger of trivializing the whole system. We don’t want CP to become irrelevant.
However, by leaving the slottable nodes alone they avoiding trivializing the whole system. There yet remains meaningful buffs, and horizontal progression remains in our swapping them around.
So I can live with what they did even though I wish they hadn’t done it.
SilverBride wrote: »ThoughtRaven wrote: »To cut the majority of CP passives in half, and claim that they are "listening to feedback".
The audacity. The absurdity.
The power loss is negligible, it is the claim that they are giving players what they want that is infuriating.
Maybe they were listening to feedback... from the multiple threads all complaining that the game is too easy.
YandereGirlfriend wrote: »BejaProphet wrote: »Obviously this is my opinion but...
There is no mystery. Their goal was to lower power, and secondary was their choice to do it in a way that also lowered the cp we need.
Also, the actual nerf was minimal. At this point the real risk is not the power loss, but the danger of trivializing the whole system. We don’t want CP to become irrelevant.
However, by leaving the slottable nodes alone they avoiding trivializing the whole system. There yet remains meaningful buffs, and horizontal progression remains in our swapping them around.
So I can live with what they did even though I wish they hadn’t done it.
It's still a pretty dismal failure if they were actually intending to present players with horizontal progression from the slottable stars.
Why would anyone ever take the pitiful +150 Weapon/Spell Damage or +1300 Magicka stars when they could instead pick +10% single-target damage or a cumulative +35% to Critical Damage (which is still reigning as the meta for PvE).
Those values need to be increased by several factors of themselves if they ever want to present alternative choices to simply stacking Critical Chance and Damage. Ballparking the values, but the aforementioned stars would likely need to be something like +550 Weapon/Spell Damage and +6000 Magicka in order to realistically compete for a spot on someone's bar.