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Only ZOS would have the gall...

ThoughtRaven
ThoughtRaven
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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.
  • redspecter23
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    I believe I heard players asking for a look at the green tree. They must be getting different feedback on a much larger scale than the players see.
    Edited by redspecter23 on April 21, 2021 10:30PM
  • Daraklus
    Daraklus
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    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.

    The nerf would apparently make it so you don't need that much CP... But if you ask me, it would be better to just reduce the cost of these Stars by half, so instead of 50 points per star you'd need 25.
  • ThoughtRaven
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    Daraklus wrote: »
    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.

    Yes, we all understand that many people felt that it was too much of a grind to max out their passives.

    But solving the issue by halving the power of those passives is clearly not what people wanted. Halving the cp required for maximum effect, while keeping the actual effect the same would have been in line with players' wishes.

    This is such a blatant misrepresentation of what people were asking for that it feels like ZOS is showing actual contempt for their players for daring to have complaints.

    If they'd simply said "we think there is still too much power in the cp system", I'd still be salty, as no one likes losing power they grinded for, but at least it would feel honest. Saying "this is what you asked for" is a slap in the face.
    Edited by ThoughtRaven on April 21, 2021 10:46PM
  • Kalik_Gold
    Kalik_Gold
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    People failed to realize you were good at 1200 CP... per most of the number crunchers.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • VaranisArano
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    Kalik_Gold wrote: »
    People failed to realize you were good at 1200 CP... per most of the number crunchers.

    ZOS did pretty well with PVE group content. But I think they failed to realize that some of the stuff I think they figured was "QOL" is actually pretty important in PVP. Stuff like fall damage reduction is rarely needed in PVE, but is a literally a life-saver in PVP where I might be jumping off the top of a keep or a resource.

    I'm not sure what the number crunchers at ZOS expected to be the goal for CP PVP. I know it was 800-1100 for PVE leaderboards according to the CP 2.0 FAQ, and the forum theorycrafters were saying around 1400 for CP PVP.


    On the other hand, I think nerfing the CP passives was the wrong approach to deal with it taking a long time to be competitive. If ZOS wanted to make them more readily available at a lower CP level, they could have lowered the number of CP necessary without touching the power level. That gives them more room to add the various QOL passives later in the trees they've talked about wanting.

    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.
  • Sylvermynx
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    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.

    Yeah, well.... I don't have enough "PVE player power" to nerf. Love this game.... but satellite isn't kind to the combat here. So looks like I'll be dying a lot if I do anything but housing and writs. Across both accounts, both PC megaservers, my highest CP is 555 as of this morning. The rest are 458, 257, 156.

    Am I going to spend the few millions I have to grind CP using master writs? Nope. I don't do grinds of any kind.

    Ah well. I'm adaptable. I'll have fun with housing. Really love that Water's Edge house....
  • Avoranti
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    I think a lot of this could have been avoided in one of two ways, or both.

    First, adjusted players current cp to reflect the new xp required to gain a level. This would have made the grind less daunting and maybe given the players a sense that they didn’t lose any power since they would have gained the difference in additional cp.

    Second, raised the cp cap in smaller increments rather than all out 3600cp. Like making the new cap 1200 up from 810. Then at a later patch, 1800. Up from 1200. Something like that.

    I think these wold have at least reduced the anger and frustration players are feeling.
  • Suna_Ye_Sunnabe
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    Agreed. It honestly feels like it's a deliberate poke in the eye... there's no way anyone could have looked at that feedback and thought, oh, people aren't happy about being weaker than they were before and having to grind cp? That must translate to they want more nerfs! Any player base request = nerf I suppose!
    Angua Anyammis Ae Sunna
  • oregonrob
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    How about at least going a year with the new CP system before nerfing it? I am almost at 1100 now and am dying to bosses that I easily handled at 810. To cut offensive and defensive stars by up to 35% means that I will be functioning below 500 under CP 1.0. I have been playing the game for 4 years and have thousands of hours invested in it. It was bad enough to regrind, but to regrind for less? That is not smart marketing.
  • Yellow_Monolith
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    They need to make the craft cp more into passives and don't cut their power in half.
  • trackdemon5512
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    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
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    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.
    Edited by ThoughtRaven on April 21, 2021 11:50PM
  • redspecter23
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    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.

    I don't think too many people wanted to grind more cp than they currently had in order to be weaker than they were before the new system was introduced.

    People did say that the grind was too intense. That much is for sure, but I don't believe too many people were asking for a reduction in grind to also include a reduction in power at the same time.

    Players just wanted to go into the new system with a similar vertical power level to what they already had at 810cp with the opportunity to gain more cp to allow for the promised horizontal progression options.
  • trackdemon5512
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    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.

    Either you accelerate people to grind/play more to get to that maximum CP (which wasn’t going to happen as you still need to get players to invest a certain amount before they get appropriate rewards) or you nerf the combat potential down significantly and adjust the max potential gap between players. Looks like ZOS went with the latter.
  • ThoughtRaven
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    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.
  • Zenzuki
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    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.

    While also completely ignoring the green tree issues which was what they majority of complaints with 2.0 were about.

    Can Open...
    Worms EVERYWHERE!
  • trackdemon5512
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    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.
  • VaranisArano
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    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.

    This argues in line with ZOS' stated intent from the CP 2.0 FAQ that this was done to reduce player power...not that the forum complaints were asking to have their power nerfed. Most of the ones I saw weren't asking for their future CP to be reduced - after all, eventually, most of us would hit the point where we'd be benefitting too. The question was how long would it take us to get there.

    Most of the player complaints I saw wanted less grind, because the grind is really what makes the disparity between players - between new and experienced, between players with lots of free time and those with little.
  • nwilliams2107b16_ESO
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    Just change it back please, that is all.
  • blkjag
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    It would be nice if they just focused on fixing bugs and performance vs nerf after nerf every patch. Can’t access my craft bag that I pay for with out issues, but the good news is the crown store works just fine.
  • ThoughtRaven
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    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.

    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.

    [snip] They supposedly worked on CP 2.0 for two years before it going live, but a month after release they realize all combat related passives were twice as strong as they should have been?

    [edited to remove bashing]
    Edited by ZOS_Ragnar on April 22, 2021 3:19PM
  • SilverBride
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    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.
    PCNA
  • YandereGirlfriend
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    The classic Monkey's Paw play by ZOS.

    It's the same sort of change as when the players were saying: "Please reign in specific sets in PvP" and then ZOS went ahead and deleted all but 19 sets from Cyrodiil for 4 months.
  • Faded
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    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.

    I agree. It's a move they've been using for a while that keeps player outrage about unpopular changes mostly focused on other players rather than the people who decide on and make the changes... and the gear, and every facet of the combat system, and the content, etc. I'm not sure if that's the point or it's just a reflex to deflect responsibility.
  • BejaProphet
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    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.
  • YandereGirlfriend
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    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.
  • Iccotak
    Iccotak
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    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.

    then they weren't reading because no one pointed at CP as the problem.

    In fact it was repeatedly stated that CP was irrelevant to Overland content, because you could have Zero CP assigned and it would still be unengaging.

    because the problem was incapable enemies, with very little skills - who would sit still from 3-5s doing nothing before taking a swing at you, while also doing negligible damage.
    Edited by Iccotak on April 22, 2021 2:00AM
  • Shantu
    Shantu
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    Here's a news flash: PLAYERS LIKE VERTICAL PROGRESSION!! They just don't like investing a few years of their life to get there. And the idea of horizontal progression is meaningless if there is nothing of comparable value to progress to. Having no other option than to invest points into things that have no interest to you is progressing nowhere.

    There seems to be this fallacy that if you let people reach their maximum power too soon, they'll have no reason to keep playing. "Getting there" is not the goal. It's the sense of empowerment and fun you can have once your there that's the broader appeal.

    I've been watching this heavy-handed, nerf-happy "balancing" act for over 2 or 3 years now. The end is still nowhere in sight. It might be a sign that it's not working.
  • ThoughtRaven
    ThoughtRaven
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    Shantu wrote: »
    Here's a news flash: PLAYERS LIKE VERTICAL PROGRESSION!! They just don't like investing a few years of their life to get there.

    qft
  • BejaProphet
    BejaProphet
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    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.

    I think you are missing what they envision for the horizontal progression. They aren’t thinking about swapping around the various DPS nodes.

    It would be things like...

    Oh, this boss has a nasty aoe. Let me remove a damage node for the 10% aoe resistance node.

    Oh, you guys are full on DDs? Let me swap off my damage nodes and into my healer nodes and equip a restro staff.

    This fight drains resources hard? Let place the regen node.

    It’s about that kind of character flexibility. They aren’t trying to get you to swap the damage nodes around with each other while always being 100% damage spec’d.
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