BejaProphet wrote: »2. The serious risk of trivializing the passive nodes such that nobody cares about them at all.
ThoughtRaven wrote: »BejaProphet wrote: »2. The serious risk of trivializing the passive nodes such that nobody cares about them at all.
This right here is a major sticking point for me. I have just over 1800 cp. I had all the passives that I cared about several hundred cp ago, so I couldn't care less if they changed the system so other players could have what they want at a lower cp level. But not by trivializing the passives. Right now they are small bonuses, but they are just barely big enough as to feel worthwhile and provide a sense of satisfaction for unlocking them.
1040 magicka or stamina for example feels like progression when you fully unlock it.
520 is a joke.
ThoughtRaven wrote: »BejaProphet wrote: »2. The serious risk of trivializing the passive nodes such that nobody cares about them at all.
This right here is a major sticking point for me. I have just over 1800 cp. I had all the passives that I cared about several hundred cp ago, so I couldn't care less if they changed the system so other players could have what they want at a lower cp level. But not by trivializing the passives. Right now they are small bonuses, but they are just barely big enough as to feel worthwhile and provide a sense of satisfaction for unlocking them.
1040 magicka or stamina for example feels like progression when you fully unlock it.
520 is a joke.
BejaProphet wrote: »
The constant stop/go give power and immediately take it away pattern is rediculous fo sure. But you agree the vertical progression has to have an end point, right?
BejaProphet wrote: »VaranisArano wrote: »BejaProphet wrote: »Ellimist_Entreri wrote: »Opinion Time.This feels like it gets more to the core of the issue for me than many of the arguments I have seen; Progression teams that were well on their way to potentially clearing end-game content for multiple cycles up through U28 got slapped back into farm mode to stay relevant for U29, and now it feels like the Devs are just upset people are clearing their content and are nerfing all mid tier players into irrelevance rather than taking the time to regularly develop new, challenging content that is scaled accordingly for the games growth and progression of the long term player experience.furiouslog 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.
Yup.
Without arguing the specifics or the absurdity of the argument that anyone on the forums actually asked for this (no one asked for this), it's yet another major sweeping change that reframes the entire game. These happen every two to three months.
When we do get to just play the game without having to think about all of this stuff? After U29, a third of our prog teams dropped because they could not perform adequately in the vet trials we are progging. Everyone else farmed XP like crazy during the events, spending time and resources to gain the necessary advantages that enhanced their skills. Now we are all getting nerfed. Are vet trials getting nerfed too? Who is going to drop out next out of frustration? Stay tuned for June 1st to find out, because nothing we say and no amount of negative feedback is going to change anything. And three months later, we can expect nerfs of the new sets and content that will drop in Blackwood, and everyone will be back running around again in the old trusty sets that have been around for years, while regular players express outrage and parse experts still keep hitting 100K dps no matter what ZOS does to try to limit the capabilities of the "high end player".
I'm so tired of this. I understand the need to keep the game fresh, but concepts are barely implemented before they are slashed and burned wholesale. I waste more time doing stuff I don't want to do in this game than I spend enjoying it because the targets never stop moving. It's depressing, and I hate it, and this passive aggressive response to real community concerns about the extended grind and CP transfer inequities is one of the most insulting and ridiculous things ZOS could have done in response.
To me this practice of repeatedly stripping away players invested time and effort in the form of constant power nerfs without retooling the end game content that was developed specifically around the original Champ system and player power constraints feels like nothing more than a thinly veiled attempt by the Devs to kneecap progression groups so they don't have to bother coming up with as much new content or doing so at scale and can keep players running the old content that may or may not actually be able to be completed eventually depending on how far ZOS decides to take these nerfs over the coming patch cycles.
This excuse of trying to take 15-20% off the top end is spent at this point as well - the top end parses are already down 15-20% from U28 to U29 according to ESO Logs. Players that were hitting 110k-115k+ are for the most part still able to break 90k-100k+. Meanwhile the players that were previously in the 35k-90k range have already been knocked down from that point with U29 and are going to feel every single nerf to player power incredibly hard in addition to having their progression halted or set back once again when U30 goes live; as stated by numerous raid leads over many threads recently.
The changes after U29 related to combat and the Champion System for the most part just seem the Devs are saying "Too many of you are progressing too fast, we must stahp it!" & throwing a tantrum. Any nerfs we get in U30 or after are just going to feel like more deliberate, intentional gatekeeping and kneecapping of the players by ZOS and their ever vigilant Combat Team as far as I am concerned. If the goal was to retool the combat experience while maintaining player progression capabilities as was stated well before the release of Champion Points 2.0, the end result has been a complete and total failure in that regard from my perspective.
The only thing I have seen that truly attempts to raise the floor so far is the inclusion the of Ability Bar Timers with U30; Though as for me I will still use ADR as the built in implementation is lacking the GCD tracking mechanism on the hotbar available with ADR & I prefer the visual style of ADR over the glaring yellow numbers provided by ZOS implementation.BejaProphet wrote: »Sanguinor2 wrote: »Tbh old content is already trivialized. Fun fact: Vmol has an achievement for skipping the second lunar phase. Nowadays the question isnt wether you kill rakkhat after first or second lunar phase but rather after 3rd or 5th pad.BejaProphet wrote: »Everyone likes growing more powerful. Nobody sees vertical progression ending as a virtue in and of itself.
The problem is that ongoing vertical progression destroys games at worst, or ruins content at best. The struggle with games trying to survive long term, is that you have this massive world with only a tiny slice of it mattering.
ESO is trying to overcome that struggle by making sure a dungeon made today still matters five years from now. To do that it has to not be trivialized by five years of power creep.
That means at some point stopping vertical progression, and sadly at some points in time it could require nerfs. Nobody wants these things. But we do want what they produce: a massive game world where we can go anywhere and find meaningful content.
Therefore, though I wish I could keep vertically progressing, my desire for game health means I applaud the shift to horizontal progression.
It’s not trivialized to the extent you see in classic MMO models. People still run MoL and people still fail it with a twelve man team.
In most MMO’s there would be people soloing content that old. I’m not saying your point is void of all merit. But any familiarity with past MMO’s will be sufficient to know that the trivializing happening in this game and that of others are dramatically different things.
Here we have a viable potential solution presented to us; and it certainly doesn't involve systematically dismantling the players progression. Have actual mechanics in your end game content to provide challenge; ones that require preparation, communication and coordination to complete. Seeing players completing low end base game and early expansion content multiple years after release and responding with "Oh noz, teh playerz r too strong must haz nerf train" rather than coming up with creative and fun ways to challenge your players to be completely honest just feels like a very bad approach to game development.
But what do I know about any of it? (;
So your suggestion in summary is “think of a better way, one that lets us vertically progress indefinitely without it trivializing content thanks to some mechanic nobody has thought of yet.”
Am I misunderstanding you?
I think I would summarize it more as "ZOS' nerfs to Vertical Progression keep hitting players who're trying to progress to harder content worse than the players who're already at the ceiling and often pushing the ceiling higher. And so it feels more like gate-keeping than it does the Devs actually trying to preserve the power limits they intend for content. It's Horizontal Progression for the top tier, but the progression tier is trapped in a constant cycle of vertical pprogression, being nerfed back down, and forced into more vertical progression, only to be nerfed back down."
So, no, I don't think the answer is infinite Vertical Progression. Rather, if it's healthy for the game to have a cap at which horizontal progression takes over, then it should be acceptable to have more players at that healthy cap, right? So if, say, 100k DPS is a cap the Devs are happy with, then the Devs should be fine with more progression groups reaching 100k DPS, right?
Except that's not what we see, because the Devs are really bad at lowering just the ceiling without also lowering everyone else with it. And so players who hadn't yet reached the Dev's cap find that it's further out of their reach. That's where the feeling of gatekeeping comes in: that there is not just a power cap for the top tier that ZOS is happy with, but also that they want the amount of top tier players at the power cap to be very small.
The reality is that the Devs don't want a lot of players at that happy cap of top tier horizontal progression. The more players are up there, the more it makes sense to push the envelope in harder content (stuff that requires group coordination rather than flat power, as was suggested) and risks creating a wider disparity between the ceiling and the floor again. It's harder to create challenges that don't just rely on high DPS. It's harder to balance content for highly organized vs less organized groups.
And so because the Devs really don't want to have a lot of players sitting at the cap, they deliberately nerf the progression tier. It IS about preserving power limits, but it's ALSO about preserving player tiers and keeping the endgame from becoming too heavily weighted with top tier players who get to enjoy horizontal progress instead of constantly getting nerfed out of their progression raids.
You might be willing to accept that sort of gatekeeping as being necessary for the health of the game. I dunno if you are. But I can't blame anyone in a progression raid looking at another set of nerfs for being salty that ZOS is nerfing them too when they aren't at the "top tier" or at the power cap. It's gatekeeping, and that's frustrating.
But you are talking about the cap in terms of an actual parse number. The developers only work with that indirectly. The developers give tools and stats.
There is a hard cap for those.. A player can reach the cap of vertical progression and only attain 30k dps due to differences in skill. But that player is still at the top of vertical progression so far as cp gain is concerned.
To speak of it in terms of parse numbers will only create confusion.
ThoughtRaven wrote: »
BejaProphet wrote: »@VaranisArano
I get why you want to talk about top potential damage. But by doing so you are conflating two very distinct things.
1. Vertical progression through actual game systems. The developers control this. They can adjust how much stats a cp node gives, a passive skill etc. they control how much damage a skill does.
2. Vertical progression that comes from me getting better at playing the game. The developers can not control this.
My point: they can only lower the cap through adjusting the first and that will always affect all players, not merely the top tier.
VaranisArano wrote: »
ZOS isn't nerfing CP stars to make Doshia/Mannimarco more challenging. There is no 15-20% nerf that's going to make quest bosses with 350k health challenging for my dungeon-ready DDs who regularly fight bosses with millions of health. There's no 15-20% nerf that's going to make the sort of players who run 1 tank + 3 DDs in normal dungeons stop and bring a healer instead. The content itself just isn't that challenging.
Exactly. This patch is not going to fix ongoing problems. I repeat .. vet and even some random normal pugging as a healer has become not worth my time and certainly not enjoyable. I cannot get a decent pug group at least 90 percent of my attempts.
I suppose its time to retire to housing and trading until those things no longer interest me.
Hoolielulu wrote: »Exactly. This patch is not going to fix ongoing problems. I repeat .. vet and even some random normal pugging as a healer has become not worth my time and certainly not enjoyable. I cannot get a decent pug group at least 90 percent of my attempts.
I suppose its time to retire to housing and trading until those things no longer interest me.
Even housing is a chore. If I'm not farming for crafting mats I'm scrounging up gold to buy them at insane prices. Then I'm too irritated to enjoy decorating. ZOS is determined to not only make me hate their game but hate myself for playing it.
ThoughtRaven wrote: »TLDR version of the last page or so of this thread:
ZOS keeps punishing players for getting good at their game.
ThoughtRaven wrote: »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.
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]
[Quoted post was removed]
Ellimist_Entreri wrote: »[Quoted post was removed]
To be honest at this point I am just hoping ZOS has a plan for the next year+ worth of patches that will eventually balance things out and accomplish their stated goals of "Raising the floor" and "We're Taking Some of the Power Out of the High End Experience" while still maintaining a playable and enjoyable user experience.
If so then I am looking forward to the sandbox state at that time; however I can certainly see why many users are outraged during the process with little or no communication received regarding the long term end result when all they can see are repeated setbacks.
would have the gall to make these great changes! People complained that end game content is too easy, so ZOS is trying to fix this, and now people are complaining that they can't pwn the same content as easy lol.
Sanguinor2 wrote: »You seem to be confusing endgame with overland. Cant recall a thread saying that vet dlc trial trifectas are too easy.
BejaProphet wrote: »Everyone likes growing more powerful. Nobody sees vertical progression ending as a virtue in and of itself.
The problem is that ongoing vertical progression destroys games at worst, or ruins content at best. The struggle with games trying to survive long term, is that you have this massive world with only a tiny slice of it mattering.
ESO is trying to overcome that struggle by making sure a dungeon made today still matters five years from now. To do that it has to not be trivialized by five years of power creep.
That means at some point stopping vertical progression, and sadly at some points in time it could require nerfs. Nobody wants these things. But we do want what they produce: a massive game world where we can go anywhere and find meaningful content.
Therefore, though I wish I could keep vertically progressing, my desire for game health means I applaud the shift to horizontal progression.
BejaProphet wrote: »Everyone likes growing more powerful. Nobody sees vertical progression ending as a virtue in and of itself.
The problem is that ongoing vertical progression destroys games at worst, or ruins content at best. The struggle with games trying to survive long term, is that you have this massive world with only a tiny slice of it mattering.
ESO is trying to overcome that struggle by making sure a dungeon made today still matters five years from now. To do that it has to not be trivialized by five years of power creep.
That means at some point stopping vertical progression, and sadly at some points in time it could require nerfs. Nobody wants these things. But we do want what they produce: a massive game world where we can go anywhere and find meaningful content.
Therefore, though I wish I could keep vertically progressing, my desire for game health means I applaud the shift to horizontal progression.
If they are concerned about power creep in dungeons then all they would have to do is "vertically progress" their content to align with the players. So it can be done, it just requires them to scale existing Veteran Content higher as the game vertically progresses. That's all a Veteran Dungeon essentially is anyway, a normal dungeon that's been scaled upward to accommodate players who have higher CP. So it's not a process unknown to them. So the problem you present here is easily solvable.
I imagine this change has more to do with PvP, in that they don't want the experience gap between players to become so great that it discourages people from participating because they don't want to "grind". But this would be less of a problem if their No CP option in PvP wasn't such a miserable experience. Because if players could be content while doing that until they were able to reach higher levels Champion Points they wouldn't feel like they had to grind none stop. But many, probably most, players (and rightly so in my opinion) detest the current balance in No CP, so they absolutely won't do it.
Either way: ZoS either needs to embrace the CP system or remove it entirely. They have to decide if they want a game that is static at the end or one that "vertically progresses". Because I can tell you right now that people's patience for all these endless cycles of buffs and nerfs to create the illusion of progress only to have it stripped away and put right back where you started are wearing thin. That gimmick is not going to last.
I don't mind about the rest of the passives because (at least in PvE) they are not that impactful, and the whole premise of 2.0 was cutting down poer anyway EXCEPT piercing... stam can't reach pen cap, apparently, according to reps, ZOS is aware and they are still letting it go through, they don't care about stamina specs it seems.
BejaProphet wrote: »Everyone likes growing more powerful. Nobody sees vertical progression ending as a virtue in and of itself.
The problem is that ongoing vertical progression destroys games at worst, or ruins content at best. The struggle with games trying to survive long term, is that you have this massive world with only a tiny slice of it mattering.
ESO is trying to overcome that struggle by making sure a dungeon made today still matters five years from now. To do that it has to not be trivialized by five years of power creep.
That means at some point stopping vertical progression, and sadly at some points in time it could require nerfs. Nobody wants these things. But we do want what they produce: a massive game world where we can go anywhere and find meaningful content.
Therefore, though I wish I could keep vertically progressing, my desire for game health means I applaud the shift to horizontal progression.
If they are concerned about power creep in dungeons then all they would have to do is "vertically progress" their content to align with the players. So it can be done, it just requires them to scale existing Veteran Content higher as the game vertically progresses. That's all a Veteran Dungeon essentially is anyway, a normal dungeon that's been scaled upward to accommodate players who have higher CP. So it's not a process unknown to them. So the problem you present here is easily solvable.
I imagine this change has more to do with PvP, in that they don't want the experience gap between players to become so great that it discourages people from participating because they don't want to "grind". But this would be less of a problem if their No CP option in PvP wasn't such a miserable experience. Because if players could be content while doing that until they were able to reach higher levels Champion Points they wouldn't feel like they had to grind none stop. But many, probably most, players (and rightly so in my opinion) detest the current balance in No CP, so they absolutely won't do it.
Either way: ZoS either needs to embrace the CP system or remove it entirely. They have to decide if they want a game that is static at the end or one that "vertically progresses". Because I can tell you right now that people's patience for all these endless cycles of buffs and nerfs to create the illusion of progress only to have it stripped away and put right back where you started are wearing thin. That gimmick is not going to last.
etchedpixels wrote: »For me the fundamental problem is the games poor performance and laggy responses even with fast internet. I don't need massive resistances because of game mechanics most of the time I need them because of lag, slow response and bugs. I wonder if that's why the developers can clear everything on vet with no CP - is that on a local dev server or a thousand miles from the real ones over actual internet ?
I also don't buy that vertical progression is a problem in PVE. In PVP yes, but PVP is already a different gme entirely fudged with battle spirit, impen armour and the like so just cap stuff in PVP. In fact given PvP is meant to be player versus player not player versus CP grind time just make all of PVP noCP and be done with it. Saves all the mess in the CP trees for PvP weirdness, saves the fudges, saves messing up PvE - and improves PvP in the process. Just have noCP and noCPnoProc.
Who cares if someone in PvE could achieve 3000 CP and solo sunspire ? Whoopeee, give them a medal for their extraordinary skill instead of trying to keep trying to flatten the end game or add anti-solo and ait-small-group mechanics.
At the end of the day in a flat game a top end player does all the trials 100 times gets apex predator and bored of it, or with uncapped progression they get better and better, pull off some insane solo or small group achievement and go look for something harder or take up fishing.
BejaProphet wrote: »BejaProphet wrote: »Everyone likes growing more powerful. Nobody sees vertical progression ending as a virtue in and of itself.
The problem is that ongoing vertical progression destroys games at worst, or ruins content at best. The struggle with games trying to survive long term, is that you have this massive world with only a tiny slice of it mattering.
ESO is trying to overcome that struggle by making sure a dungeon made today still matters five years from now. To do that it has to not be trivialized by five years of power creep.
That means at some point stopping vertical progression, and sadly at some points in time it could require nerfs. Nobody wants these things. But we do want what they produce: a massive game world where we can go anywhere and find meaningful content.
Therefore, though I wish I could keep vertically progressing, my desire for game health means I applaud the shift to horizontal progression.
If they are concerned about power creep in dungeons then all they would have to do is "vertically progress" their content to align with the players. So it can be done, it just requires them to scale existing Veteran Content higher as the game vertically progresses. That's all a Veteran Dungeon essentially is anyway, a normal dungeon that's been scaled upward to accommodate players who have higher CP. So it's not a process unknown to them. So the problem you present here is easily solvable.
I imagine this change has more to do with PvP, in that they don't want the experience gap between players to become so great that it discourages people from participating because they don't want to "grind". But this would be less of a problem if their No CP option in PvP wasn't such a miserable experience. Because if players could be content while doing that until they were able to reach higher levels Champion Points they wouldn't feel like they had to grind none stop. But many, probably most, players (and rightly so in my opinion) detest the current balance in No CP, so they absolutely won't do it.
Either way: ZoS either needs to embrace the CP system or remove it entirely. They have to decide if they want a game that is static at the end or one that "vertically progresses". Because I can tell you right now that people's patience for all these endless cycles of buffs and nerfs to create the illusion of progress only to have it stripped away and put right back where you started are wearing thin. That gimmick is not going to last.
The dungeon was an illustration. I was not meaning to suggest that dungeons are specifically the driving force behind their changes. Sorry, I thought that was clear.