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Different idea for the CP passive issue

BlueRaven
BlueRaven
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If I am understanding Zos correctly, they felt some of the unslottable passives required too many points to achieve maximum power. It was too grindy. So instead of just lowering the point cost for each level, they just halved the available levels.

The effect of this change is that many of the previous passives now feel all but pointless. What was a four percent change, now only goes to two percent, which hardly feels worth while.

But instead of this change, what if they just front loaded the passives?

Here is an example of what I am talking about;

Lets make an example of a passive that was to increase something by 8% in four stages.

What we have with u29 is probably four stages of 2% each.

What we have with u30 is two stages of 2% each.

But what if we went back to the 8% in four stages, but instead of each stage being 2%, we have the first two at 3% and the final two at 1% each.

Players with a lot of cp can still get their full 8%. And those with a lower amount of cp can get close (with less grinding), and still have something to build to. Many would say a 2% difference is fairly negligible, while still rewarding those with a lot of cp.

I think front loading the passives with diminishing returns for additional stages might be a more elegant compromise.

Anyway, just my opinion.

  • Ratzkifal
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    Front loading = diminishing returns

    A lot of people, ZOS included, didn't seem to like that. Personally I had no issue with it as I felt it was an intelligent solution.
    But something a lot of people are missing and what ZOS hasn't communicated properly is that they also wanted to nerf high-end dps further.

    They basically addressed the issue we've been having with the new system, that it is too grindy, and fixed that, but at the same time also fixed the power issue they wanted to get fixed. They communicated it as the solution to our concerns and not as a nerf that also happens to be solving our concerns.

    So yeah, bad communication on ZOS' part (as always, unfortunately).
    This Bosmer was tortured to death. There is nothing left to be done.
  • BlueRaven
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    Ratzkifal wrote: »
    Front loading = diminishing returns

    A lot of people, ZOS included, didn't seem to like that. Personally I had no issue with it as I felt it was an intelligent solution.
    But something a lot of people are missing and what ZOS hasn't communicated properly is that they also wanted to nerf high-end dps further.

    They basically addressed the issue we've been having with the new system, that it is too grindy, and fixed that, but at the same time also fixed the power issue they wanted to get fixed. They communicated it as the solution to our concerns and not as a nerf that also happens to be solving our concerns.

    So yeah, bad communication on ZOS' part (as always, unfortunately).

    I am just wondering if what Zos did is at all effective.

    It appears that the top end players have already figured out how to adjust their builds to maintain, (or at least come close to maintaining) their current damage output.

    Meanwhile the more casual players, who depend upon these passives much more, will be hit harder.

    I am worried that instead of bringing the 'floor" and "ceiling" closer together, what will happen is that they will just get farther apart.

    Ah well.
  • jrgray93
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    The constant, drastic flip-flopping on balance is why I quit playing for 15 months. I just came back and here we go again.
    EP: Slania Isara : Harambe Was an Inside Job
  • ThoughtRaven
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    I fully support the idea of front loading rather than just straight nerfing the passives.

    Props to @Greasytengu for also bringing it up in another thread.
    Instead of just flat nerfing everything, they need to front load the passives.

    Example:

    Currently the max resources stars give 260 each stage for a maximum of 1040.
    |260|260|260|260|


    If it were front loaded it would look more like this:
    |520|260|190|70|


    This would allow lower CP players to do competitive DPS at a lower level while allowing for some vertical progression later on.
    Edited by ThoughtRaven on April 26, 2021 3:21AM
  • Ratzkifal
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    BlueRaven wrote: »
    Ratzkifal wrote: »
    Front loading = diminishing returns

    A lot of people, ZOS included, didn't seem to like that. Personally I had no issue with it as I felt it was an intelligent solution.
    But something a lot of people are missing and what ZOS hasn't communicated properly is that they also wanted to nerf high-end dps further.

    They basically addressed the issue we've been having with the new system, that it is too grindy, and fixed that, but at the same time also fixed the power issue they wanted to get fixed. They communicated it as the solution to our concerns and not as a nerf that also happens to be solving our concerns.

    So yeah, bad communication on ZOS' part (as always, unfortunately).

    I am just wondering if what Zos did is at all effective.

    It appears that the top end players have already figured out how to adjust their builds to maintain, (or at least come close to maintaining) their current damage output.

    Meanwhile the more casual players, who depend upon these passives much more, will be hit harder.

    I am worried that instead of bringing the 'floor" and "ceiling" closer together, what will happen is that they will just get farther apart.

    Ah well.

    That it won't, but that was also not the intended goal of this change. You can criticise that (I sure am), but this change only meant to bring the ceiling lower, not closer to the floor - as paradoxical as that may sound.

    Personally I think ZOS should stop with the broad nerfs to everything when the average player had 400CP in the old CP system. Those things don't sound immediately related, but I'd rather have a game that is too casual friendly than one where only the best of the best can realistically hope to complete content. Most trial runs are probably done by pug groups and even when everyone knows the mechanics and the average CP are high, you can't even complete veteran trials because the damage just isn't there. Not hardmodes, just veteran. A nerf to everyone also nerfs the people who are already struggling to complete content.
    Until these issues are fixed, ZOS should honestly stop thinking about how to shave power off the top.
    This Bosmer was tortured to death. There is nothing left to be done.
  • TheDarkRuler
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    I fully support the idea of front loading rather than just straight nerfing the passives.

    Props to @Greasytengu for also bringing it up in another thread.
    Instead of just flat nerfing everything, they need to front load the passives.

    Example:

    Currently the max resources stars give 260 each stage for a maximum of 1040.
    |260|260|260|260|


    If it were front loaded it would look more like this:
    |520|260|190|70|


    This would allow lower CP players to do competitive DPS at a lower level while allowing for some vertical progression later on.

    I like this idea very much. I bump it up slightly while hoping ZoS reverts the current changes.
    Althought im not 100% convinced since PTS has never been much dynamic, mostly small changes and then release.
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