Fixed an issue where potion buffs were not being applied when you had an ability active that applied the same buff.
Fixed an issue that prevented drinking a potion if you already had the same buff or effect that the potion would provide. Now, you will drink the potion and receive any benefit from it that your character doesn’t already have. Drinking a potion will also refresh the same type of buff or effect if the remaining duration is shorter than what the potion will apply.
- When killed, heal Allies within 8m by X
- 50% reduced Gathering times
- Better items from Treasure Chests
- 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown
These are point in time single time benefits. Thus they are not valid to include in a linear progression discussion. In essence you are basing the bulk of your argument around a single data point, and then couching it as if it is a generic point on the graph. If you take the same discussion of two points in time that didn't bisect that particular data point, you'd get a more relevant argument- and one that would disprove your imbalance statement.
I am simply comparing the difference of 500 & 750 CPs based on how I would spend them as a stamina player.
What you just quoted are far from being the "bulk of my argument".
This is the bulk of my argument:
-5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus
+4.5% Stamina Regeneration - huge, and compounds with other % increases
+5.1% more Healing Reduction
+5.8% Light/Heavy Attack Damage
+9% Physical Critical Strike damage - this alone is 5% DPS boost
+5.9% Armour Penetration
+1.2% Spell Resistance
-6.9% DoT damage taken
-5% Poison/Disease/Magic damage taken
-5% Flame/Frost/Shock damage taken.
The reason that it is the bulk of the argument is the fact that the other gains are (somewhat) linear based on a (somewhat)linear gain, i.e. just taking your first point:
-5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus
The other player at a 33% less advancement rate gets... 33% less, i.e. from your own post:
-10.5% Stamina Costs Spells/Abilities
The only things that do not fall into that categories are the triggered events.
The point was to illustrate that the difference 250 Champion points can make is significant, even if it's "only 33% more than 500CPs", what some people are claiming is not the case.
500CP vs 750CP. In current game it'd more or less be like a VR2 fighting a VR14 charater. We all know how that ends.
Note: I'm not against end game character progression, even if that granted big advantages. I'm against tying it into a time and/or $$$ based grind (as opposed to skill based one, e.g. difficult raids & PvP arena leaderboards).
But... it is a 33% difference approximately. The 750 would have a total of -15.8% stamina reduction, and the 500 would have a -10.5% stamina reduction. Not exactly 33%, but close enough for government work.
And it's not a time based grind... it's an XP based grind, right? So if you do more difficult content, you should get correspondingly more XP, right?
rhubbert_ESO wrote: »So is it smarter to spend 120 in one particular tree and unlock an important passive or spread them all around?
You shouldn't. And we're talking about more than the difference between a VR14 and a VR1 given the value that they've placed on the CPs (we don't know the final values, but it does give an indication).Roughly the same difference as between ungeared VR1 character & geared VR14 character. 5-10% difference in dmg taken, dmg done, ability costs etc might not seem like much, but they make a huge difference.
When was the last time (assuming you're VR14) you lost against a VR1?
And it's not a time based grind... it's an XP based grind, right? So if you do more difficult content, you should get correspondingly more XP, right?
That still makes it a time based grind, as there are no caps on XP (or CP) earned per day/week.
It doesn't really matter what content you do, as long as the ones who spend most time doing it become demigods & the ones with limited amount of time (but enough skill to clear it) will become second grade citizens.
That said, from what I've seen the XP gain from SO & other Trials is actually pretty much the worst out there, so it's not like difficult content=more XP.
I know multiple competitive, skilled & dedicated people who log in for a couple of hours every day, and it makes me sad that those players will probably quit when they realize they can no longer PvE or PvP effectively, because they get beaten by scrubs that farm Spellscar (or any other FOTM grind spot) 24/7.
How to fix this: add a relatively low cap on Champion Points (reachable in a month~ or so), which would turn the system into a horizontal one akin to talent trees from other games, allowing you to specialize your character & separate it from the rest.
And it's not a time based grind... it's an XP based grind, right? So if you do more difficult content, you should get correspondingly more XP, right?
That still makes it a time based grind, as there are no caps on XP (or CP) earned per day/week.
It doesn't really matter what content you do, as long as the ones who spend most time doing it become demigods & the ones with limited amount of time (but enough skill to clear it) will become second grade citizens.
That said, from what I've seen the XP gain from SO & other Trials is actually pretty much the worst out there, so it's not like difficult content=more XP.
I know multiple competitive, skilled & dedicated people who log in for a couple of hours every day, and it makes me sad that those players will probably quit when they realize they can no longer PvE or PvP effectively, because they get beaten by scrubs that farm Spellscar (or any other FOTM grind spot) 24/7.
How to fix this: add a relatively low cap on Champion Points (reachable in a month~ or so), which would turn the system into a horizontal one akin to talent trees from other games, allowing you to specialize your character & separate it from the rest.
If the problem is in the XP gain, then the XP gain should be addressed. Content can be addressed with Dailies. But caps? Just like with Softcaps, I totally disagree with them. And I'm still not totally convinced because of the numbers that you're using that this is even enough of a problem to put any sort of drastic change in to address this. Even your caps doesn't address someone coming in a year after someone else. And I don't think that *should* be addressed.