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Remove Champion Point Gains From XP Potions

  • asteldian
    asteldian
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    It won't be long till a catch up mechanics is added - such as first 400 cp being only 100k each etc. There will be a period of disparity but that's no surprise.
    They won't remove cp from potions, the whole reason they added the crafted potions is so they could include cp without pay 2 win being claimed. You can spend gold, money (once added to store) or time to get these potions so they are not exclusive to anyone.
  • coryevans_3b14_ESO
    coryevans_3b14_ESO
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    I disagree.
  • F7sus4
    F7sus4
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    Sausage wrote: »
    They just follow the genre way/standards, nothing more, like they always do. I wont be grinding CPs anymore, because I know theres lots of top guild who use them 24/7 and its a race what I dont want to be part of.
    That's exactly what I was saying. Pro-players will take the advantage, and casuals will remain casuals. And there's completely nothing wrong about it - as long as both accept their leagues and don't start complaining on being/not being able to achieve what the other group can.
  • smokes
    smokes
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    F7sus4 wrote: »
    Sausage wrote: »
    They just follow the genre way/standards, nothing more, like they always do. I wont be grinding CPs anymore, because I know theres lots of top guild who use them 24/7 and its a race what I dont want to be part of.
    That's exactly what I was saying. Pro-players will take the advantage, and casuals will remain casuals. And there's completely nothing wrong about it - as long as both accept their leagues and don't start complaining on being/not being able to achieve what the other group can.

    as long as they separate the casual league from the hardcore league in cyrodiil, everything will be fine, as i'm perfectly happy to accept my place in the casual league - i've done my hardcore time in other games.

    but when you're a casual league up against a hardcore league, you might as well just log off and have a nap.
    Edited by smokes on June 17, 2015 10:08AM
  • Sausage
    Sausage
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    F7sus4 wrote: »
    Sausage wrote: »
    They just follow the genre way/standards, nothing more, like they always do. I wont be grinding CPs anymore, because I know theres lots of top guild who use them 24/7 and its a race what I dont want to be part of.
    That's exactly what I was saying. Pro-players will take the advantage, and casuals will remain casuals. And there's completely nothing wrong about it - as long as both accept their leagues and don't start complaining on being/not being able to achieve what the other group can.

    This is competitive game, Cyrodil's alliance ranks, Leaderboards for Trials, and now CP are competitive too. You cant win all the time.
  • F7sus4
    F7sus4
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    smokes wrote: »
    as long as they separate the casual league from the hardcore league in cyrodiil, everything will be fine, as i'm perfectly happy to accept my place in the casual league - i've done my hardcore time in other games.
    Oh, boy. Once again - this:
    F7sus4 wrote:
    "With either 360 CP or 3600 CP you still would have no more than +25% to your DPS abilities, healing done etc. Collecting additional bonuses that obviously are not related to your role/build, will not benefit you in OP way."
    Edited by F7sus4 on June 17, 2015 10:31AM
  • byrom101b16_ESO
    byrom101b16_ESO
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    BuggeX wrote: »
    The Problem is not to stay ahead or catch up.
    The Problem is the Balance of the CP - System and time rec.

    Cp are not farmed in 2-3 mounth, they Need atleast 2 years for causal Player .

    some CP Perks are simply to strong right now.

    20% more dmg if a target is offbalance, just a few cp more and my dk will cut throught smal grps.....
    4000 magica recover ever 10 secs if i get hitted by flame/shock/ice, i will cut even faster.
    100% crit when i block 3 spells, o right my dk is a permablocker.
    2500 dmg when i block with a Chance of 10% (? was it 10%)

    and mutch others

    The breakpoint passives are indeed very bias to melee range builds...
  • smokes
    smokes
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    F7sus4 wrote: »
    "With either 360 CP or 3600 CP you still would have no more than +25% to your DPS abilities, healing done etc. Collecting additional bonuses that obviously are not related to your role/build, will not benefit you in OP way."

    ok, so obviously, passive abilities like

    Fortune Seeker - Increases the amount of gold you find in treasure chests by 50%.
    Merchant Favored - Reduces the cost of armor repairs by 10%.
    Treasure Hunter - Increases the quality of items you find in treasure chests.

    are not going to have any impact on your ability to hit things. so yea, a lot of CP can go towards non-combat attributes, but those first few hundred points that can have combat implications, will always be the first choice for anyone who wants to pvp

    BUT. 25% more dps and roughly the same % of additional survivability is quite OP, especially when gear also separates VR 1's from VR14's. (napkin math, i'm no rainman)

    CP works better when differentiating between VR14's, but there's probably a 25% power differential between VR1 and 14 as well due to gear availability.

    however... it does appear there is nerfs/catchup mechanisms in the works to increase the rate at which players will earn their first 400 CP, which will bring people to a more even playing field. but still, thats 400CP, thats no walk in the park. thats a good 6 months to a years worth of playtime for someone casual.

    whereas hardcores are gonna potion up and grind those out within a couple of weeks.

    edit: with 300 CP spent:

    atronach:
    Blade Expert - Increases the damage of your light and heavy attacks with daggers, swords, and two handed swords by (25%)
    also grants:
    Retaliation - Increases the damage of your next physical attack by 30% after blocking a heavy attack.
    Riposte - While blocking, grants a 15% chance to return X damage to the attack when you block a melee attack. This can only happen once every 5 seconds.
    Butcher - Light and heavy weapon attacks deal 5% extra damage to targets below 25% health.

    the lover:
    Healthy - Increases your health regeneration by (25%)
    also grants:
    Plentiful Harvest - Grants you a 10% chance to double the yield from normal resource nodes.
    Synergizer - Grants 2 ultimate any time you activate a synergy.
    Master Gatherer - Reduces gathering times by 50%

    the steed:
    Medium Armor Focus - Increases your armor by (13%)
    also grants:
    Invigorating Bash - Gives you a 20% chance to restore X health when you bash an enemy.
    Phase - After roll dodging, your armor and spell resistance is increased by X for 3 seconds
    Shield Expert - Increases your armor and spell resistance of shields by 75%

    thats not a negligible combat difference. and this was just assuming 2h medium armor and 300 CP.

    against another player of similar CP, it comes down to skill, gear and where you spent your CP. but against someone with <100 CP, you'll just obliterate them with barely a scratch
    Edited by smokes on June 17, 2015 11:40AM
  • byrom101b16_ESO
    byrom101b16_ESO
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    F7sus4 wrote: »
    This power gap myth is really short-sighted opinion.

    With either 360 CP or 3600 CP you still would have no more than +25% to your DPS abilities, healing done etc. Collecting additional bonuses that obviously are not related to your role/build, will not benefit you in OP way.

    What might cause a temporary gap, however, is the new XP potion. The truth is, that it will benefit pro-players the most, while pugs will still remain pugs - no matter if they'll use those potions or not.

    <3

    Pro players... sure, but it will benefit the 'no-lifers' the most.

    They already have a massive advantage due to the usual lame trope of the 'time playing = increased power' equation which doesn't reward skill suitably (end game trials gear anyone...?lol).

    Of course the irony here is that this makes casuals (the people with busier lives due to having jobs etc.) even less competitive and increasingly alienated in a game where the 'end-game' is reliant on being more powerful to succeed - PvE leaderboards, PvP advantage, etc.

    But casuals are the majority player base, something Blizzard put at over 90% of MMO players these days... which is why WoW has changed from a hardcore-fest to a casual-zone over the years as the market demographic changed, and they cancelled project Titan in part because it was set up to be a heavy time sink game, which would turn most of their more cash-rich but time-poor customers off.

    So this move caters to the 'no lifers' to, I can only presume, create pressure on the casuals with generally the higher disposable incomes, to spend cash in the shop for the upcoming Crown Store xp boost pots.

    It's all very cynical and short-sighted in my opinion, and unless they intervene to fix the broken CP gain imbalance, they will bleed further players, which will include a higher proportion of those who sub...

    ... the cart is being put before the horse.

    Every time I hear someone say 'you should get the reward if you put in the time' it makes me laugh... ironically...
    Edited by byrom101b16_ESO on June 17, 2015 11:08AM
  • BuggeX
    BuggeX
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    F7sus4 wrote:
    "With either 360 CP or 3600 CP you still would have no more than +25% to your DPS abilities, healing done etc. Collecting additional bonuses that obviously are not related to your role/build, will not benefit you in OP way."

    Not true at all, each CP increes you max magica/Stamina/hp pool (or reg)

    with 360 you may have max dps or max healing done, or def.

    with 3600 you have everthing possible.

    2 out of 4 class will be in a godmode.
    no matter if they go tank or dps, they rule in both ways at the same time
    Edited by BuggeX on June 17, 2015 11:16AM
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
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