The issue with CPs is the massive imbalance they cause between new players / casual (time limited) players and hard-core CP grinders. If it were vr levels it would be easy to see this difference, but it is invisible in CPs - and hence not factored into PvP or even pve (unless scaling starts to pull in leader FPs which would be interesting...).
No-one cares if you want to grind CPs really as long as it doesn't skew the game heavily and have a detrimental effect on the game. Unfortunately atm it does both.
Have you ever considered that there needs to be a massive imbalance between hard-core CP grinders and casual players? Why else would someone spend all this time in-game when there is no pay-off what so ever? I only have 100 CPs myself, but I see no reason for me to be just as strong or nearly as strong as someone who spent the time and effort to get hundreds of CPs.
This is simply pure RPG mechanics.. you put the time in and you get stronger. Why would anyone put in the time if they didn't get noticeably stronger?
All this is a ton of whining against basic and simple RPG functionality.. If you want to play a game where only skill matters, then play some shooter. Weakening the CP system, that is what would be to the detriment of the game, because there would no longer be any reason to put in the time and effort.
Robotmafia wrote: »to any pvp whiners.. they just need to add a none CP campaign where u guys can go cry...
MaximusDargus wrote: »Just another "I dont want to bother myself getting it then i dont want anyone else have it" generic topic. "I cant have it so take it away from everyone who have it and will ever get it".
MaximusDargus wrote: »If people who want CP removed from game (just because they dont want to play it) would spent that time playing game they would actually gain some CP. Instead they complain that some people actually get CP in the way everyone can earn them.
Cp is fine as it is in it's current form. If you want CP go out and earn it. Don't have enough CP go out and earn some more. Someone has more CP than you, So.....? Always going to be someone with more gold, more CP, more Time, more AP, or more of just Anything. How is any of this new information? We should limit the amount of time anyone stays logged in so no one has more time in game than anyone else, because that person would have an unfair advantage. That's exactly what this tired remove CP hogwash sounds like anymore. Someone is always going to have more than you, because they earned it.
100% agree people will never be happy there people for ffsnikolaj.lemcheb16_ESO wrote: »I think people are beginning to use CPs as an excuse for difference in personal skill. Before you flame me, I am only at 307 points at the moment and I have NEVER ever grinded mobs for CPs.
I have not ever run into an enemy where you could see that he won because he had more CPs than me, but I often lose to better players where I can see that he or she did something really smart. I don't have the ego to believe it was because they cheated or just abused a CP advantage, they were better players.
Changing CP to 2.5% will not change anything. People will still get killed by better players and complain.
killingspreeb16_ESO wrote: »Cp is fine as it is in it's current form. If you want CP go out and earn it. Don't have enough CP go out and earn some more. Someone has more CP than you, So.....? Always going to be someone with more gold, more CP, more Time, more AP, or more of just Anything. How is any of this new information? We should limit the amount of time anyone stays logged in so no one has more time in game than anyone else, because that person would have an unfair advantage. That's exactly what this tired remove CP hogwash sounds like anymore. Someone is always going to have more than you, because they earned it.
There is no need to remove the entire system,but some change or a mechanic who can help new player or returning player to get more in line with those "veteran player" will be good for the game.
killingspreeb16_ESO wrote: »MaximusDargus wrote: »Just another "I dont want to bother myself getting it then i dont want anyone else have it" generic topic. "I cant have it so take it away from everyone who have it and will ever get it".MaximusDargus wrote: »If people who want CP removed from game (just because they dont want to play it) would spent that time playing game they would actually gain some CP. Instead they complain that some people actually get CP in the way everyone can earn them.
Then you and many other in these thread should stop complaining about The loot system in IC.
And in both competitive PvP/PvE CP are a problem,i can play 8 hour in pvp or grinding and grind is much more efficient,Cp system need a catch up(and no grinding is not a catch up mechanic)
killingspreeb16_ESO wrote: »Cp is fine as it is in it's current form. If you want CP go out and earn it. Don't have enough CP go out and earn some more. Someone has more CP than you, So.....? Always going to be someone with more gold, more CP, more Time, more AP, or more of just Anything. How is any of this new information? We should limit the amount of time anyone stays logged in so no one has more time in game than anyone else, because that person would have an unfair advantage. That's exactly what this tired remove CP hogwash sounds like anymore. Someone is always going to have more than you, because they earned it.
There is no need to remove the entire system,but some change or a mechanic who can help new player or returning player to get more in line with those "veteran player" will be good for the game.
Why should the new player or returning player be put close to on par with a player who has stayed with the game from the start and worked and played to get where he/she is currently located in regards to their progress. Might as well sell VR16 in the crown store with a 100 million gold bonus just for signing up so new players don't have to play "catch up." Everyone on equal footing regardless of time invested is good for the game. Pretty sure they already make those kind of games and they're not MMO's. Personally some sort of catch up mechanism would come across as a slap to the face to the devoted players who worked hard to get to where they're at. Besides there's already a catch up mechanism in place. Step 1) Log in on desired character. Step 2) Exit town into the wilds of Tamriel. Step 3) Locate Monster. Step 4) Slay Monster and Loot. Step 5) Repeat steps 3 and 4. There you're already on the road to being caught up.
Septimus_Magna wrote: »To fix is really simple, include this in the Battle Spirit buff: reduce the effectiveness of CS passives by 50-90%.
Same old same old.
CP's are not that powerful, 5-10% bonuses, well they are not as powerful as people are making out on this thread.
Cap the amount of benefit to being almost non-existent? How many CP's does it take to get to 100% in a stat? If someone has put enough into a stat then they are totally gimping themselves, the returns on the last 70% are terrible.
This thread is almost entirely put together by the "have nots"
If you do not have the time to compete with someone who can invest that time, you will just need to play better than them in order to stay competitive.
That’s life, stop crying and grow up
Averya_Teira wrote: »Septimus_Magna wrote: »To fix is really simple, include this in the Battle Spirit buff: reduce the effectiveness of CS passives by 50-90%.
This... and really make it 90 %. That way people that grinded CPs like crazy feel like they have a 10% advantage and other players don't feel like easy prey...Same old same old.
CP's are not that powerful, 5-10% bonuses, well they are not as powerful as people are making out on this thread.
Cap the amount of benefit to being almost non-existent? How many CP's does it take to get to 100% in a stat? If someone has put enough into a stat then they are totally gimping themselves, the returns on the last 70% are terrible.
This thread is almost entirely put together by the "have nots"
If you do not have the time to compete with someone who can invest that time, you will just need to play better than them in order to stay competitive.
That’s life, stop crying and grow up
I'm sorry, but you are very wrong... 100 points in almost every star is a 25 % increase. Some are less like the armor ones, but the increased damage/reduced resistance/etc stars are a 25 % increase indeed... NOT 5-10%...
RustedValor wrote: »The main problem with CP is instead of your character becoming more powerful from doing something fun like doing raids or pvp to get better gear, you become the more powerful from grinding mobs in a cave.
Attorneyatlawl wrote: »But who would spend hours and hours in the game for a 2.5% buff?
CP are designed to keep people in this game as opposed to a competitor's game.
Basically, a long-term loyalty reward.
This.
The actual solution is to add the 400-point catchup mechanic that ZOS has already confirmed is coming, and balance XP across game activity so that grinding trash PVE world mobs doesn't give you several times the progression speed as PVP, Dungeons, and Trials.
Attorneyatlawl wrote: »Averya_Teira wrote: »Septimus_Magna wrote: »To fix is really simple, include this in the Battle Spirit buff: reduce the effectiveness of CS passives by 50-90%.
This... and really make it 90 %. That way people that grinded CPs like crazy feel like they have a 10% advantage and other players don't feel like easy prey...Same old same old.
CP's are not that powerful, 5-10% bonuses, well they are not as powerful as people are making out on this thread.
Cap the amount of benefit to being almost non-existent? How many CP's does it take to get to 100% in a stat? If someone has put enough into a stat then they are totally gimping themselves, the returns on the last 70% are terrible.
This thread is almost entirely put together by the "have nots"
If you do not have the time to compete with someone who can invest that time, you will just need to play better than them in order to stay competitive.
That’s life, stop crying and grow up
I'm sorry, but you are very wrong... 100 points in almost every star is a 25 % increase. Some are less like the armor ones, but the increased damage/reduced resistance/etc stars are a 25 % increase indeed... NOT 5-10%...
25% in a crit damage/healing star ends up being about 8.16% on crit hits, or assuming a typical 50% critical chance, ~4.08% damage overall. You are very wrong, actually. @Tors researched the math, it appears, because his opinion is backed up by the facts.
RustedValor wrote: »The main problem with CP is instead of your character becoming more powerful from doing something fun like doing raids or pvp to get better gear, you become the more powerful from grinding mobs in a cave.
I don't mean to be "that guy", but...Attorneyatlawl wrote: »But who would spend hours and hours in the game for a 2.5% buff?
CP are designed to keep people in this game as opposed to a competitor's game.
Basically, a long-term loyalty reward.
This.
The actual solution is to add the 400-point catchup mechanic that ZOS has already confirmed is coming, and balance XP across game activity so that grinding trash PVE world mobs doesn't give you several times the progression speed as PVP, Dungeons, and Trials.
...I agree, and that's exactly what I've been bringing up for months at this point.
South Park made an episode about the maxed level guys of the world. How do you kill something that has no life? It's saddening how meaningless these CP OP player's life is to have to go to a video game to feel like they are a big man. I feel bad for you guys. I'll play PvP and enjoy it even tho I know I won't be able to take out these guys without a group, because I love my life. I have a good job, good wife, really nice house, and nice things while the ones that can't be killed have none of that. It's ok, I'll win in life, and you will win in cyrodiil. See we both are winners in a way, just at different levels.
Guys just let them have their small satisfaction in life. Thumps up to you op cp grinders, show your parents....make them proud
I know this will get deleted, but these guys that shout on here about being op are pathetic, and everyone else knows it should be fixed if the game is going to survive for years
blah blah vlah
with those 2 maxed out(600 CP):
blah blah blah
Same old same old.
CP's are not that powerful, 5-10% bonuses, well they are not as powerful as people are making out on this thread.
you must be out of your mind and prolly never done math before in your life, let me try to explain:
me as Stamina dude using, lets say Wblow
0 CP = 10k noncrit tooltip dmg/ 15k crit damage
that is already and increase of 31% damage and that does NOT take into account the increased resources you get which BOOST your damage even further...go home play candy crush srsly
5-10% bonuses..sure thing jeeeeez
Emma_Eunjung wrote: »NO. Do not even THINK about jacking up my CP after the HUNDREDS of hours I've invested grinding them!
This pretty much sums up the entire "CP is fine. Don't mess with them" line of thinking in 1 sentence. Amazing work.
Same old same old.
CP's are not that powerful, 5-10% bonuses, well they are not as powerful as people are making out on this thread.
Cap the amount of benefit to being almost non-existent? How many CP's does it take to get to 100% in a stat? If someone has put enough into a stat then they are totally gimping themselves, the returns on the last 70% are terrible.
This thread is almost entirely put together by the "have nots"
If you do not have the time to compete with someone who can invest that time, you will just need to play better than them in order to stay competitive.
That’s life, stop crying and grow up
Averya_Teira wrote: »Well... I guess I didn't understand it right then lol... I thought a 25 % increase meant a 25 % increase of overall damage, the way it's worded... If it isn't the case, that's my bad, and it is indeed more fair with a 5% or so overall increase !
Attorneyatlawl wrote: »
10,000 tooltip. 15,000 crit base.
25% final damage pre mitigation, 25% critical-portion-only damage boost.
With physdmg star maxed, 12500 goes into enemy non crit with 40% armor mitigation, your pen = 20% results in 32% reduction in dmg dealt = 8500 damage done. Without dmg dealt = 6800.
With both physdmg star maxed and physcritdmg star maxed, 12500 non crit goes in. Around half the time, give or take depending on your crit chance, instead of critting for a base 18750 pre-pen, you gain 25% on the critical portion of the hit only, which is 12550 * 0.5 = 6250. You now crit for a base 18750 + (0.25 * 6250) = 20312 base. After mitigation, instead of critically hitting for 12750, you hit for 13812 damage.
(Not so impressive as your misunderstanding made it look...)
Attorneyatlawl wrote: »After mitigation, instead of critically hitting for 12750, you hit for 13812 damage.
MaximusDargus wrote: »Just another "I dont want to bother myself getting it then i dont want anyone else have it" generic topic. "I cant have it so take it away from everyone who have it and will ever get it".
That's been exactly the case for so long. People see skills and mechanics that are effective and powerful, but because their particular build or class doesn't have it, they want to nerf it so no one else has it either.
It's the same with these Champion Points, people spend hundreds of hours in the game collecting them, but those that don't feel disadvantaged for some reason because their character isn't as strong. The fact that they only spent a fraction of the time in the game, goes completely past them.
I think the Champion System is exactly the way it should be, I am truly amazed that ZOS managed to get it so perfect. I can't find a single fault with it, apart from maybe they should add a new type of Cyrodil Campaign where CPs are disabled, with 40% reduced AP gain, so casual players have a way to enjoy PvP without being dominated.
Attorneyatlawl wrote: »
10,000 tooltip. 15,000 crit base.
25% final damage pre mitigation, 25% critical-portion-only damage boost.
With physdmg star maxed, 12500 goes into enemy non crit with 40% armor mitigation, your pen = 20% results in 32% reduction in dmg dealt = 8500 damage done. Without dmg dealt = 6800.
With both physdmg star maxed and physcritdmg star maxed, 12500 non crit goes in. Around half the time, give or take depending on your crit chance, instead of critting for a base 18750 pre-pen, you gain 25% on the critical portion of the hit only, which is 12550 * 0.5 = 6250. You now crit for a base 18750 + (0.25 * 6250) = 20312 base. After mitigation, instead of critically hitting for 12750, you hit for 13812 damage.
(Not so impressive as your misunderstanding made it look...)
Just saw this "gem".
There's no point in including mitigation if you are keeping it constant because it is constant but I'll go with it.Attorneyatlawl wrote: »After mitigation, instead of critically hitting for 12750, you hit for 13812 damage.
You pulled the 12750 out of your arse. You should have put 10200.
and 13812.5/10200=1.354
(Not as insignificant as your ballshit made it look...)
asneakybanana wrote: »Same old same old.
CP's are not that powerful, 5-10% bonuses, well they are not as powerful as people are making out on this thread.
Cap the amount of benefit to being almost non-existent? How many CP's does it take to get to 100% in a stat? If someone has put enough into a stat then they are totally gimping themselves, the returns on the last 70% are terrible.
This thread is almost entirely put together by the "have nots"
If you do not have the time to compete with someone who can invest that time, you will just need to play better than them in order to stay competitive.
That’s life, stop crying and grow up
I have 400 cp and have the #1 score in all 3 trials on na as well as 2 toons in the top 20 for dsa. Cp are op as hell. 400 cp is going to be around a 35 or more % dps increase. The elemental expert boost alone is a 25% dps increase not to mention elfbelfbor and spell erosion and heavy attack. Then you have red cp which allow you to not have to block for pretty much anything in so other than manti stomps. Then there's the green cp that make sure you never run out of magicka and can run 3 spell damage enchants further boosting your dps. I think for trials there should b 2 modes. A progression mode and a leaderboard mode. Progression mode would allow for any amount of cp and the scores wouldn't count towards the leaderboards. The with leaderboard mode you are capped at like 200 or 250 cp. Would make it so everyone pushing for the top score is on a level playing field just my thoughts tho I'm sure zos will never do anything about iit.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »
10,000 tooltip. 15,000 crit base.
25% final damage pre mitigation, 25% critical-portion-only damage boost.
With physdmg star maxed, 12500 goes into enemy non crit with 40% armor mitigation, your pen = 20% results in 32% reduction in dmg dealt = 8500 damage done. Without dmg dealt = 6800.
With both physdmg star maxed and physcritdmg star maxed, 12500 non crit goes in. Around half the time, give or take depending on your crit chance, instead of critting for a base 18750 pre-pen, you gain 25% on the critical portion of the hit only, which is 12550 * 0.5 = 6250. You now crit for a base 18750 + (0.25 * 6250) = 20312 base. After mitigation, instead of critically hitting for 12750, you hit for 13812 damage.
(Not so impressive as your misunderstanding made it look...)
Just saw this "gem".
There's no point in including mitigation if you are keeping it constant because it is constant but I'll go with it.Attorneyatlawl wrote: »After mitigation, instead of critically hitting for 12750, you hit for 13812 damage.
You pulled the 12750 out of your arse. You should have put 10200.
and 13812.5/10200=1.354
(Not as insignificant as your ballshit made it look...)
Not sure what you're even responding to, because it has nothing to do with the post or my math. Pull up a calculator on your phone if you can't do it in your head before flaming with masked profanity. Nitpicking over typo's doesn't do much for your argument where I accidentally wrote 12550 instead of 12500 earlier in. Mitigation is included to show the end result rather than unobtainable pre mitigation numbers which are misleading.
EDIT: Thanks for illustrating, however, that you did none of the math and instead just jumped to post. Anyone who had followed along the post would have easily noticed the error you just made when trying to incorrectly "fix" the proper math I'd already posted as the mechanics are explained in mine. 18750 * 0.68 = 12750. That is the number after mitigation with the damage passive but not the crit boost one. The part you even tried to take issue with was 100% correct. "After mitigation, instead of critically hitting for 12750, you hit for 13812 damage." (when having the 25% physcrit damage star maxed).