The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The problem is not whether you have 300 or 600 CP.
Before the CP system for new players, casuals or comback players it was pretty easy to become or stay competitive. You could craft decent gear, spent some time to understand mechanics and you could have fun. You was somewhat inferior to experienced players but it was still fine.
Imagine in 1 year average ppl have 500. Imagine you are new or casual or you comeback after a break. You've 0 or below 100 CP. And this does make a difference. You have no chance. And you see it would take ages and an insane amount of time to catch up. For a casual it's even impossible. The gap becomes bigger and bigger. It's not worth trying. As a PvP player of that kind you can quit.
Most ppl are victims of such a system. Only a few hard core players profit and even they admit that it's boring and zero fun to grind.
I have the yell that your character makes when using dawnbreaker etched into my memory from a certain former emp a week ago and will probably hide in a corner and slowly rock myself the next time I hear it.
The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The problem is not whether you have 300 or 600 CP.
Before the CP system for new players, casuals or comback players it was pretty easy to become or stay competitive. You could craft decent gear, spent some time to understand mechanics and you could have fun. You was somewhat inferior to experienced players but it was still fine.
Imagine in 1 year average ppl have 500. Imagine you are new or casual or you comeback after a break. You've 0 or below 100 CP. And this does make a difference. You have no chance. And you see it would take ages and an insane amount of time to catch up. For a casual it's even impossible. The gap becomes bigger and bigger. It's not worth trying. As a PvP player of that kind you can quit.
Most ppl are victims of such a system. Only a few hard core players profit and even they admit that it's boring and zero fun to grind.
This would be true if they didn't plan on implementing a "Catch-up" mechanic. Eric Wroebel already said they are considering the details on this and will implement something to avoid just what you're suggesting.
*Anyone* entering a mature MMO PvP game is going to run into this issue to some degree and they should expect that coming in. In the end they're going to have to spend far less time to get to where the hardcore players are when they join which is how it should be.
The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The problem is not whether you have 300 or 600 CP.
Before the CP system for new players, casuals or comback players it was pretty easy to become or stay competitive. You could craft decent gear, spent some time to understand mechanics and you could have fun. You was somewhat inferior to experienced players but it was still fine.
Imagine in 1 year average ppl have 500. Imagine you are new or casual or you comeback after a break. You've 0 or below 100 CP. And this does make a difference. You have no chance. And you see it would take ages and an insane amount of time to catch up. For a casual it's even impossible. The gap becomes bigger and bigger. It's not worth trying. As a PvP player of that kind you can quit.
Most ppl are victims of such a system. Only a few hard core players profit and even they admit that it's boring and zero fun to grind.
This would be true if they didn't plan on implementing a "Catch-up" mechanic. Eric Wroebel already said they are considering the details on this and will implement something to avoid just what you're suggesting.
*Anyone* entering a mature MMO PvP game is going to run into this issue to some degree and they should expect that coming in. In the end they're going to have to spend far less time to get to where the hardcore players are when they join which is how it should be.
Have fun catching up 2k CP.
Celas_Dranacea wrote: »All they need to do is add an extra zero after the decimal point so gains can slow down more than .1%
As I have said elsewhere, this is just a question on how the catch-up mechanic is done.Have fun catching up 2k CP.The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The problem is not whether you have 300 or 600 CP.
Before the CP system for new players, casuals or comback players it was pretty easy to become or stay competitive. You could craft decent gear, spent some time to understand mechanics and you could have fun. You was somewhat inferior to experienced players but it was still fine.
Imagine in 1 year average ppl have 500. Imagine you are new or casual or you comeback after a break. You've 0 or below 100 CP. And this does make a difference. You have no chance. And you see it would take ages and an insane amount of time to catch up. For a casual it's even impossible. The gap becomes bigger and bigger. It's not worth trying. As a PvP player of that kind you can quit.
Most ppl are victims of such a system. Only a few hard core players profit and even they admit that it's boring and zero fun to grind.
This would be true if they didn't plan on implementing a "Catch-up" mechanic. Eric Wroebel already said they are considering the details on this and will implement something to avoid just what you're suggesting.
*Anyone* entering a mature MMO PvP game is going to run into this issue to some degree and they should expect that coming in. In the end they're going to have to spend far less time to get to where the hardcore players are when they join which is how it should be.
As I have said elsewhere, this is just a question on how the catch-up mechanic is done.Have fun catching up 2k CP.The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The problem is not whether you have 300 or 600 CP.
Before the CP system for new players, casuals or comback players it was pretty easy to become or stay competitive. You could craft decent gear, spent some time to understand mechanics and you could have fun. You was somewhat inferior to experienced players but it was still fine.
Imagine in 1 year average ppl have 500. Imagine you are new or casual or you comeback after a break. You've 0 or below 100 CP. And this does make a difference. You have no chance. And you see it would take ages and an insane amount of time to catch up. For a casual it's even impossible. The gap becomes bigger and bigger. It's not worth trying. As a PvP player of that kind you can quit.
Most ppl are victims of such a system. Only a few hard core players profit and even they admit that it's boring and zero fun to grind.
This would be true if they didn't plan on implementing a "Catch-up" mechanic. Eric Wroebel already said they are considering the details on this and will implement something to avoid just what you're suggesting.
*Anyone* entering a mature MMO PvP game is going to run into this issue to some degree and they should expect that coming in. In the end they're going to have to spend far less time to get to where the hardcore players are when they join which is how it should be.
Then they just have to listen to meAs I have said elsewhere, this is just a question on how the catch-up mechanic is done.Have fun catching up 2k CP.The stat bonuses are so diminished after your first 300 CP that you need 729 more champion points to see the same benefit of those first 300 (for 1029 total) and another 1086 CP (for 2115 total) to see the same benefit again.
I think this is a problem that isn't nearly as big people make it out to be.
The problem is not whether you have 300 or 600 CP.
Before the CP system for new players, casuals or comback players it was pretty easy to become or stay competitive. You could craft decent gear, spent some time to understand mechanics and you could have fun. You was somewhat inferior to experienced players but it was still fine.
Imagine in 1 year average ppl have 500. Imagine you are new or casual or you comeback after a break. You've 0 or below 100 CP. And this does make a difference. You have no chance. And you see it would take ages and an insane amount of time to catch up. For a casual it's even impossible. The gap becomes bigger and bigger. It's not worth trying. As a PvP player of that kind you can quit.
Most ppl are victims of such a system. Only a few hard core players profit and even they admit that it's boring and zero fun to grind.
This would be true if they didn't plan on implementing a "Catch-up" mechanic. Eric Wroebel already said they are considering the details on this and will implement something to avoid just what you're suggesting.
*Anyone* entering a mature MMO PvP game is going to run into this issue to some degree and they should expect that coming in. In the end they're going to have to spend far less time to get to where the hardcore players are when they join which is how it should be.
True, but after seeing their incompetence of handling stuff for 1 year I am not very confident they manage to introduce a good catchup mechanic

Germtrocity wrote: »I'm sitting at 350 or so CP and I have melted the ever living hell out of some of these people with over double my CP (the ones I know of at least).
I'm just scared for when our 1337 goblin master overlords stop grinding and start learning how PvP mechanics and skills actually work, because a competent player with more than double anyone's CP is a force to be reckoned with - a lot of the ones I have seen with super high CP sometimes die so fast I wonder if they really do have that many CP.
Germtrocity wrote: »I'm sitting at 350 or so CP and I have melted the ever living hell out of some of these people with over double my CP (the ones I know of at least).
I'm just scared for when our 1337 goblin master overlords stop grinding and start learning how PvP mechanics and skills actually work, because a competent player with more than double anyone's CP is a force to be reckoned with - a lot of the ones I have seen with super high CP sometimes die so fast I wonder if they really do have that many CP.
I've heard similar reports from others who have fought people in the 700+ range and not died once.
The best players I know are all in the ~300-400 CP range.