DovresMalven wrote: »The thing is, it only matters in small scale fights for the most part, and Cyrodiil is primarily a group effort. I think its excelent incentive for players who really love the game to play and get an edge over their opponents. There is after all a cap.
Granted, a non CP campaign might be a good option.
I've died to people with less CP than me and have killed people with hundreds more than me and I know people with CPs in the top .1% who have got neutered by people with 1/4 their CP.
CP gives you an advantage but you're still able to compete just fine without them. Soon it will be far easier to get the first few hundred and every hundred after that becomes increasingly less and less useful.
Devaluing the early CPs is ZoSs stated preference for allows players an option to "Catchup" and not fall complexly out of the picture.
This isn't nearly as big of an issue as people make of it.
I've died to people with less CP than me and have killed people with hundreds more than me and I know people with CPs in the top .1% who have got neutered by people with 1/4 their CP.
CP gives you an advantage but you're still able to compete just fine without them. Soon it will be far easier to get the first few hundred and every hundred after that becomes increasingly less and less useful.
Devaluing the early CPs is ZoSs stated preference for allows players an option to "Catchup" and not fall complexly out of the picture.
This isn't nearly as big of an issue as people make of it.
You are right that not every situation will be drastic difference, but this will depend on where the point have been spent and what kind of build you are up against.
For example let's say 2 magicka NB's square off (which with IC incoming seems a likely scenario) but one has 300 points which are invested in Thaumaturge and Hardy(?) and the other guy has 0 CP. That is +25% more damage and -25% damage taken for the 300 CP guy all things being equal (since there will be almost exclusively magic damage being used in this fight). There are also another 100 points to go elsewhere, just for good measure.
The skill required to overcome this kind of disadvantage would have to be phenomenal. Generally speaking that 0 CP guy is as good as dead.
That's the kind of un-fun, un-fair scenario that should be addressed and I am glad to see ZoS looking to put forward some kind of device to keep the playing field closer to even.
Yeah but 300 CPs versus 0 CPs is the worst possible comparison.(And impossible since you're going to get 50-80 CPs just grinding from Vet1 to Vet14)
Comparing a 300CP vet versus a 600CP vet is a completely different scenario and that fight is going to be anyone's game. If they make the first 300-400CPs much easier to get then this really is going to be a non-issue.
Beyond 300 CPs your damage increasing abilities become much more limited and beyond 600 CPs basically nil.
I don't like the imbalances from the CS, but I am happy at least being on the lower end until there is a no cp campaign (or until I quit).
Of course CP don't give you godmode but still its a big difference.I've died to people with less CP than me and have killed people with hundreds more than me and I know people with CPs in the top .1% who have got neutered by people with 1/4 their CP.
CP gives you an advantage but you're still able to compete just fine without them. Soon it will be far easier to get the first few hundred and every hundred after that becomes increasingly less and less useful.
Devaluing the early CPs is ZoSs stated preference for allows players an option to "Catchup" and not fall complexly out of the picture.
This isn't nearly as big of an issue as people make of it.
You are right that not every situation will be drastic difference, but this will depend on where the point have been spent and what kind of build you are up against.
For example let's say 2 magicka NB's square off (which with IC incoming seems a likely scenario) but one has 300 points which are invested in Thaumaturge and Hardy(?) and the other guy has 0 CP. That is +25% more damage and -25% damage taken for the 300 CP guy all things being equal (since there will be almost exclusively magic damage being used in this fight). There are also another 100 points to go elsewhere, just for good measure.
The skill required to overcome this kind of disadvantage would have to be phenomenal. Generally speaking that 0 CP guy is as good as dead.
That's the kind of un-fun, un-fair scenario that should be addressed and I am glad to see ZoS looking to put forward some kind of device to keep the playing field closer to even.
Yeah but 300 CPs versus 0 CPs is the worst possible comparison.(And impossible since you're going to get 50-80 CPs just grinding from Vet1 to Vet14)
Comparing a 300CP vet versus a 600CP vet is a completely different scenario and that fight is going to be anyone's game. If they make the first 300-400CPs much easier to get then this really is going to be a non-issue.
Beyond 300 CPs your damage increasing abilities become much more limited and beyond 600 CPs basically nil.
I've died to people with less CP than me and have killed people with hundreds more than me and I know people with CPs in the top .1% who have got neutered by people with 1/4 their CP.
CP gives you an advantage but you're still able to compete just fine without them. Soon it will be far easier to get the first few hundred and every hundred after that becomes increasingly less and less useful.
Devaluing the early CPs is ZoSs stated preference for allows players an option to "Catchup" and not fall complexly out of the picture.
This isn't nearly as big of an issue as people make of it.
You are right that not every situation will be drastic difference, but this will depend on where the point have been spent and what kind of build you are up against.
For example let's say 2 magicka NB's square off (which with IC incoming seems a likely scenario) but one has 300 points which are invested in Thaumaturge and Hardy(?) and the other guy has 0 CP. That is +25% more damage and -25% damage taken for the 300 CP guy all things being equal (since there will be almost exclusively magic damage being used in this fight). There are also another 100 points to go elsewhere, just for good measure.
The skill required to overcome this kind of disadvantage would have to be phenomenal. Generally speaking that 0 CP guy is as good as dead.
That's the kind of un-fun, un-fair scenario that should be addressed and I am glad to see ZoS looking to put forward some kind of device to keep the playing field closer to even.
Yeah but 300 CPs versus 0 CPs is the worst possible comparison.(And impossible since you're going to get 50-80 CPs just grinding from Vet1 to Vet14)
Comparing a 300CP vet versus a 600CP vet is a completely different scenario and that fight is going to be anyone's game. If they make the first 300-400CPs much easier to get then this really is going to be a non-issue.
Beyond 300 CPs your damage increasing abilities become much more limited and beyond 600 CPs basically nil.
I largely agree based on the last line. The biggest issue I see with cp is not the passives them selves, but the small resource boost you get with each one. Short term this is not a large boost, but over the course of the whole 3.6k cp it will add up.
I Looked at my resource pool stats with and without cp. I currently have 475. I looked at these numbers for a little while, but I could not find a obvious pattern as to how much they add. ( Curious if anyone knows the percentage each point adds or how they interact with things like racial passives, Battle Spirit Health Buff, and undaunted passives.)
No CP
Health: 23,424
Magicka: 8,117
Stamina: 29,074
With 475 Cp
Health: 25,512
Magic: 9,529
Stamina: 33,231
Differences
Health: 2,088
Magicka: 1,412
Stamina: 4,157
I will use the stamina as an example as it is the most extreme. If memory serves the 2 piece on my gold vr 14 sunder flame adds 933 stamina. 4,157/933 = apx 4.45
So in this particular example aside from the passives in the trees I am receiving about 4 and a half stamina set bonuses from my CP.
pls explain how to increase primary stats with CP?
We all know that CP is a crucial piece in the development of a build. If you want to be strong at this time, you must have decent CP. We're talking 300+ or gtfo realistically. And that's conservative. As time continues, the disparity between those with 300 and those with 1k+ grows tremendously. And the gap between current players and new/returning players is even more disgusting.
I just honestly wanted to get the general consensus on how people feel about this. Personally, I applaud/am jealous of those who have high cp. But I'm just not interested in grinding 5hrs a day to join those ranks.
My main concern is just balance; both between the current population and the potential population. Can we honestly expect anyone to start playing or returning to ESO knowing that they are this far behind? Is there a feasible way to balance these CP in Cyro without discouraging the progression of those with higher CP? I think a hard cap is somewhat harsh. A cap on how many CP are applicable in Cyro is also harsh, but the most equalizing. I've heard talks of quarterly caps or scaling them (ie: 1-100 takes less xp than 300-400) which I think is probably the most fair way to do it.
Not sure what the exact right answer is here though. Interested in hearing people's thoughts.
The first 360CP is the biggest gap that will destroy someone with 75CP. Once you pass 360 the gap between 360 - 600 is much more smaller because of the diminishing returns. The system is extremely unbalanced for returning players or new players because of that reason. A lot of the gains start to be meh after you've maxed out either Mighty, Elemental Expert, Thaumaturge.We all know that CP is a crucial piece in the development of a build. If you want to be strong at this time, you must have decent CP. We're talking 300+ or gtfo realistically. And that's conservative. As time continues, the disparity between those with 300 and those with 1k+ grows tremendously. And the gap between current players and new/returning players is even more disgusting.
I just honestly wanted to get the general consensus on how people feel about this. Personally, I applaud/am jealous of those who have high cp. But I'm just not interested in grinding 5hrs a day to join those ranks.
My main concern is just balance; both between the current population and the potential population. Can we honestly expect anyone to start playing or returning to ESO knowing that they are this far behind? Is there a feasible way to balance these CP in Cyro without discouraging the progression of those with higher CP? I think a hard cap is somewhat harsh. A cap on how many CP are applicable in Cyro is also harsh, but the most equalizing. I've heard talks of quarterly caps or scaling them (ie: 1-100 takes less xp than 300-400) which I think is probably the most fair way to do it.
Not sure what the exact right answer is here though. Interested in hearing people's thoughts.
I've died to people with less CP than me and have killed people with hundreds more than me and I know people with CPs in the top .1% who have got neutered by people with 1/4 their CP.
CP gives you an advantage but you're still able to compete just fine without them. Soon it will be far easier to get the first few hundred and every hundred after that becomes increasingly less and less useful.
Devaluing the early CPs is ZoSs stated preference for allows players an option to "Catchup" and not fall complexly out of the picture.
This isn't nearly as big of an issue as people make of it.
You are right that not every situation will be drastic difference, but this will depend on where the point have been spent and what kind of build you are up against.
For example let's say 2 magicka NB's square off (which with IC incoming seems a likely scenario) but one has 300 points which are invested in Thaumaturge and Hardy(?) and the other guy has 0 CP. That is +25% more damage and -25% damage taken for the 300 CP guy all things being equal (since there will be almost exclusively magic damage being used in this fight). There are also another 100 points to go elsewhere, just for good measure.
The skill required to overcome this kind of disadvantage would have to be phenomenal. Generally speaking that 0 CP guy is as good as dead.
That's the kind of un-fun, un-fair scenario that should be addressed and I am glad to see ZoS looking to put forward some kind of device to keep the playing field closer to even.
Yeah but 300 CPs versus 0 CPs is the worst possible comparison.(And impossible since you're going to get 50-80 CPs just grinding from Vet1 to Vet14)
Comparing a 300CP vet versus a 600CP vet is a completely different scenario and that fight is going to be anyone's game. If they make the first 300-400CPs much easier to get then this really is going to be a non-issue.
Beyond 300 CPs your damage increasing abilities become much more limited and beyond 600 CPs basically nil.
I largely agree based on the last line. The biggest issue I see with cp is not the passives them selves, but the small resource boost you get with each one. Short term this is not a large boost, but over the course of the whole 3.6k cp it will add up.
I Looked at my resource pool stats with and without cp. I currently have 475. I looked at these numbers for a little while, but I could not find a obvious pattern as to how much they add. ( Curious if anyone knows the percentage each point adds or how they interact with things like racial passives, Battle Spirit Health Buff, and undaunted passives.)
No CP
Health: 23,424
Magicka: 8,117
Stamina: 29,074
With 475 Cp
Health: 25,512
Magic: 9,529
Stamina: 33,231
Differences
Health: 2,088
Magicka: 1,412
Stamina: 4,157
I will use the stamina as an example as it is the most extreme. If memory serves the 2 piece on my gold vr 14 sunder flame adds 933 stamina. 4,157/933 = apx 4.45
So in this particular example aside from the passives in the trees I am receiving about 4 and a half stamina set bonuses from my CP.
RadioheadSh0t wrote: »It's a pretty significant deal, I wouldn't downplay it.
It's not only CP disparity, but the disparity between playstyles. A pure PvPer like myself who doesn't touch PvE unless he has to is at a severe disadvantage, even with equal time put in. CP is another example of PvPers getting the shaft, and another example of ZOS forcing players to play their, IMHO, boring PVE.
PvP in this game is good, when it works (that's a whole different discussion), but you're basically being forced to
A ) Spend money on crown scrolls (another shameful move by ZOS)
B ) Fish for Roe, because we all know we bought this game to fish.
C ) Grind without scrolls, which pulls pure PVPers away from the only part of the game they enjoy, and those players will still be playing catchup to people with xp bonuses.
D ) Accept the flawed game design and just ignore it, to your own disadvantage.
E ) Quit.
And not to mention a certain exploit EP players had where they were able to get tons of CP without even being at their computer.
I've died to people with less CP than me and have killed people with hundreds more than me and I know people with CPs in the top .1% who have got neutered by people with 1/4 their CP.
CP gives you an advantage but you're still able to compete just fine without them. Soon it will be far easier to get the first few hundred and every hundred after that becomes increasingly less and less useful.
Devaluing the early CPs is ZoSs stated preference for allows players an option to "Catchup" and not fall complexly out of the picture.
This isn't nearly as big of an issue as people make of it.
You are right that not every situation will be drastic difference, but this will depend on where the point have been spent and what kind of build you are up against.
For example let's say 2 magicka NB's square off (which with IC incoming seems a likely scenario) but one has 300 points which are invested in Thaumaturge and Hardy(?) and the other guy has 0 CP. That is +25% more damage and -25% damage taken for the 300 CP guy all things being equal (since there will be almost exclusively magic damage being used in this fight). There are also another 100 points to go elsewhere, just for good measure.
The skill required to overcome this kind of disadvantage would have to be phenomenal. Generally speaking that 0 CP guy is as good as dead.
That's the kind of un-fun, un-fair scenario that should be addressed and I am glad to see ZoS looking to put forward some kind of device to keep the playing field closer to even.
Yeah but 300 CPs versus 0 CPs is the worst possible comparison.(And impossible since you're going to get 50-80 CPs just grinding from Vet1 to Vet14)
Comparing a 300CP vet versus a 600CP vet is a completely different scenario and that fight is going to be anyone's game. If they make the first 300-400CPs much easier to get then this really is going to be a non-issue.
Beyond 300 CPs your damage increasing abilities become much more limited and beyond 600 CPs basically nil.
I largely agree based on the last line. The biggest issue I see with cp is not the passives them selves, but the small resource boost you get with each one. Short term this is not a large boost, but over the course of the whole 3.6k cp it will add up.
I Looked at my resource pool stats with and without cp. I currently have 475. I looked at these numbers for a little while, but I could not find a obvious pattern as to how much they add. ( Curious if anyone knows the percentage each point adds or how they interact with things like racial passives, Battle Spirit Health Buff, and undaunted passives.)
No CP
Health: 23,424
Magicka: 8,117
Stamina: 29,074
With 475 Cp
Health: 25,512
Magic: 9,529
Stamina: 33,231
Differences
Health: 2,088
Magicka: 1,412
Stamina: 4,157
I will use the stamina as an example as it is the most extreme. If memory serves the 2 piece on my gold vr 14 sunder flame adds 933 stamina. 4,157/933 = apx 4.45
So in this particular example aside from the passives in the trees I am receiving about 4 and a half stamina set bonuses from my CP.
I'm really glad you were able to articulate this mathematically. Because I think this is one of the most concerning issues with the CP disparity; the resource pool gains. I'm not sure exactly why it happens but I think the gains you make from the passives alone are completely sufficient. To include these resource pool gains on top of it is just absolutely ridiculous.
I mean, of course @Ezareth is right and your damage causing passives arent just stacking exponentially. Once mighty/thaumaturge/ele expert are maxed (still stupid there's 2 for magicka, 1 for stam btw) your damage is essentially "capped". However, with the resource pool gains, it's obviously not really capped. It's going to continue to grow in small increments as you approach 3600.
The other issue with CP disparity is that even though you may not get actual damage from them once your 3 passives are maxed, we all know that damage is not the only name of the game in cyro. Sustain baby. Sustain. These 25% reductions, 25% regen to Magicka and stamina, 25% block cost reduction, 25% cc break/dodge roll reduction, these things add up. Chances are a new player walking on to the field with 75 CP is not only dwarfed in experience, he will now also be dwarfed in damage and sustain. Chances are, that guys not sticking around to get rekt every day. That's my concern.
A very smart friend of mind has a really interesting take on CP Imbalance. He told me that yes at times fighting someone and encountering someone with alot of CP can be annoying but he doesnt mind it much becuase fighting these people is all chance and in the grand scheme of things anyone who pvps seriously is at avarage in their own regard.
We all know that CP is a crucial piece in the development of a build. If you want to be strong at this time, you must have decent CP. We're talking 300+ or gtfo realistically. And that's conservative. As time continues, the disparity between those with 300 and those with 1k+ grows tremendously. And the gap between current players and new/returning players is even more disgusting.
I just honestly wanted to get the general consensus on how people feel about this. Personally, I applaud/am jealous of those who have high cp. But I'm just not interested in grinding 5hrs a day to join those ranks.
My main concern is just balance; both between the current population and the potential population. Can we honestly expect anyone to start playing or returning to ESO knowing that they are this far behind? Is there a feasible way to balance these CP in Cyro without discouraging the progression of those with higher CP? I think a hard cap is somewhat harsh. A cap on how many CP are applicable in Cyro is also harsh, but the most equalizing. I've heard talks of quarterly caps or scaling them (ie: 1-100 takes less xp than 300-400) which I think is probably the most fair way to do it.
Not sure what the exact right answer is here though. Interested in hearing people's thoughts.