Flameheart wrote: »The first 100 CPs make a difference
Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Flameheart wrote: »Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Nope, but besides the fact that the difference will be pretty small, why should they be equal at all ? In other MMOs you are able to outclass other PvPers by superior gear, in this game you can do that to a much more minor degree, because most of the stuff is craftable and/or buyable for gold and/or tradable between twinks.
The gap between 0 CPs and 100 might be remarkable for sure, after that -> diminishing returns.
The enemy of PvP in this game is
-lag
and maybe
-macros
I said "maybe" for the later one, because in fact everybody can make them and use them.
starkerealm wrote: »For PvE that's probably good enough. For PvP, you're in the range where you can deal with someone who's been doing PvP for about seven months (if all of that time was in Cyrodiil), if you're wanting to go up against someone who's been doing PvP from day one, and lived through the Batswarm Emperors, then you're less experienced then they are, and that's a distinct disadvantage that a few hundred CP won't overcome.
Flameheart wrote: »Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Nope, but besides the fact that the difference will be pretty small, why should they be equal at all ? In other MMOs you are able to outclass other PvPers by superior gear, in this game you can do that to a much more minor degree, because most of the stuff is craftable and/or buyable for gold and/or tradable between twinks.
The gap between 0 CPs and 100 might be remarkable for sure, after that -> diminishing returns.
The enemy of PvP in this game is
-lag
and maybe
-macros
I said "maybe" for the later one, because in fact everybody can make them and use them.
But you agree that champion points is one thing that CAN make a difference no matter how big or small?
Flameheart wrote: »Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Nope, but besides the fact that the difference will be pretty small, why should they be equal at all ? In other MMOs you are able to outclass other PvPers by superior gear, in this game you can do that to a much more minor degree, because most of the stuff is craftable and/or buyable for gold and/or tradable between twinks.
The gap between 0 CPs and 100 might be remarkable for sure, after that -> diminishing returns.
The enemy of PvP in this game is
-lag
and maybe
-macros
I said "maybe" for the later one, because in fact everybody can make them and use them.
But you agree that champion points is one thing that CAN make a difference no matter how big or small?
Flameheart wrote: »Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Nope, but besides the fact that the difference will be pretty small, why should they be equal at all ? In other MMOs you are able to outclass other PvPers by superior gear, in this game you can do that to a much more minor degree, because most of the stuff is craftable and/or buyable for gold and/or tradable between twinks.
The gap between 0 CPs and 100 might be remarkable for sure, after that -> diminishing returns.
The enemy of PvP in this game is
-lag
and maybe
-macros
I said "maybe" for the later one, because in fact everybody can make them and use them.
starkerealm wrote: »Flameheart wrote: »Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Nope, but besides the fact that the difference will be pretty small, why should they be equal at all ? In other MMOs you are able to outclass other PvPers by superior gear, in this game you can do that to a much more minor degree, because most of the stuff is craftable and/or buyable for gold and/or tradable between twinks.
The gap between 0 CPs and 100 might be remarkable for sure, after that -> diminishing returns.
The enemy of PvP in this game is
-lag
and maybe
-macros
I said "maybe" for the later one, because in fact everybody can make them and use them.
But you agree that champion points is one thing that CAN make a difference no matter how big or small?
If someone remembered to bathe can make a difference in PvP. Probably a bigger one if they find themselves with an itch at an inopportune time.
The difference between someone with 70 and 100 is, honestly, probably less of a factor than whether or not your stomach is growling. It affects the game, but not much. Of course, if you want to blame your cat batting at your headphones line for your losses in Cyrodiil, none of us can tell you you're wrong.
Flameheart wrote: »Flameheart wrote: »The first 100 CPs make a difference
So a person with 100 CP and someone with 70 CP are exactly the same?
Nope, but besides the fact that the difference will be pretty small, why should they be equal at all ? In other MMOs you are able to outclass other PvPers by superior gear, in this game you can do that to a much more minor degree, because most of the stuff is craftable and/or buyable for gold and/or tradable between twinks.
The gap between 0 CPs and 100 might be remarkable for sure, after that -> diminishing returns.
The enemy of PvP in this game is
-lag
and maybe
-macros
I said "maybe" for the later one, because in fact everybody can make them and use them.
I thought that using macros was considered cheating and therefore illegal in this game. Sounds like you just incriminated yourself.
That would only be true if you would have to evenly distribute the points.People keep saying diminishing returns, which while true, really doesn't describe the difference properly. So I popped some numbers into a CP calculator. Take a 100CP vs 300CP and average those among say 3 skills per the colors. So the 100CP gets (for ease) 11CP in 3 spots and the 300CP gets 33CP. For spell crit that's a difference of 5.3% vs 11.5%. More than double. In fact it's more than double for every spot. Say you put everything into 1 slot. That's 11.5% vs 24.8%. So yes, diminishing returns. 3x the cp to gain double the effect but who cares? There aren't that many slots worth spending on per build so the diminishing returns become pretty negligible. Even just 100CP vs 200CP is a big difference. Even distribution among 3 slots gets you 11.5% vs 18.7%. Between 2 slots is 15.4% vs 25%. And because of the way some of these percentages interact with skills and passives the difference can be exacerbated even more.
That would only be true if you would have to evenly distribute the points.People keep saying diminishing returns, which while true, really doesn't describe the difference properly. So I popped some numbers into a CP calculator. Take a 100CP vs 300CP and average those among say 3 skills per the colors. So the 100CP gets (for ease) 11CP in 3 spots and the 300CP gets 33CP. For spell crit that's a difference of 5.3% vs 11.5%. More than double. In fact it's more than double for every spot. Say you put everything into 1 slot. That's 11.5% vs 24.8%. So yes, diminishing returns. 3x the cp to gain double the effect but who cares? There aren't that many slots worth spending on per build so the diminishing returns become pretty negligible. Even just 100CP vs 200CP is a big difference. Even distribution among 3 slots gets you 11.5% vs 18.7%. Between 2 slots is 15.4% vs 25%. And because of the way some of these percentages interact with skills and passives the difference can be exacerbated even more.
There are 2 main and 2 supplemental stars in each section for each build. This is the reasoning behind the 300 points break - once you have 300 points, you have a large part of the strongly influential bonuses. So of course, the difference between 100 and 300 is substantial. But the difference between 300 and 1000 is less, even though the point difference is huge.
And that is what is meant by diminishing returns.
People keep saying diminishing returns, which while true, really doesn't describe the difference properly. So I popped some numbers into a CP calculator. Take a 100CP vs 300CP and average those among say 3 skills per the colors. So the 100CP gets (for ease) 11CP in 3 spots and the 300CP gets 33CP. For spell crit that's a difference of 5.3% vs 11.5%. More than double. In fact it's more than double for every spot. Say you put everything into 1 slot. That's 11.5% vs 24.8%. So yes, diminishing returns. 3x the cp to gain double the effect but who cares? There aren't that many slots worth spending on per build so the diminishing returns become pretty negligible. Even just 100CP vs 200CP is a big difference. Even distribution among 3 slots gets you 11.5% vs 18.7%. Between 2 slots is 15.4% vs 25%. And because of the way some of these percentages interact with skills and passives the difference can be exacerbated even more.
People keep saying diminishing returns, which while true, really doesn't describe the difference properly. So I popped some numbers into a CP calculator. Take a 100CP vs 300CP and average those among say 3 skills per the colors. So the 100CP gets (for ease) 11CP in 3 spots and the 300CP gets 33CP. For spell crit that's a difference of 5.3% vs 11.5%. More than double. In fact it's more than double for every spot. Say you put everything into 1 slot. That's 11.5% vs 24.8%. So yes, diminishing returns. 3x the cp to gain double the effect but who cares? There aren't that many slots worth spending on per build so the diminishing returns become pretty negligible. Even just 100CP vs 200CP is a big difference. Even distribution among 3 slots gets you 11.5% vs 18.7%. Between 2 slots is 15.4% vs 25%. And because of the way some of these percentages interact with skills and passives the difference can be exacerbated even more.
We're going to restart a discussion that has been had countless times since CP implementation, but ok. Here goes.That would only be true if you would have to evenly distribute the points.People keep saying diminishing returns, which while true, really doesn't describe the difference properly. So I popped some numbers into a CP calculator. Take a 100CP vs 300CP and average those among say 3 skills per the colors. So the 100CP gets (for ease) 11CP in 3 spots and the 300CP gets 33CP. For spell crit that's a difference of 5.3% vs 11.5%. More than double. In fact it's more than double for every spot. Say you put everything into 1 slot. That's 11.5% vs 24.8%. So yes, diminishing returns. 3x the cp to gain double the effect but who cares? There aren't that many slots worth spending on per build so the diminishing returns become pretty negligible. Even just 100CP vs 200CP is a big difference. Even distribution among 3 slots gets you 11.5% vs 18.7%. Between 2 slots is 15.4% vs 25%. And because of the way some of these percentages interact with skills and passives the difference can be exacerbated even more.
There are 2 main and 2 supplemental stars in each section for each build. This is the reasoning behind the 300 points break - once you have 300 points, you have a large part of the strongly influential bonuses. So of course, the difference between 100 and 300 is substantial. But the difference between 300 and 1000 is less, even though the point difference is huge.
And that is what is meant by diminishing returns.
Sure but that's not the level of difference most people are discussing here as far as and that's not the level of difference new players are likely to run into either for that matter. I was just pointing out you get a pretty significant advantage even fairly early on in your CPs. For instance, on PS4 right now PvP is run by PC transfers. New V14s don't stand a chance against these folks and there's a couple I run into every night now that are literally unkillable. They can stand there and let 10 people beat on them, drop ultimates on them, and laugh as their shields don't drop before they murder everyone. That's due to them already having all leg gear and a crap-ton of CPs (and, in this instance, the fact that sorcs get their mitigation and DPS from the same source). You literally hear people quitting in area chat and, though I'm sticking it out, I can't blame them. It's stupid. I've PvPed in a lot of MMOs and played a million PvP type games in general from FPS to MOBAs and I've never seen this level of imbalance before. Even in MMOs where there's always a gear element the difference is a few percentage points at most. Here, between gear an CPs we're talking 10s of percentages. 3 under-geared but level capped characters should have no issue taking out one well geared character (let alone 10). The balance is way out of whack and CPs are a large contributing factor to it.
We're going to restart a discussion that has been had countless times since CP implementation, but ok. Here goes.That would only be true if you would have to evenly distribute the points.People keep saying diminishing returns, which while true, really doesn't describe the difference properly. So I popped some numbers into a CP calculator. Take a 100CP vs 300CP and average those among say 3 skills per the colors. So the 100CP gets (for ease) 11CP in 3 spots and the 300CP gets 33CP. For spell crit that's a difference of 5.3% vs 11.5%. More than double. In fact it's more than double for every spot. Say you put everything into 1 slot. That's 11.5% vs 24.8%. So yes, diminishing returns. 3x the cp to gain double the effect but who cares? There aren't that many slots worth spending on per build so the diminishing returns become pretty negligible. Even just 100CP vs 200CP is a big difference. Even distribution among 3 slots gets you 11.5% vs 18.7%. Between 2 slots is 15.4% vs 25%. And because of the way some of these percentages interact with skills and passives the difference can be exacerbated even more.
There are 2 main and 2 supplemental stars in each section for each build. This is the reasoning behind the 300 points break - once you have 300 points, you have a large part of the strongly influential bonuses. So of course, the difference between 100 and 300 is substantial. But the difference between 300 and 1000 is less, even though the point difference is huge.
And that is what is meant by diminishing returns.
Sure but that's not the level of difference most people are discussing here as far as and that's not the level of difference new players are likely to run into either for that matter. I was just pointing out you get a pretty significant advantage even fairly early on in your CPs. For instance, on PS4 right now PvP is run by PC transfers. New V14s don't stand a chance against these folks and there's a couple I run into every night now that are literally unkillable. They can stand there and let 10 people beat on them, drop ultimates on them, and laugh as their shields don't drop before they murder everyone. That's due to them already having all leg gear and a crap-ton of CPs (and, in this instance, the fact that sorcs get their mitigation and DPS from the same source). You literally hear people quitting in area chat and, though I'm sticking it out, I can't blame them. It's stupid. I've PvPed in a lot of MMOs and played a million PvP type games in general from FPS to MOBAs and I've never seen this level of imbalance before. Even in MMOs where there's always a gear element the difference is a few percentage points at most. Here, between gear an CPs we're talking 10s of percentages. 3 under-geared but level capped characters should have no issue taking out one well geared character (let alone 10). The balance is way out of whack and CPs are a large contributing factor to it.
A new player will be at a disadvantage due to being low level at first. During that time, he has not much chance of competing, not because of CP but because of missing abilities, skill points and equipment. That also means he will have a hard time learning anything. Even going into non-vet, where CP only make a negligible difference (since health/stamina/magicka/their respective regeneration stats/spell and weapon damage/armor/spell resist are not modified by CP at all), they will still encounter the (player) skill difference that will turn off most.
When he finally arrives at V14, he will still be at a disadvantage, because he still has to learn about what is going on in PvP. There are some people gifted for computer games, that instinctively get the concepts and the mechanics - these are those that say CP is not an issue. The majority looks for an easy explanation, because computer gaming can't be difficult enough to explain the skill difference encountered.
The fact remains that the real reason why the new V14 will not be able to compete is because he does not have the knowledge - learned or read up - to optimize his build. Irrespective of CP, he will do a quarter of the damage and will be able to take at most a quarter of the beatings those others do, simply because he has no clue what to do. Even copying some uber build from "teh intarwebs" will not help him at all, unless he understands the reasoning for the build and incorporates the same playstyle.
This is true for at least 90% of the players complaining about CP disadvantage. Yes, this is a guestimated number. No, I don't have any proof. I am absolutely sure the number is true, nonetheless.
After you have PvP'd for 100 CP points worth of time, you will either have given up on the game because it is too fast to cope with or you will have learned enough to realize what is really the cause of the effect. If you disappear into a cave to mindlessly beat on goblins, you will come out and still claim that it is those few that have double your grinded amount of CP that beat the crap out of you.
And you will still be wrong. You still lack the knowledge and the expertise and dexterity to pull off what you see in those 1vX videos.
I have a mediocre amount of CP at only 300. After seeing it on the forums, I did a reset and tested for a couple hours without a single point distributed. Of course I was significantly weaker and of course there were situations where I simply couldn't just jump in and rock.
But with very little adjustment to my playstyle I was able to retain my usual KB/D ratio just fine. Why? Because I am aware of what works and what not. It is as simple as that.
And this is why I find these discussions about the benefits of the CP system completely ridiculously useless. Both sides, those saying that CP don't matter as well as those saying all problems come from CP, are completely and utterly wrong. CP is no different then gear. Or character levels. Or any other vertical progression system.
The only problem with the CP system is that it was presented as a horizontal system - which it is not. It's a slow arse vertical system. And it's fine even as is. They are getting into a catch-up mechanism. Hopefully they don't do crap caps.
People seriously need to stop confusing training and CP.
And that is unrelated to CP. Whether your hardened ward is 15k or 20k doesn't make a lick of a difference. Whether the WB crit does 15k or 20k is completely unimportant since it is followed up with an ultimate as finisher anyways. You will die to these players irrespective of CP.Except any "skill level" (this game is not that complicated) doesn't explain shields that can absorb 25+K damage and can be refreshed repeatedly while DPSing, while 10 people are laying into them with everything they got and hard CCing them every second they aren't immune. Yes, there's some skill involved in making sure your shield is refreshed before you have to break another CC but beyond that it's just a broken mechanic that requires over the top burst to thwart. It doesn't explain the 15+K heavy bow attacks that this other guy in the same group is dropping on people left and right either. Or that his NB skills do 4-5K more damage than any other NB I face. That's not skill it's raw numbers. It's gear and absurdly high crit damage. Skill will allow you to react faster, chain skills better, etc. No doubt. I'm just talking about the plain silly amount of difference in the base numbers.
Similar answer: CP exaggerate the issue but are not the cause. The reason for this difference may be that he knows how to block and you don't.VincentBlanquin wrote: »its not about optimized build by knowledge, it matter too in the beginning, but since you know about buffs you can get, you use them, but your damage numbers are still a lot weaker that veteran beta players. What is the reason behind this? gear? CPs?