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What's the beef with champion points?

  • Rook_Master
    Rook_Master
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    Lots of people don't want to grind Goblins until their eyes bleed just to stay competitive.

    Very many people seem to believe in this mythical unicorn, the no-life CP grinder with 700+ CP that manages to spend 10+ hours a day playing the game, yet still be bad at it!

    Why doesn't Zenimax put the amount of CPs gained in the UI so it is visible on enemy players? Then let us decide if it is something we want to keep putting up with if the people that show up in recaps are consistently 500+ CP?
  • Tyr
    Tyr
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    Its just the goto excuse for people who die alot in pvp. Less then 0.1% of the player base has over 300cps yet according to these forums pvp is unplayable unless you have 300+ cps.

    Can I see where you are getting that number from?

    Or would it stink to bad if you tried to show me?

    Do a shifted distribution bell curve with the 50th percentile at 180CP(1 per day since launch) and 1/10000 players having above 650CP(35 people with a 350000 player base) and you'll see that .1% is very generous.
    Edited by Tyr on August 28, 2015 6:45PM
  • nimander99
    nimander99
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    Ok so I've been playing since console launch just got my second champion point.as a pve player I think the champion system is awesome. It gives a means of progression while bringing out vet Lvls.yet I see numerous posts of people complaining about it. So what's the problem?nhow does it ruin the game as I've heard it said?

    There is actually no issue, people are confusing good sets, great builds, and skilled play with .000152 increase in power.
    Also a lot of people get killed in pvp and instantly assume the only possible way they could've been beat is because the zerg that killed them had a billion CP's :p
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  • SugaComa
    SugaComa
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    Simple solution, champion points o ly work in PvE content ... Everyone balanced in PVP everyone happy except the ones who need the CPs to win at PvP in which case tough ... Life's not fair
  • NGP
    NGP
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    New players wouldn't buy any pvp dlc if they kept loosing.
  • thunderwell
    thunderwell
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    My response will be imo, and from what I can gather (I'm not lvl 50 or VR 1 yet).

    CP gives players a big 25% boost in damage and another in less damage taken (they're basically doing 125% damage and taking 75%). (Unless I'm wrong?)
    In PvE, this really isn't an issue.
    In PvP, however, it gives the players whom have 10-12 hours a day, 5-7 days a week the advantage of their stat boosts.
    The players that have to work full time (40+ hours per week, 5+ days a week) are mad because they don't have the time to grind the extra stats/CP. These players (from what I'm aware of) want CP removed because they think PvP should be more skill oriented, not about how much better your stats are. Of course, there should be some grinding involved, but not to the point of losing or sacrificing one's job, friends, etc. These players have to balance their real life with leisure time.

    I will not even touch PvP, solely because I'm going to be at such a disadvantage in the beginning, progress will be moot.
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  • xaraan
    xaraan
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    k2blader wrote: »
    xaraan wrote: »
    What's the beef with CP?

    Well, it does create a bit of a power gap for time played. Outside of that, it's mostly people that aren't very good using it as an excuse to blame their performance and accusing people better than them of having thousands of CP. Sorry to say, but it's true.

    That is the typical argument. But here's a question for you:

    Does your having higher CPs than someone else give you an advantage over them?

    Of course (assuming the person knows what to do with the points). Just not as much as people think unless we are talking a huge gap like 500 vs 20 cp. Even then skill and build can make up for a lot.

    For example, someone with a hundred points that knows how to build and play very well can easily handle someone with 500 that is relying just on points to make them strong and doesn't know what they are doing.

    Most of the time, players complaining or whispering others about CP aren't in as huge a gap as they think which taints the whole argument. - that's my issue with this thread... 1. people don't have as many CP as some think. I see crazy accusations all the time. 2. The same players are losing the same fights. and finally 3. it's the same as anything else that you level - being alliance war 10 can make a bigger difference in your power level than having a hundred or 200 extra CP over someone (depending on situation of fight). Leveling up your undaunted or Playing enough variety to gather the gear you need, etc. Any and all of those are dangerous in the hands of a player that knows how to build and play.

    This I can tell you, all through the game, from launch up to now I (and most of the guys I play with) get about the same results in pvp as we always have (couple of our dps guys have very low cp and are top performers).

    That being said, I'd be all for setting up campaigns that have no CP or even a second one with under 300 CP or whatever. I would also personally have rolled out CP completely differently than ZoS did and think they did a pretty bad job of a good idea.
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  • Defilted
    Defilted
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    Another thread with this... :(
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  • Xjcon
    Xjcon
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    I keep seeing players who I know are amazing players claim that CP doesn't make that much of a difference. What would the leaderboards look like if they put CP'S next to the players names? Are we to expect that someone with less the 100 CP is above players with over 400? I very much doubt that. 1.5 was IMO the closest to balanced this game has seen and even then there was still issues.

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  • Lightninvash
    Lightninvash
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    just grind to 3600 champ points and max out then you cant complain ;) its only 1,440,000,000 xp starting at vet 1 come on pfft B)
  • marco.cuevas.ventob14_ESO
    SkinnyDG wrote: »
    Let me start! Players that have more free time to spend in the game become stronger than others that don't have as much free time. The players that don't have that kind of free time still want to be as strong as the players that do have free time.

    You forgot about new players.....
  • Surak73
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    nimander99 wrote: »
    There is actually no issue, people are confusing good sets, great builds, and skilled play with .000152 increase in power.
    Also a lot of people get killed in pvp and instantly assume the only possible way they could've been beat is because the zerg that killed them had a billion CP's :p

    Perhaps it's as you say, however I'm not able to catch a simple point, really: if CPs are so irrelevant, why people start fighting like enraged Daedroths as soon as someone says it would be fair to cancel the CPs system?...

    Usually, when someone ask me to renounce something I regard as irrelevant, I respond "Oh, really? Well, let's abolish this irrelevant thing, what's the problem?"...
  • starkerealm
    starkerealm
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    My response will be imo, and from what I can gather (I'm not lvl 50 or VR 1 yet).

    CP gives players a big 25% boost in damage and another in less damage taken (they're basically doing 125% damage and taking 75%). (Unless I'm wrong?)

    You are.

    Okay, first off, the +25% boosts require you to put 100 points in a star. Which is one of the least effective ways you can spend your points. It can sound to the outsider like that's something everyone has... but, no, if you've gotten to 300cp that's one of the weaker distributions.

    Also, remember, the CP actually rotate through the three constellation sets. So if you just want to raise your physical damage to max the maximum, it's still going to take 300 points before you can put a 100th point in that star.

    The second error is assuming that damage mitigation is linear... it's not. I haven't spent enough time to have it all internalized, but my recollection is that you get to about 30 or 40% mitigation fairly quickly, and then limp up to the hardcap at around 32k, which gives you 50% mitigation (I really should install the addon that shows me the mitigation values).

    So, if you've got one of the armor stars (those only go to +13% btw), you can increase your armor value by 13% (again, that's the 100 point variant, so you don't get anything else, just wearing that one kind of armor really well) that isn't going to actually increase your damage mitigation by 13%. It will be a much smaller amount. And if your damage resist stat is already over 32k, (which is fairly easy for heavy armor characters at Vet) those stars will only make you slightly more resistant to armor penetration. It won't actually raise your mitigation.

    If your character has low armor (<10k), those +13% armor stars may actually yield better than 13% damage mitigation. If you're high armor (>25k) those stars will probably only give you about 5% or 6% mitigation. (Now, again, don't take these numbers as 100% accurate. Raw mitigation isn't something I track so my numbers might be a little off.)

    EDIT: I went in and checked the calculations given, it's not linear, but it is close to it. Either way, you're boosting your actual armor value, not flat damage mitigation. So characters with higher resistances will benefit more from the armor boosting stars. But, it still isn't flat mitigation. If you're talking about new characters at low levels, those stars are far less valuable than on a vet. And, with a vet character, you can already hit the hardcaps without spending CP... meaning it's entirely possible to pour points into stars that don't actually do anything for you. Your armor will continue to go above 32.5k, but you won't get any mitigation from it.

    Now, for PvE, you are dealing +25% damage... or could be. Enemies have damage mitigation, but in most cases it's easy enough to calculate and you'll feel the extra damage going out, even if it's not quite +25%.

    For PvP, you're dealing with other players who have their own mitigation values and your +25% outgoing damage could get whittled down to +12.5% pretty easily.
    In PvE, this really isn't an issue.
    In PvP, however, it gives the players whom have 10-12 hours a day, 5-7 days a week the advantage of their stat boosts.
    The players that have to work full time (40+ hours per week, 5+ days a week) are mad because they don't have the time to grind the extra stats/CP. These players (from what I'm aware of) want CP removed because they think PvP should be more skill oriented, not about how much better your stats are. Of course, there should be some grinding involved, but not to the point of losing or sacrificing one's job, friends, etc. These players have to balance their real life with leisure time.

    I will not even touch PvP, solely because I'm going to be at such a disadvantage in the beginning, progress will be moot.

    Even then, the actual impact of the system is pretty minor in comparison to the raw gear improvements you get through ranking up.

    If you're at VR1, you're basically a level 50 character. You have 13 more levels of gear and then you're done? Well... not so much, no.

    When you're crafting at non-vet, gear is only craftable at even levels. So, You can make level 2, level 36, level 40, but not level 45 or 47.

    When you get to vet, gear advances statistically at the same rate, but it's delivered every single rank. So while Vet 1 gear is statistically identical to level 50. Vet 2 gear would be identical to level 52 gear (if it existed). So, when you're going up against VR14s, you're dealing with someone who's got (at the very least) level 78 gear.

    Crafting adds an invisible vet rank to it's value (for now). And each color upgrade (White -> Green -> Blue -> Purple -> Gold) adds a vet rank. On the whole that will raise the equivalent gear level to ~level 88 gear. (That's not how the game calculates this, but as an illustration.)

    And that gear advantage is huge. But, for a lot of people, it's easier to point at the CP, and say, "no, that's the fault, it's not that the person I was fighting was effectively 28 levels over me." Also, the raw stat value from that gear dwarfs the CP system.

    My VR2's weapon damage with a bow out is 1132, my V14's is 1853. I can do specialized stat evaluations if you really want, but, it's not the CP. Even if you take the highest damage CP loadout possible on that VR2, you could not get her damage up to match the base damage (without CP) on the V14. (Also, no star directly affects the reported weapon damage stat, it applies to attacks that use it. Hence why I'm not talking about despecing them for the purpose of this conversation.)
    Edited by starkerealm on August 29, 2015 1:48AM
  • kogadrake
    kogadrake
    So a few things that jump out at me after reading alot of this:

    1. grinding CPs does not help you gain skill at PvP or PvE, AOE spamming over and over for hours does not improve your skill, it improves your stats. If there were no CP, that time would be spend improving skills, so the imbalance in skill between those who play alot vs those who do not would still be there and still grow.

    2. CP do give a large advantage in 1v1, no one can debate this. But 1vX the difference CP gives helps, but the very strong 1vX comes more from the 1 having much better knowledge/build/skill then the X, and that the X do not work together well to take down a large threat (may not even know it is going to be high CP target). Some type of indication of CP rank on the name/health bar would help alot here.

    3. PvP balance is about XvX, if you have a 1000CP player, the other side is just as likely to have one too, so the CP "imbalance" averages out. The top players dont all ban together, they exist on each side and strive against killing each other to prove their superiority.

    4. CP cause issues in PvE with leader boards. The game needs to have a mechanic to set CP capps on specific instances. weekly vDSA scaled to be harder to account for CPs and having a cap of 300CP to enter the weekly leaderboard version where everything is a level playing field (assuming you have 300CP, or whatever the current weeks cap was). Right now a new player with 150CP can not even think about leaderboards if being scored against those with 400+. On console (PS4) the top vDSA score is like 10k, but even for 4 highly skilled players with the best gear possible but with no CP will not be able to reach this score, and this problem worsens for new players each passing day.

    5. we need a better catch up system for new players, seasoned set capps for catchup (say 8x CPexp till 300CP right now on console, then 350 next month with 50 additional quick ones each month) to allow easy progression to catch up. those who grind 3-5+ CP every day will still have a real advantage, but the majority of the player based would be on a more level playing field and new players could catch up much faster.

    6. The PvE scaling needs to also have another level of change to allow for CP to be included.Vet dun at VR1 with a bunch of fresh VR1s with no CP has some challenge, but is very doable, but VR1 with a bunch of VR1s with 300CP is very easy. Same goes for Trials, bunch of fresh VR14s with decent gear will struggle but get it done, but give them a ton a CPs and it becomes soo much easier.

    The way I see it, untill we have a system that caps active CPs for XX content (200CP PvP, 300CP vDSA, ...) and the posibility of dungeon/trial scaling based on assumed number of CP, then there will always be issues in the game around CP (even ones that only exist by perception of players). The issues with CP tiered content is you can not split it too much due to overall size of the playerbase.
  • ijacksparrowed
    ijacksparrowed
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    SkinnyDG wrote: »
    Let me start! Players that have more free time to spend in the game become stronger than others that don't have as much free time. The players that don't have that kind of free time still want to be as strong as the players that do have free time.

    Yea, if you have a job or go to school or both...CP doesn't seem like such a great idea.
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