Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Done until CP system is fixed.

  • ToRelax
    ToRelax
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    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.


    Lol. All you have to do is run regen drinks and you suddenly have enough sustain to maintain any high damage build in 1.6. You could stack your damage to the ceiling then. Even without drinks, with enough CPs, you have 25% cost reduction and 25% regen on top of whatever your racial passives give you. Anyone who couldn't sustain a high damage min/maxed build in 1.6 wasn't even trying. People could roll all over the floor like a dog with an itchy butt and still have enough weapon damage to two shot people. You should know, that's pretty much all you did.

    Your definition of "good builds" vs "bad builds" is completely arbitrary and meaningless. If more builds are viable, then there is more build diversity and that is good for the game. If what is "better for theorycrafting" is that only a few builds are superior and everything else doesn't work (as was the case in 1.6), then eventually everyone figures out those singular builds and copies them and you have FOTM.

    There may have been tons of different gear combinations for magicka and stamina but they all lead to the same place. People ignored most 5pc bonuses and just stacked Resource/Regen/Damage. Whether you use cyrodiil's light, martial knowlege, morag tong, or hawks eye to do this, the result is the same. It's the same damn build.
    Edited by Yolokin_Swagonborn on September 27, 2015 2:49AM
  • manny254
    manny254
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    ToRelax wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.

    With soft caps players are all held to be relatively the same. It is by definition a limitation on diversity. You are actively discouraging players from deviating to far from the stats they say we can have. This prevented bad builds from falling too far behind the curve.

    If you actually read what I wrote you would see that I was saying that it is not viable to simply only stack damage. Smart player builds trade damage, sustain, and raw durability.

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?
    Edited by manny254 on September 27, 2015 2:55AM
    - Mojican
  • manny254
    manny254
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    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.


    Lol. All you have to do is run regen drinks and you suddenly have enough sustain to maintain any high damage build in 1.6. You could stack your damage to the ceiling then. Even without drinks, with enough CPs, you have 25% cost reduction and 25% regen on top of whatever your racial passives give you. Anyone who couldn't sustain a high damage min/maxed build in 1.6 wasn't even trying. People could roll all over the floor like a dog with an itchy butt and still have enough weapon damage to two shot people. You should know, that's pretty much all you did.

    Your definition of "good builds" vs "bad builds" is completely arbitrary and meaningless. If more builds are viable, then there is more build diversity and that is good for the game. If what is "better for theorycrafting" is that only a few builds are superior and everything else doesn't work (as was the case in 1.6), then eventually everyone figures out those singular builds and copies them and you have FOTM.

    There may have been tons of different gear combinations for magicka and stamina but they all lead to the same place. People ignored most 5pc bonuses and just stacked Resource/Regen/Damage. Whether you use cyrodiil's light, martial knowlege, morag tong, or hawks eye to do this, the result is the same. It's the same damn build.

    In your first post you specifically talked about builds only stacking one stat. You seem to have no idea what a build that truly stack as much damage as humanly possible plays like. Here is a hint you do not use drink, and simply putting on drink does not give you infinite resource like so many people seem to think on these forums.
    Edited by manny254 on September 27, 2015 2:54AM
    - Mojican
  • Zavus
    Zavus
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    manny254 wrote: »

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?



    i have no idea what kinda sick. sick person would run this build. :wink:


    -Meff
    Zavus - Worst NB NA / First NB RANK 50
    "Most carried General NA" - Cent Satori

    Haxus

  • ToRelax
    ToRelax
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    ✭✭
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.

    With soft caps players are all held to be relatively the same. It is by definition a limitation on diversity. You are actively discouraging players from deviating to far from the stats they say we can have. This prevented bad builds from falling too far behind the curve.

    If you actually read what I wrote you would see that I was saying that it is not viable to simply only stack damage. Smart player builds trade damage, sustain, and raw durability.

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?

    True, I never was a fan of softcaps, but because there are better solutions, like a simple diminishing return function.
    Stacking damage doesn't mean you use some procs, and there are players who stack loads of weapon damage, stamina and use food, same for magicka. They can do well, those builds are certainly limited in the situations they are going to perform well in, but depending on playstyle, they damage can in most situations make up for that. And that is going to become more often the case every day if ZOS doesn't decides to gives us 30% cost increase on battle spirit or some other surprise next update.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    manny254 wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.


    Lol. All you have to do is run regen drinks and you suddenly have enough sustain to maintain any high damage build in 1.6. You could stack your damage to the ceiling then. Even without drinks, with enough CPs, you have 25% cost reduction and 25% regen on top of whatever your racial passives give you. Anyone who couldn't sustain a high damage min/maxed build in 1.6 wasn't even trying. People could roll all over the floor like a dog with an itchy butt and still have enough weapon damage to two shot people. You should know, that's pretty much all you did.

    Your definition of "good builds" vs "bad builds" is completely arbitrary and meaningless. If more builds are viable, then there is more build diversity and that is good for the game. If what is "better for theorycrafting" is that only a few builds are superior and everything else doesn't work (as was the case in 1.6), then eventually everyone figures out those singular builds and copies them and you have FOTM.

    There may have been tons of different gear combinations for magicka and stamina but they all lead to the same place. People ignored most 5pc bonuses and just stacked Resource/Regen/Damage. Whether you use cyrodiil's light, martial knowlege, morag tong, or hawks eye to do this, the result is the same. It's the same damn build.

    In your first post you specifically talked about builds only stacking one stat. You seem to have no idea what a build that truly stack as much damage as humanly possible plays like. Here is a hint you do not use drink, and simply putting on drink does not give you infinite resource like so many people seem to think on these forums.

    Yawn. Yes. Multi-stat food gave you about 3.5k more resources give or take which would amount to about 350 more weapon/spell power on your main stat. 350 power is not really that much and can be easily recouped from a different set. Your entire argument rests on petti-fogging my original point about damage stacking. You are completely missing my point which is that you actually had intangible differences in builds based on abilities and 5pc bonuses in 1.5. 5pc bonuses that were rarely used in 1.6.

    You are right, not everyone put everything into damage. But it's irrelevant. The build they were going for is all the same.
    You figure out how much damage you can get, whether you were getting that from stacking resource bonuses or pure damage bonuses, then you figure out your rotation/playstyle and see if you have enough resources to sustain that. If not, you up the regen a bit which costs you a bit of damage or you find a way play so you expend less resources.

    The problem with this system is that there weren't enough tradeoffs. Most people could make a very effective high damage dealing build without having to go max damage. The reason they could do that was the insane regen and cost reduction they got from CPs regardless of min/maxing their damage.

    Regen and cost reduction is in the green tree. Damage is in the blue tree. Damage mitigation and healing is in the red tree. There is a problem with this. You can have all the things at once with enough CP.
  • manny254
    manny254
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    ToRelax wrote: »
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.

    With soft caps players are all held to be relatively the same. It is by definition a limitation on diversity. You are actively discouraging players from deviating to far from the stats they say we can have. This prevented bad builds from falling too far behind the curve.

    If you actually read what I wrote you would see that I was saying that it is not viable to simply only stack damage. Smart player builds trade damage, sustain, and raw durability.

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?

    True, I never was a fan of softcaps, but because there are better solutions, like a simple diminishing return function.
    Stacking damage doesn't mean you use some procs, and there are players who stack loads of weapon damage, stamina and use food, same for magicka. They can do well, those builds are certainly limited in the situations they are going to perform well in, but depending on playstyle, they damage can in most situations make up for that. And that is going to become more often the case every day if ZOS doesn't decides to gives us 30% cost increase on battle spirit or some other surprise next update.

    The point I am trying to make is that people talk about stacking damage as if you don't sacrifice anything when you do it. Even choosing drink is making a sacrifice. You loose damage on your damage stat, and raw durability. Assuming that you have access to all the gear. If you are using any combination of gear that is less then what ever creates the highest possible damage number on a skill tool tip you are sacrificing damage for sustain, utility, or survivability. A large amount of players talk about this subject as if damage builds don't have to sacrifice anything to get high damage. More so the complaints of infinite resource irritate me to no end. In order to achieve that high sustain that player had to make a sacrifice in their build as I talked about previously.
    - Mojican
  • krim
    krim
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    Build diversity is a fallacy. Everyone uses the same builds and if not similar variation. The fact is in 1.5 more play styles and things were possible. You nerf mechanics like block and ulti gen and try to wrongly compensate it by removing soft caps. When in 1.5 you could get killed before you could react, and you were able to manage you resources for 15+ min fights.
  • ToRelax
    ToRelax
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    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.

    With soft caps players are all held to be relatively the same. It is by definition a limitation on diversity. You are actively discouraging players from deviating to far from the stats they say we can have. This prevented bad builds from falling too far behind the curve.

    If you actually read what I wrote you would see that I was saying that it is not viable to simply only stack damage. Smart player builds trade damage, sustain, and raw durability.

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?

    True, I never was a fan of softcaps, but because there are better solutions, like a simple diminishing return function.
    Stacking damage doesn't mean you use some procs, and there are players who stack loads of weapon damage, stamina and use food, same for magicka. They can do well, those builds are certainly limited in the situations they are going to perform well in, but depending on playstyle, they damage can in most situations make up for that. And that is going to become more often the case every day if ZOS doesn't decides to gives us 30% cost increase on battle spirit or some other surprise next update.

    The point I am trying to make is that people talk about stacking damage as if you don't sacrifice anything when you do it. Even choosing drink is making a sacrifice. You loose damage on your damage stat, and raw durability. Assuming that you have access to all the gear. If you are using any combination of gear that is less then what ever creates the highest possible damage number on a skill tool tip you are sacrificing damage for sustain, utility, or survivability. A large amount of players talk about this subject as if damage builds don't have to sacrifice anything to get high damage. More so the complaints of infinite resource irritate me to no end. In order to achieve that high sustain that player had to make a sacrifice in their build as I talked about previously.

    Yeah, sure there's a huge sacrifice to stacking everything into damage or sustain or whatever.
    But that's not too different from 1.5. Some builds stacked spell damage until softcap, but you couldn't go much higher anyway. Magicka regen or weapon damage were often stacked way over the soft cap, both at once in my case even. The only thing that was really standard was softcapping either magicka or stamina, and that would have been different with continuous diminshing returns like I suggested. Even then, there were exceptions, gankers who would stack more stamina or shieldstacking Sorcs who would stack magicka. What we saw in 1.6 was not so new at all actually, just suddenly the vastly superior option.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Hydrocodone
    Hydrocodone
    ✭✭✭
    Ignorance is bliss
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
    ✭✭✭✭✭
    ✭✭✭✭✭
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.

    With soft caps players are all held to be relatively the same. It is by definition a limitation on diversity. You are actively discouraging players from deviating to far from the stats they say we can have. This prevented bad builds from falling too far behind the curve.

    If you actually read what I wrote you would see that I was saying that it is not viable to simply only stack damage. Smart player builds trade damage, sustain, and raw durability.

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?

    True, I never was a fan of softcaps, but because there are better solutions, like a simple diminishing return function.
    Stacking damage doesn't mean you use some procs, and there are players who stack loads of weapon damage, stamina and use food, same for magicka. They can do well, those builds are certainly limited in the situations they are going to perform well in, but depending on playstyle, they damage can in most situations make up for that. And that is going to become more often the case every day if ZOS doesn't decides to gives us 30% cost increase on battle spirit or some other surprise next update.

    The point I am trying to make is that people talk about stacking damage as if you don't sacrifice anything when you do it.

    lvjtgfv.jpg

    Almost 6K weapon power. The poor thing only has 2.3k regen. Ohhhhh the sacrifices. He must have compromised on his weapon power so much to get that much regen. Clearly he should have gone for 8k weapon power and only only 500 regen and made a true min max build like you are suggesting.

    Much sacrifice. Such compromise. Wow.
    Edited by Yolokin_Swagonborn on September 27, 2015 4:30AM
  • Zavus
    Zavus
    ✭✭✭✭

    lvjtgfv.jpg

    Almost 6K weapon power. The poor thing only has 2.3k regen. Ohhhhh the sacrifices. He must have compromised on his weapon power so much to get that much regen. Clearly he should have gone for 8k weapon power and only only 500 regen and made a true min max build like you are suggesting.

    Much sacrifice. Such compromise. Wow.

    ANTI OP

    -M
    Edited by Zavus on September 27, 2015 6:27AM
    Zavus - Worst NB NA / First NB RANK 50
    "Most carried General NA" - Cent Satori

    Haxus

  • ZtruK
    ZtruK
    CP should have been gained from PvP kills only. That or the tree should have been duplicated in PvP and Out. When you are in a PvP zone, only your PvP CP tree is active, when out your PvE CP tree is active. I wouldn't mind someone having 2000 CP if I knew it all came from player killss
  • manny254
    manny254
    ✭✭✭✭✭
    ✭✭
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    ToRelax wrote: »
    manny254 wrote: »
    Erondil wrote: »
    Without progression, what is the point in playing?

    Just PvP and have fun? I mean, there were no such progression system in 1.5, and still I had plenty of fun and was rarely bored of the game.

    THIS. Exactly this. Cries of "Mah Progressunz" from PvP'ers is just as bad as "Mah Immerzunz" from PvE'ers. Both are terrible for the game.

    Why do some people insist on having a meaninless vertical progression system of fake internet points just so they can feel better than other players who have less time to grind? Stop parroting that BS that people will quit the game if they dont have something to work for. What about highly enjoyable, replayable content that we had in 1.5?

    PvP in this game is most enjoyable when there is a huge build diversity, tons of different gear sets, hybrid builds etc. 1.5 was a theorycrafters paradise. Now its just stack damage and spam highest hitting skill. All of that diversity and theorycrafting was thrown out for meaningless and boring stat increases.

    CP doesn't do anything cool for your character. Doesn't give your character access to new skills, interesting abilities, or gear. It just makes you hit 25% harder than someone without CPs.

    We played with this on the PTS before the champ system was released and at 3600 CP, cyrodill became no fun so quickly. It was just a bunch of people spamming wrecking blow. OH WAIT, that's exactly what happened. Imagine that.

    Bring back softcaps, scrap CP.

    Sorry but what you say about 1.5 is just not true. If anything 1.6 was much better for theory crafting. The true purpose of soft cap is to prevent bad builds from falling too far behind good builds. It prevents players from trying to be the best at something. It was the paradise of mediocrity. If anything 1.5 shoe horned pvp builds much more than 1.6. How many builds used seducer warlock in 1.5? How many tank builds used hist bark? In 1.6 there is the constant trade of sustain vs damage. There where an insane amount of combinations for stam builds, and plenty for magic builds. You talk about simply stacking a damage stat as high as possible, but this is silly. I would love to see a cyrodiil like this because most the people that play this game can not handle the resource management of a true 100% dps spec with no sustain elements.

    The only thing that I see that would limit build diversity of 1.5 compared to 1.6 were underperforming stamina builds, and even that was only partly true. Also hybrid builds were viable, with 1.6 not at all.
    Following your reasoning, hybrid builds are generally bad and should be, and it's a good thing that we have so much resources now that it is actually viable in to only stack damage and no sustain. How the *** is that supposed to be diverse or interesting?
    Btw, Seducer + Warlock was suboptimal since the introduction of undaunted sets with 1.5.

    With soft caps players are all held to be relatively the same. It is by definition a limitation on diversity. You are actively discouraging players from deviating to far from the stats they say we can have. This prevented bad builds from falling too far behind the curve.

    If you actually read what I wrote you would see that I was saying that it is not viable to simply only stack damage. Smart player builds trade damage, sustain, and raw durability.

    It is not viable to simply stack damage, but people seem to not understand what truly stacking damage means. A pure 100% damage build would contain all damage glyphs, food, no regen set bonuses, and sets that are not 100% practical (Such as Ravager or Molag Kena). How many of these builds do you see running around?

    True, I never was a fan of softcaps, but because there are better solutions, like a simple diminishing return function.
    Stacking damage doesn't mean you use some procs, and there are players who stack loads of weapon damage, stamina and use food, same for magicka. They can do well, those builds are certainly limited in the situations they are going to perform well in, but depending on playstyle, they damage can in most situations make up for that. And that is going to become more often the case every day if ZOS doesn't decides to gives us 30% cost increase on battle spirit or some other surprise next update.

    The point I am trying to make is that people talk about stacking damage as if you don't sacrifice anything when you do it.

    lvjtgfv.jpg

    Almost 6K weapon power. The poor thing only has 2.3k regen. Ohhhhh the sacrifices. He must have compromised on his weapon power so much to get that much regen. Clearly he should have gone for 8k weapon power and only only 500 regen and made a true min max build like you are suggesting.

    Much sacrifice. Such compromise. Wow.

    Hate to burst your bubble, but those stats are not practical. First lets talk about how those number where achieved.

    Lets start with the buffs he likely has that a player can not reliably have all the time.

    Continuous attack: 20% regen and 10% Damage
    Scroll Buff: 5% Damage
    Master Assassin: 10% damage for being in stealth
    DK Minor Buff: 5% damage

    So before we even delve into how impractical the procs may be he is likely receiving a 30% buff to his weapon power that is not 100% dependable.

    Now lets talk about sustain a little bit. First off to achieve these damage numbers it is likely that he is not running cost reduction enchants. There is a huge difference between having that amount of regen with our without cost reduction enchants. I can not emphasize enough that even one cost reduction glyph make a huge difference in sustain. He is also a khajiit NB this means if I wanted to replicate this on another class/race I would loose 25% stamina regen. This with CA results in a loss of 45% practical regen on another character without CA. Not to mention he is using Molag Kena. This mean that he has a 33% penalty on his resource management. So as you can see he may have 2.3k regen, but it is not a true representation of how much sustain he actually has.

    Now for fun lets also realize that based of that sparking lighting some of the damage comes from procs that will not have 100% uptime. Having messed around with molag kena it is usable, but it is not easy. There would be a huge difference in effectiveness having these stats without this proc. I don't think he is using ravager, but that is another set that could be used with procs. Some other procs that could be include are the master bow and the power weapon power enchants used on weapons.
    - Mojican
  • Ernest145
    Ernest145
    ✭✭✭
    I have over 700 cp and I really hope for a catch up mechanic and let just say they implemented a cap now i would want it at around 400-500 give or take. I could careless about the progression, grinding massives amount of cp should not determine who's character is stronger. It should be about having a proper set up and also skill. I don't get why people with high cp whine and say "oh since I grind mobs for hours I should win". How is playing such an imbalanced game fun? How is beating people only because of your cp fun? I would like to think good skillful player would support a catch up mechanic and also a cap that somewhat low. But no people just like running their broken builds and having such a major advantage because God knows their skill isn't enough.
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    There should only be enough Champion Points available to completely max out a single tree.
  • Insurrektion
    Insurrektion
    ✭✭✭
    It's obvious CP was implemented to keep ESO PVEers playing between expansions. It is a building without a ceiling. The more PVE/time you play, the stronger your character becomes and without limits.

    @ZOS_BrianWheeler CP literally breaks PVP. Please have it turned off while in PVP zones. It is the easiest fix I can think of to balance the system without removing it or changing how it already works.
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    Lava_Croft wrote: »
    There should only be enough Champion Points available to completely max out a single tree.

    Do you mean 360 or 360*4?

    Agreed, in either case.
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    So, I just read these two pages. Mojican was doing pretty good, but his argument was rekt by that screen shot and now he is just floundering for a point and trying to discredit it. Close thread.....
    Edited by timidobserver on September 28, 2015 6:10AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    I know for a fact that at least 100 if not 100s exploited 600-800 CP in the 1st week of the system going live. They all received a 1 week ban and were allowed to keep those CPs. From my pov these people are exploiting every time they log in. That's why ZOS has received a total of $14.99 USD from myself since 1.6 went live. I have no plans to give them 1 more penny. I got every thing I need from Gank City. I paid to beta test the came up until Buy to Play. ZOS knows who these people are and they need to retroactively remove those CP that were exploited +%10. They've lost more subs from people that said F this than they would have if they had perma banned these scumbags. I would go so far as to say many would return to the game if the Devs sorted out these A__holes.

    Hundreds did not exploit 600-800 CP within the first week. If that were the case there would be an extremely large amount of people running around with 1500 CP, and there's not. It's really sad that people continue to make up rumors to hurt the game.

    As for CP. I understand that it can be frustrating with the imbalances; however, 230 CP means you took a break, yes? This is where a catch-up mechanic needs to be implemented, completely. The only thing about a catch up mechanic, however, is that if it in any way takes away the progression from someone who has played more than another, it ruins any point in continuing to play. What ZoS needs to do is implement a reasonable way for people to catch up to the current CP cap, but make it so that those who have already invested more time into the CP system aren't ripped off and caught up to by the new cap increase. I'm sorry, but that's the way it should be. Since I'm at 530 CP, I've played mostly daily since the CP system was released, and, no, I barely grinded, why should someone be able to catch up quickly to the time I have dedicated when they have not dedicated the same or similar. Without progression, what is the point in playing?

    To be honest, I'm more concerned about getting a cap implemented than the process of catching up on people already way up there. I don't care to fight people with high champion points. What I care for is that they reach a maximum (it could be seasonal) and allow people to catch up for a certain period of time until they raise the cap again.

    Sadly it's already too late. People are way too high already and unless they decide to remove champoint points to some people, the only way I see this working is to separate different campaigns with different caps.

    Edited by frozywozy on September 28, 2015 6:56AM
    Frozn - Stamdk - AR50
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    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Shelgon
    Shelgon
    ✭✭✭✭
    As much as people want CP to be the reason they lost a fight, in my own experiences, it's almost never the case. I feel like you have to be behind A LOT in CP for someone to be physically impossible to trump with skill alone. I have 264 CP and I still wreck shop in PvP (I'm not saying im the best, take it however you want though). I do agree though that there are some people with way too many champ points, and yeah, it does make it unfair when you fight them, but you guys are making it seem like having 700+ champ points makes you God, l2p.

    And before you start talking about people who are running 1500+ champ points, the number of people who have that many is so small it's not even worth taking into account.
    V16 Templar - Shelgon - DC
    V16 Dragonknight - The Secutor - DC
  • DisgracefulMind
    DisgracefulMind
    ✭✭✭✭✭
    ✭✭✭
    Shelgon wrote: »
    As much as people want CP to be the reason they lost a fight, in my own experiences, it's almost never the case. I feel like you have to be behind A LOT in CP for someone to be physically impossible to trump with skill alone. I have 264 CP and I still wreck shop in PvP (I'm not saying im the best, take it however you want though). I do agree though that there are some people with way too many champ points, and yeah, it does make it unfair when you fight them, but you guys are making it seem like having 700+ champ points makes you God, l2p.

    And before you start talking about people who are running 1500+ champ points, the number of people who have that many is so small it's not even worth taking into account.

    100% this.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Earendal
    Earendal
    ✭✭✭✭
    To quote Meth from the post showing him solo Molag Bal,
    i spent a lot of hours grinding and u know what i say? o well. what will ppl whine about when they're still getting rektd?

    bugs. he's macroing. i dont have l337 items. skills are broke. theyre running in a zerg. im so laggy 153,234 ping. guy is a hacker. something in my eye. hands cramping up. dog chewed the power cord. internet connection must not be working. my group sucks. i wasnt really trying. i cant roll dodge. why arnt my weapons swaping. does this game even have CC break. i wasnt focused. youre zerging with 6 ppl. 12v12 me bro. NB cloak QQ. shield breaker QQ. i dont have my cyro buffs. my food wore off. my drink ran out. we got nightcapped. we got daycapped. brunch capped. mid-afternoon capped. my class nerfed to the ground. fall damage. i alt tabbed. spilled my coffee on my keyboard. i only theory craft dude, i dont actually play.

    I, personally, have never ran into a situation where I've come out thinking "that person had more CPs than me." I do feel, like Meth, that most people on these forums, and in-game, will conveniently move to the next excuse if anything is done about the perceived CP imbalance.
    Earendal - AD Templar
    Earendal Ebonheart - EP Templar
    Earendal Spellstorm - EP Sorcerer

    Haxus and Havoc
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Araxleon wrote: »
    question is what do they consider a problem

    Soloing Molag Bal.

    He was emperor at the time, FFS. The details people leave out...
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
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    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Ghostbane
    Ghostbane
    ✭✭✭✭✭
    ✭✭✭
    If you have someone at 10% health, when they have ran out of resources, pot is idle, and an Arcane Well pops up and gives them that tiny bit of needed magicka. Maybe then, I'll look to the sky and shout Curse you CPs!

    Otherwise I can't really tell.
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    350m+ AP PC - EU
    AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
    AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
    Addons
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Shelgon wrote: »
    As much as people want CP to be the reason they lost a fight, in my own experiences, it's almost never the case. I feel like you have to be behind A LOT in CP for someone to be physically impossible to trump with skill alone. I have 264 CP and I still wreck shop in PvP (I'm not saying im the best, take it however you want though). I do agree though that there are some people with way too many champ points, and yeah, it does make it unfair when you fight them, but you guys are making it seem like having 700+ champ points makes you God, l2p.

    And before you start talking about people who are running 1500+ champ points, the number of people who have that many is so small it's not even worth taking into account.

    @Araxleon is not talking about the average kind of players you find into Cyrodiil. He was reffering to the top skilled bracket he faces when he duels on a daily basis. Those players with great experience and knowledges of the game know what they're doing and at that point, if you don't have the same amount of champoint points or closeby, you don't stand any chance unless they run out of food/drink or their cat walks over their keyboard midfight.
    Edited by frozywozy on September 28, 2015 4:01PM
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Xeven
    Xeven
    ✭✭✭✭✭
    frozywozy wrote: »
    Shelgon wrote: »
    As much as people want CP to be the reason they lost a fight, in my own experiences, it's almost never the case. I feel like you have to be behind A LOT in CP for someone to be physically impossible to trump with skill alone. I have 264 CP and I still wreck shop in PvP (I'm not saying im the best, take it however you want though). I do agree though that there are some people with way too many champ points, and yeah, it does make it unfair when you fight them, but you guys are making it seem like having 700+ champ points makes you God, l2p.

    And before you start talking about people who are running 1500+ champ points, the number of people who have that many is so small it's not even worth taking into account.

    @Araxleon is not talking about the average kind of players you find into Cyrodiil. He was reffering to the top skilled bracket he faces when he duels on a daily basis. Those players with great experience and knowledges of the game know what they're doing and at that point, if you don't have the same amount of champoint points or closeby, you don't stand any chance unless they run out of food/drink or their cat walks over their keyboard midfight.
    This.
  • krim
    krim
    ✭✭✭✭✭
    My problem with CP is the barrier it puts on you and the limitations. Having a lot of CPs gives you the freedom to experiment in many ways and opens up new build possibilities. This is where the imbalance comes from. Now you can understand this and to people who min max/theorycraft their first reaction is to start farming CPs. I dont like to waste time farming mobs in a cave for hours and i dont like the fact that i dont have all the build options available to me because i dont have enough CP. Vs someone who has the time and is willing to farm CPs for hours on end who might be a decent player but now has a super advantage because he doest have to sacrifice certain things in a build. Hes got it covered with CP.

    With the way the game plays now where solo play outside of ganking is non existent. Not being able to fully experiment and be on par with other players without having to farm CP is no good.

    1v1 someone with a good amount of CP more than you with equal skill and tell me how it works out. For me its not even about the 1v1 because i always enjoyed zerg diving more. If i had 1500 CPs i could probably zerg dive like 1.5.

    Build a certain way play a certain way until you get more CPs.
    Edited by krim on September 28, 2015 5:26PM
  • Dreyloch
    Dreyloch
    ✭✭✭✭✭
    I would propose a couple things regarding this subject.

    I am one of those that left the game for awhile because ZoS couldn't figure out the lag issue or refused to fix it. I've been grinding IC for stones and mats to get upgraded Vr16 gear since this DLC launched. Even WITH the PvE involved killing the NPC's mindlessly for hours on end, I have gotten maybe 50 CP's over the last month. I'm betting even less. That put me at a total of less than 200.

    Less than 200 means I'm not solo'ing anyone right now. I would have to jump around on alts (which I can't stand) in order to make more with the enlightened system. The whole CP system and it's un-enlightened way of gaining them is by far one of the worse implemented systems for advancement I have encountered in all my MMO exp.

    I don't think a cap is what needs to be done. Basically there is one already. It's 3600. What I think they should do is revamp the points for either PvE or PvP. 1800 each if ya want. But have different systems to gain each of those point playstyles. I recall what ZoS wanted to do with this system, and I do think they tried. They did. But they couldn't forsee people that have extreme amounts of playtime at their disposal. People willing to do and try anything to gain an edge. This goes for top raiding guilds and PvP'ers alike.

    This new system would make you decide which playstyle you wanted to do. You could still do both, you just might not be as good at one over the other because the point gains you've made dictate your power level in each scenario. People will always find a way to grind out huge amounts of points no matter what system it is.

    Part of the problem with this current system is that it goes for everything all the time. PvE or PvP. Just like the skills and abilities. I've been saying it forever. They need to separate. If this game is going to survive, they need to separate the playstyles more and give each their own advancement system.
    "The fear of Death, is often worse than death itself"
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