Grendel_at_ESO wrote: »To be honest I think there's too many CP's already, it should be capped at 120 of each. You should have to make choices, cap one tree to gain big bonuses and specialize or spread them out for more lesser bonuses and be more utilitarian. I must admit some of the bonuses are pretty lame though, woooohooo, I can harvest 50% faster! I don't know what with games these days, they seem to let you have everything, there's no give and take anymore. I guess they've given in to the QQ.
hydrocynus wrote: »And exactly what build do you think needs all 3600 Cp?
What is your fire mage going to do with all those points in stamina recovery and reduction of coast of stamina skills? He is magicka based so any skills scaling of stamina would not be effective anyway.
What is your tank going to do with 100 Cp in light and medium armor each?
What is your stamina nightblade going to do with 100 points in each of blade/staff/heavy weapon/bow master? Is not like you can use them all anyway?
So the whole 15 years thing is a stupid argument because you cannot use all of them effectively anyway.
hydrocynus wrote: »And exactly what build do you think needs all 3600 Cp?
What is your fire mage going to do with all those points in stamina recovery and reduction of coast of stamina skills? He is magicka based so any skills scaling of stamina would not be effective anyway.
What is your tank going to do with 100 Cp in light and medium armor each?
What is your stamina nightblade going to do with 100 points in each of blade/staff/heavy weapon/bow master? Is not like you can use them all anyway?
So the whole 15 years thing is a stupid argument because you cannot use all of them effectively anyway.
Hey, don't knock it! I unintentionally got that passive on my sorc (unintentionally as in: I cared about the individual stars I was putting the CPs in, and I hadn't actually checked to see what 75 CP passive I'd be getting), and when I took him to Wrothgar the other day I found that I accidentally created a lean mean harvesting machine. He zips from node to node at great speed with the help of Bolt Escape and Boundless Storm, while Hardened Ward keeps him safe from any mobs he encounters, and each node gets grabbed before any nearby mobs can actually react, with the chance of getting double the normal yield.Grendel_at_ESO wrote: »I must admit some of the bonuses are pretty lame though, woooohooo, I can harvest 50% faster!
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Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Hey, don't knock it! I unintentionally got that passive on my sorc (unintentionally as in: I cared about the individual stars I was putting the CPs in, and I hadn't actually checked to see what 75 CP passive I'd be getting), and when I took him to Wrothgar the other day I found that I accidentally created a lean mean harvesting machine. He zips from node to node at great speed with the help of Bolt Escape and Boundless Storm, while Hardened Ward keeps him safe from any mobs he encounters, and each node gets grabbed before any nearby mobs can actually react, with the chance of getting double the normal yield.Grendel_at_ESO wrote: »I must admit some of the bonuses are pretty lame though, woooohooo, I can harvest 50% faster!
I never farm nodes normally (I just grab whatever I happen to see while I'm questing), but farming nodes on this character is actually a lot of fun, so I think I'll start doing it on a semi-regular basis, and watch the Ruby Ash, Rubedite, and Ancestor Silk roll in...
Applied to a five-year plan, 180 per quarter is ideal. Even if you make it twice as long, at 10 years that's 90 per quarter.
This cap implies an 18 year plan. Realist alert: We won't be here in 18 years.
If they want a much lower cap in PVP, fine. But PVE should allow for a broader sense of gain.
Otherwise, more experienced players are going to go spend their money on more rewarding games.
for me thisd raising cap is to low....get cap cp after moth from orsinium released, now i have 533 cp (32 after cap need 2x more xp per 1 cp) so until dlc be launchend then i have still capped cp, and always before release next dlc I will have always CP above cap, without using any exp pots, with some breaks in week in the game, just with slow lvling I will have always aboce CP cap..
I'm pve/pvp player and dont have always desire to play ESO without target ( more CP with more efficiency in pve) and then just take break for moths also....because it be boring for me.
pvp almost nonstop identical, zergs and zergs, in pve only daily dung with 1 chance per month to get good monster shouder/helm this my sick luck.
now when I getting next CP above cap...it is more and more borring, getting experience, getting more CP whose i cant use it, such time wasted to getting this exp...2x more per CP and cant use it, in these 4 moths playing with nonstop cap i will get again more than 51 cp, so dlc just be released i will have still cap and some cp to next cap BORING without any efficiency after playing 3 moths here and getting 2x more needed exp than is normally needed
I just feel bad for new players that get the game and get melted by people with max CP
for me thisd raising cap is to low....get cap cp after moth from orsinium released, now i have 533 cp (32 after cap need 2x more xp per 1 cp) so until dlc be launchend then i have still capped cp, and always before release next dlc I will have always CP above cap, without using any exp pots, with some breaks in week in the game, just with slow lvling I will have always aboce CP cap..
I'm pve/pvp player and dont have always desire to play ESO without target ( more CP with more efficiency in pve) and then just take break for moths also....because it be boring for me.
pvp almost nonstop identical, zergs and zergs, in pve only daily dung with 1 chance per month to get good monster shouder/helm this my sick luck.
now when I getting next CP above cap...it is more and more borring, getting experience, getting more CP whose i cant use it, such time wasted to getting this exp...2x more per CP and cant use it, in these 4 moths playing with nonstop cap i will get again more than 51 cp, so dlc just be released i will have still cap and some cp to next cap BORING without any efficiency after playing 3 moths here and getting 2x more needed exp than is normally needed
To some extent, you are correct. You have a few more points than I do (currently around 510, don't remember exactly) but we are in the same boat - you and I will pretty much be at the CP cap for the remainder of ESO's lifespan (or for as long as we continue to play).
That being said, If they raise the cap by 100 points, it still really doesn't matter. You're going to hit the cap long before the next quarter mark and they raise the cap again. The only way you won't constantly be at the cap is if the cap is raised by a significant amount: 150, 200, etc. At this point you're going to be grinding out the CP to hit the cap before the next Q, and then you're going to be furthering the gap between you and the newer and more casual players. The point of the cap is to limit this discrepancy so that newer players have some chance to catch up.
For players like us, who are now basically going to be at the cap indefinitely, the focus should be on content.
Ourorboros wrote: »Why should newer players be competitive with established players? It has no impact for questing, and little impact for other content. Dungeons and new DLC scale, and PVP scales. I'm new to PVP. Should I be able to get more AP than someone who has done PVP since game release? There is already a catchup in place for CP. Why should those who put more time into the game be penalized because they play more than casuals? It seems to me that whiners and misconception are ruining this game for those who play more, and for no good reason other than perception of imbalance.
Ourorboros wrote: »for me thisd raising cap is to low....get cap cp after moth from orsinium released, now i have 533 cp (32 after cap need 2x more xp per 1 cp) so until dlc be launchend then i have still capped cp, and always before release next dlc I will have always CP above cap, without using any exp pots, with some breaks in week in the game, just with slow lvling I will have always aboce CP cap..
I'm pve/pvp player and dont have always desire to play ESO without target ( more CP with more efficiency in pve) and then just take break for moths also....because it be boring for me.
pvp almost nonstop identical, zergs and zergs, in pve only daily dung with 1 chance per month to get good monster shouder/helm this my sick luck.
now when I getting next CP above cap...it is more and more borring, getting experience, getting more CP whose i cant use it, such time wasted to getting this exp...2x more per CP and cant use it, in these 4 moths playing with nonstop cap i will get again more than 51 cp, so dlc just be released i will have still cap and some cp to next cap BORING without any efficiency after playing 3 moths here and getting 2x more needed exp than is normally needed
To some extent, you are correct. You have a few more points than I do (currently around 510, don't remember exactly) but we are in the same boat - you and I will pretty much be at the CP cap for the remainder of ESO's lifespan (or for as long as we continue to play).
That being said, If they raise the cap by 100 points, it still really doesn't matter. You're going to hit the cap long before the next quarter mark and they raise the cap again. The only way you won't constantly be at the cap is if the cap is raised by a significant amount: 150, 200, etc. At this point you're going to be grinding out the CP to hit the cap before the next Q, and then you're going to be furthering the gap between you and the newer and more casual players. The point of the cap is to limit this discrepancy so that newer players have some chance to catch up.
For players like us, who are now basically going to be at the cap indefinitely, the focus should be on content.
Why should newer players be competitive with established players? It has no impact for questing, and little impact for other content. Dungeons and new DLC scale, and PVP scales. I'm new to PVP. Should I be able to get more AP than someone who has done PVP since game release? There is already a catchup in place for CP. Why should those who put more time into the game be penalized because they play more than casuals? It seems to me that whiners and misconception are ruining this game for those who play more, and for no good reason other than perception of imbalance.
Ourorboros wrote: »for me thisd raising cap is to low....get cap cp after moth from orsinium released, now i have 533 cp (32 after cap need 2x more xp per 1 cp) so until dlc be launchend then i have still capped cp, and always before release next dlc I will have always CP above cap, without using any exp pots, with some breaks in week in the game, just with slow lvling I will have always aboce CP cap..
I'm pve/pvp player and dont have always desire to play ESO without target ( more CP with more efficiency in pve) and then just take break for moths also....because it be boring for me.
pvp almost nonstop identical, zergs and zergs, in pve only daily dung with 1 chance per month to get good monster shouder/helm this my sick luck.
now when I getting next CP above cap...it is more and more borring, getting experience, getting more CP whose i cant use it, such time wasted to getting this exp...2x more per CP and cant use it, in these 4 moths playing with nonstop cap i will get again more than 51 cp, so dlc just be released i will have still cap and some cp to next cap BORING without any efficiency after playing 3 moths here and getting 2x more needed exp than is normally needed
To some extent, you are correct. You have a few more points than I do (currently around 510, don't remember exactly) but we are in the same boat - you and I will pretty much be at the CP cap for the remainder of ESO's lifespan (or for as long as we continue to play).
That being said, If they raise the cap by 100 points, it still really doesn't matter. You're going to hit the cap long before the next quarter mark and they raise the cap again. The only way you won't constantly be at the cap is if the cap is raised by a significant amount: 150, 200, etc. At this point you're going to be grinding out the CP to hit the cap before the next Q, and then you're going to be furthering the gap between you and the newer and more casual players. The point of the cap is to limit this discrepancy so that newer players have some chance to catch up.
For players like us, who are now basically going to be at the cap indefinitely, the focus should be on content.
Why should newer players be competitive with established players? It has no impact for questing, and little impact for other content. Dungeons and new DLC scale, and PVP scales. I'm new to PVP. Should I be able to get more AP than someone who has done PVP since game release? There is already a catchup in place for CP. Why should those who put more time into the game be penalized because they play more than casuals? It seems to me that whiners and misconception are ruining this game for those who play more, and for no good reason other than perception of imbalance.
How is giving newer players a chance to make up ground affecting your game play at all? It is just getting more people out in cyrodiil that have a shot at competing or giving raid groups more of a player base to choose from. Unless you dont like fair game play then i guess i could see where you are coming from.
Hey, don't knock it! I unintentionally got that passive on my sorc (unintentionally as in: I cared about the individual stars I was putting the CPs in, and I hadn't actually checked to see what 75 CP passive I'd be getting), and when I took him to Wrothgar the other day I found that I accidentally created a lean mean harvesting machine. He zips from node to node at great speed with the help of Bolt Escape and Boundless Storm, while Hardened Ward keeps him safe from any mobs he encounters, and each node gets grabbed before any nearby mobs can actually react, with the chance of getting double the normal yield.
Apparently Zenimax based this number off average CP... but that is a very flawed approach to make because there are loads of people with very low CP who have simply quit the game. They aren't playing the game anymore!