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Champion rank CANNOT be displayed next to character and @name

  • Nifty2g
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    Slurg wrote: »
    DjSolJAH wrote: »
    This whole thread makes me think of dudes not wanting other dudes to see their "stuff" in the locker room cause someone may have more "stuff"....

    Not everyone in this thread is a dude, and everyone who's anyone knows it's not about how much you have, it's how you use it.
    You can't use 300 CP like you can 501 ;)

    Also @ZOS_GinaBruno please keep this feature in, honestly I am sick to death of players lying about the Champion Points as some kind of insecurity or something alike. Enough holding players hands making them alright to fake any information they please.
    It's so easy to see if someone is doing less damage by watching their rotation, it's easy to see if they are under-performing. So what's the point in hiding it if we know?
    Most people don't care if you are not at CP cap either. Just let it stay and let the players adjust to it.

    It's complete garbage how lately this game is just spoonfeeding everyone, I know a vast majority don't want dungeons nerfed but they get nerfed anyway, I don't see those changes being considered in not happening. You can't help players you are enabling to lie about their DPS or their Champion Points now.
    Edited by Nifty2g on May 5, 2016 3:35AM
    #MOREORBS
  • RebornV3x
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    this thread is too funny how bout we just get rid of levels and progression and have everything at level 3 so everyone can feel all warm and fuzzy.

    Please show CP but we shouldn't see more CP than the CAP ie if someone has 600CP we should only see 501 CP.

    Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • Vangy
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    Vangy wrote: »
    Hopefully I dont offend anyone and people realise the importance of showing allocated cp. However, I do agree showing total CP has no purpose. 2000 CP when CP cap is 501 is kinda pointless information.

    Interesting point.

    Does the game allow the character to equip CP 160 gear if the player is Champion Rank 501 but the character only has 50 CP allocated?

    Another interesting point is that the Level 1 - 49 characters show no indication of what the player level is. That Level 3 character could have 500 Champion Points allocated, or it could have none. I think that if they are going to display the player Champion Rank then it needs to be displayed for every character, no matter what level it is.

    Otherwise, it should only display the allocated CP on that particular character.

    Personally, I do not care what the player's level is. I am more interested in the character that is being played.


    Edit... what I want to see is [Level X] [Champion Points] Name

    50 [CP symbol] 320 Vangy

    or

    32 [CP symbol] 320 Little Vangy

    ^Yup I agree. Player level is the new equivalent of CP. (after 50 that is). If its a level 50 toon we can skip the 50[CP symbol] Vangy and just list it as [CP allocated] Vangy. If I was on a baby toon at level 5, then it would display [lv 5][allocated CP] Baby Vangy.

    Requirements for group existed during vet levels and will continue to exist after CP replaces the vet system. v16 Group LF 2mV16 DPS for vWGT farm or vCOA farm? Sound familiar? These guys are looking for people to helm farm run and were never going to invite people who weren't v16. Simply because they were after the v16 helms or the dropped sets in those dungeons. Getting a v5 toon even when they are scaled is just gimping your group. Without people's CP displayed one would have nooo idea if he/she is grouping with someone who just joined ESO last week (considering how easy it is to get to 50) or if they are grouping up with someone who has been around for years.

    The other issue is gear equips. It seems CP is going to be the new vet ranks in terms for gear equips. Wont future pledges be scaled around a certain CP? Ie pledge difficulty scales to the group leaders CP? If CP ranks arent displayed then group leader could be CP 501 and a member could be like CP 160... This might not be an issue now, but ill bet soon ZOS will release CP 170 or 180 gear putting us all on the treadmill again. The gap between v15 and v16 gear is huge and ill bet the gap between CP 160 and 170 gear would also follow along these lines. This way they will force us all to regear and play the grind game..... CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Enodoc
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    Vangy wrote: »
    CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Van_0S
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    RebornV3x wrote: »

    Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.

    Yes!!
    I played one recent MMO game that had gear lvl.....yea, it was FFXIV ARR.
    It was cool to have those dungeons based on your gear lvl.

    The best part of that game was you could also buy them from a special vendor but you have to spent some rare item in order to get those gears, by which these rare
  • NewBlacksmurf
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    Enodoc wrote: »
    Vangy wrote: »
    CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).


    Exactly.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Merlight
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    Enodoc wrote: »
    Vangy wrote: »
    CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).
    Well, not with this Champion System.

    What does 1 VR give you? Stats, an attribute point you can spend to increase one of your stats, access to better gear (=stats), and a skill point.

    What do 10 CPs give you? Stats, 10 points you can spend to increase your other stats, and soon access to better gear (=stats). The passives that unlock automatically are stupid, no choices, no trade-offs.

    In the end, champion points are just more fine-grained veteran ranks, minus skill points.

    edit: edited for clarity. By "passives" I meant the perks that unlock automatically after spending 10/30/75/120 CP in a constellation.
    Edited by Merlight on May 5, 2016 7:15PM
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • Vangy
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    Enodoc wrote: »
    Vangy wrote: »
    CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).

    I totally get your pov. But as Long as cp system is as strong as it currently is, it will always be a content gate. Paint it how you will but bonuses like 25% increase damage, 25 % reduced damage, 25% increased healing etc etc can't be looked over. Plus, gear is going to be cp gated as far as I know. Essentially in the future, a higher cp player is going to be a higher "vet level" then a lower cp player. No matter how you cut it, devs need to balance future content with the cp cap at the time in mind. This means someone close to cap will have an easier time and someone far from cap is going to have a much harder time. Sure you can do v16 wgt with a battle scaled v1 toon but is it going to be easy? Hell no. And 80% of the people are going to insta kick you unless you are guildies or irl friends.

    Essentially cp levels were made to replace vr levels. Gear, content difficulty, crafting even, all will be balanced around the cp cap. As Long as the above remains true, cp allocated needs to be displayed just like vet levels were. Now, if the devs came up with some awesome system where a cp 100 player is on even footing with a cp 500 player while gear didn't really matter, then yeah we can ignore how much cp one has..... But so far that dosent seem to be the case...
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Siluen
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    Some other options:

    1. Add an inspect option: Somewhere you can see someone's CP and where they stuffed them, their gear and their maybe their achievement points or something. Far more useful than having an ugly number float about their name.
    2. Make an icon like with the alliance ranks to denote how many CP a person has and give them a different icon for every 100 CP. (100, 200, 300 andsoforth) Or mayhaps for every 250 (250, 500 andsoforth)
    3. Make an icon for those that have reached the CP cap, and/or perhaps an extra one to show they have reached 160, or whatever the next gear-cap might be. (So you at least know they can wear the best stuff available.)

    I still think number 1 would satisfy the most people. It gives the greatest amount of useful information to those that are interested in knowing about it without cluttering everything up with numbers.

    As for the @ name, please don't. I am going to feel very MoonMoon by walking around like SiluenSiluen.
    Edited by Siluen on May 5, 2016 11:53AM
  • Elsonso
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    There is literally no value in displaying Cp. it's great for you to see your own but it's the absolute worse piece of misinformation.

    The whole point of removing VR was to remove VR. That's any post 50 level indicators too.

    IF ZOS really wants to display something, then use level 50

    Oh, there is value in displaying champion points. There is just no value in displaying more than is spent on the character.

    I disagree.
    The only value is if instead of displaying a CP number used, you could inspect the actual CP Passives in use.
    The number has no value and only will cause assumptions and produce a cookie cutter build or you get excluded.

    I did not say the value was absolute, but there is a value in finding out how many CP are allocated. It tells a lot more about the character than no CP information. That gives it value, even if not absolute.

    The same value applies to skill points and attribute points that are allocated vs awarded, by the way, but there is really no way to handle that. We must assume this based on the character level.

    I really believe that the game depends upon the build specifics being a secret. Makes the game more interesting when you cannot simply inspect the details of who you are with. I would be fine with dropping ALL level indications, including the 1-49 level of all players and NPCs. That would likely cause premature baldness in a segment of the population, though.

    Enodoc wrote: »
    Vangy wrote: »
    CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).

    I agree, but do not expect that ZOS would. This is why I have been referring to the Champion System as Veteran System 2.0. It is an incremental upgrade to what we had, not something new. The main changes in the new version are bigger numbers (1-3600 instead of 1-16) and they now reflect the player level instead of the character level. My assumption is that "end game" content will be tied to player level instead of character level, from this point on.
    RebornV3x wrote: »
    Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.

    With CP, this might be easier to do. They have tied itemization to champion points, so they can average all of the equipment CP and generate an "average CP" for gear. Unfortunately, I doubt they scale the itemization linearly.
    Edited by Elsonso on May 5, 2016 1:32PM
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Roymachine
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    RebornV3x wrote: »
    this thread is too funny how bout we just get rid of levels and progression and have everything at level 3 so everyone can feel all warm and fuzzy.

    Please show CP but we shouldn't see more CP than the CAP ie if someone has 600CP we should only see 501 CP.

    Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.

    Oh man I can already hear the crying if they implement GS. That could end significantly worse than showing CP.
  • NewBlacksmurf
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    Merlight wrote: »
    Enodoc wrote: »
    Vangy wrote: »
    CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
    Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).
    Well, not with this Champion System.

    What does 1 VR give you? Stats, an attribute point you can spend to increase one of your stats, access to better gear (=stats), and a skill point.

    What do 10 CPs give you? Stats, 10 points you can spend to increase your other stats, and soon access to better gear (=stats). The passives are stupid, no choices, no trade-offs.

    In the end, champion points are just more fine-grained veteran ranks, minus skill points.

    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use. CP's have a lot of varying impacts. Its not logical to change things to require specific placement of CP's because then, these should just be base increased with a numerical level change instead of a passive "optional" point to utilize as you see fit.

    When you gain a character level and when you use a stat point, these are the only scenario's that progress you character in a universal measurement. Whether you use the stat point or not, the bases increase with each level and then are enhanced by the placement of a stat point.

    CP's are no different than gear progression bonuses. Thats why it does make sense to use CP for a gear requirement to equip but it doesn't not make sense to set a CP numeric on a player or NPC head.

    Live today, gear falls based on the zone and/or the NPC numeric level but in a VR zone un-phased. The gear that drops isn't always something you can equip. There is a range of allowable drops in the zone/pool. In phased environments today. the player level has a big impact on loot tables and that will change to have a much larger impact with character level and for crafting passive levels too.

    If we are all level 50 and the NPC's range from 49-56 the same pool applies with the same logic.
    If you move to a CP NPC and player level then you end up right back in a situation where content becomes irrelevant from a CP appearance. You're getting items far below the NPC level which then losses logic when a CP cap is changed because now all content has to be reworked on loot tables. If you're in there and a change occurs it creates a problem that shouldn't exist. What good is it to change VR16 to CP 160 when the gear that drops requires CP of 160 but you are actually CP 300 - 501?

    Why not just use a NPC numeric and as ZOS see's fit to increase content, the NPC levels increase while we stay at 50 but the CP's exponentially increase the cap. A 50+ point increase isn't noticeable but a 150 is and so to me that is one logical way to display progression and keep CP's as they are and actually remove the problem VR level created.

    Showing a CP on the player and or an NPC is not the direction this game should take.
    example:

    Queue for random Vet dungeon or normal dungeon.
    -group is scaled up to level 50 (not CP 160 because no one is getting extra CP's)
    -Sure ZOS can enhance the CP's applied bonuses but is this based on having all 50, 75 or 100 points in CP's? That also isn't balanced and never can be balanced even with the most complex equations because CP's differ. Now the player who has no CP's but is less than 50...what happens there? Stat changes for all, sure but they are missing the CP bonus and if the player and NPC level indicates a CP range, the player is not comparable.

    All in all, the CP's just need to stay as they are. VR removal needs to stay at level 50 which is the base set. That is where all the stat and skill points apply that use to come from VR1-16.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • EsoRecon
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    k9mouse wrote: »
    Ghost-Shot wrote: »
    Thanks for the feedback on this, everyone! This is something we’re discussing internally as well, and will potentially be making some changes in a future incremental patch.

    @ZOS_GinaBruno Please don't change it, I want to know how many CP someone has when grouping with them or fighting them in PVP, it is important information to know just like knowing what vet rank they are now.

    It should display the Max CP (right is 160 = VR16) in the best case. The 2nd best case, only display the max cap (501). However, It should NOT display total a person has.

    Also, I do not want to show my @name in public, only to friends and guildmates. Showing the @name takes away from "being in the world" and RP'ing. Let's face it, @names are not lore friendly almost all the time. At very least, char names are more likely to be more lore friendly then @names.

    ok ill find out how much cp someone has anyways. I'll just ask them and if they don't answer they get the boot. So either way if it shows someones total cp or not scrubs still getting the boot.
    #L2P
    #GetGud
    Xbox One [ NA ]
    Gamertag - Zyzz II Legacy
    Stam Sorc & Stam NB PvP
    (I'm Just Here To 1vX)
  • Merlight
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    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • NewBlacksmurf
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    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica.

    You're speaking of passives and in what you write, thats the problem with trying ot use CP as a character or NPC level. There is not basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evently regardless of how many CPs a player earns.

    Thats the issue, you see CP 100-501 and apply one rationale of how points should be used, where I have another but the player has a third. There are so many combinations of use that the logic behind displaying a CP is nothing more than a confusing indicator.

    With VR ranks, you know they have a base of X and then they have use of X amount of stat points and skill points which lead to the understanding of what they should and shouldn't be able to accomplish. CP's don't and will not work that way based on live and PTS. Also, the VR1 - 16 base is level 50 now so until new progression is added in gear, materials, etc, there is no need to use anything more than 50 as level 50 literally is the calculation of a VR16.

    CP's is something else entirely different and it should stay as such.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica and when applied its not the same.

    You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.

    Thats the issue, you see CP 100-501 and apply one rationale of how points should be used, where I have another but the player has a third. There are so many combinations of use that the logic behind displaying a CP is nothing more than a confusing indicator.

    With VR ranks, you know they have a base of X and then they have use of X amount of stat points and skill points which lead to the understanding of what they should and shouldn't be able to accomplish. CP's don't and will not work that way based on live and PTS. Also, the VR1 - 16 base is level 50 now so until new progression is added in gear, materials, etc, there is no need to use anything more than 50 as level 50 literally is the calculation of a VR16.

    CP's is something else entirely different and it should stay as such.
    Edited by NewBlacksmurf on May 5, 2016 3:41PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Destruent
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    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    They do....With 501 CP you have ~18% increased Stats.
    Noobplar
  • Elsonso
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    .
    Roymachine wrote: »
    RebornV3x wrote: »
    this thread is too funny how bout we just get rid of levels and progression and have everything at level 3 so everyone can feel all warm and fuzzy.

    Please show CP but we shouldn't see more CP than the CAP ie if someone has 600CP we should only see 501 CP.

    Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.

    Oh man I can already hear the crying if they implement GS. That could end significantly worse than showing CP.

    They have talked about wanting to do all the player gear ranking. I suspect they will eventually implement it, mainly because they may need it internally for scaling. I am sure it will drive a number of players away from group content. I guess the question is whether it will drive away more than it attracts.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Grunim
    Grunim
    ✭✭✭✭✭
    EsoRecon wrote: »
    k9mouse wrote: »
    Ghost-Shot wrote: »
    Thanks for the feedback on this, everyone! This is something we’re discussing internally as well, and will potentially be making some changes in a future incremental patch.

    @ZOS_GinaBruno Please don't change it, I want to know how many CP someone has when grouping with them or fighting them in PVP, it is important information to know just like knowing what vet rank they are now.

    It should display the Max CP (right is 160 = VR16) in the best case. The 2nd best case, only display the max cap (501). However, It should NOT display total a person has.

    Also, I do not want to show my @name in public, only to friends and guildmates. Showing the @name takes away from "being in the world" and RP'ing. Let's face it, @names are not lore friendly almost all the time. At very least, char names are more likely to be more lore friendly then @names.

    ok ill find out how much cp someone has anyways. I'll just ask them and if they don't answer they get the boot. So either way if it shows someones total cp or not scrubs still getting the boot.
    #L2P
    #GetGud

    But do you really care how many CP someone has who is over the cap? Why should the amount of CP over cap earned even matter?
    Edited by Grunim on May 5, 2016 5:57PM
    Am a whimsical Generation Jones gamer. Online RPGs hooked me since '94 and no sign of stopping soon...


  • Merlight
    Merlight
    ✭✭✭✭✭
    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica and when applied its not the same.

    You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.

    Now you're playing with words, and are again wrong.
    1. CPs do increase health, stamina and magicka;
    2. every character has many more stats than those three:
    h5. DerivedStats
    * STAT_ARMOR_RATING
    * STAT_ATTACK_POWER
    * STAT_BLOCK
    * STAT_CRITICAL_RESISTANCE
    * STAT_CRITICAL_STRIKE
    * STAT_DAMAGE_RESIST_COLD
    * STAT_DAMAGE_RESIST_DISEASE
    * STAT_DAMAGE_RESIST_DROWN
    * STAT_DAMAGE_RESIST_EARTH
    * STAT_DAMAGE_RESIST_FIRE
    * STAT_DAMAGE_RESIST_GENERIC
    * STAT_DAMAGE_RESIST_MAGIC
    * STAT_DAMAGE_RESIST_OBLIVION
    * STAT_DAMAGE_RESIST_PHYSICAL
    * STAT_DAMAGE_RESIST_POISON
    * STAT_DAMAGE_RESIST_SHOCK
    * STAT_DAMAGE_RESIST_START
    * STAT_DODGE
    * STAT_HEALING_TAKEN
    * STAT_HEALTH_MAX
    * STAT_HEALTH_REGEN_COMBAT
    * STAT_HEALTH_REGEN_IDLE
    * STAT_MAGICKA_MAX
    * STAT_MAGICKA_REGEN_COMBAT
    * STAT_MAGICKA_REGEN_IDLE
    * STAT_MISS
    * STAT_MITIGATION
    * STAT_MOUNT_STAMINA_MAX
    * STAT_MOUNT_STAMINA_REGEN_COMBAT
    * STAT_MOUNT_STAMINA_REGEN_MOVING
    * STAT_NONE
    * STAT_PARRY
    * STAT_PHYSICAL_PENETRATION
    * STAT_PHYSICAL_RESIST
    * STAT_POWER
    * STAT_SPELL_CRITICAL
    * STAT_SPELL_MITIGATION
    * STAT_SPELL_PENETRATION
    * STAT_SPELL_POWER
    * STAT_SPELL_RESIST
    * STAT_STAMINA_MAX
    * STAT_STAMINA_REGEN_COMBAT
    * STAT_STAMINA_REGEN_IDLE
    * STAT_WEAPON_AND_SPELL_DAMAGE
    3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • NativeJoe
    NativeJoe
    ✭✭✭✭✭
    If your not over 360, I'm not taking you to VICP VDSA VWGT VCOA . Why? because before that point your a liability. Thats not elitism, thats just the mark of where these dungeons are. Can you do them before that point? YEs, obviously. But it's not going to be a quick, easy, and deathless run.

    The CP displayed tells me where you are. I'm not trying to come off as a jerk... but if you want to run those dungeons, then get together with people around your level and make a night of it and have fun. For me... I rather get it done in half an hour or so and be on to the next thing.
    650cp+ Sorcerer 100+ days /played
    Broken'Stick North American Server
    https://www.twitch.tv/trixytricks
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Destruent wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    They do....With 501 CP you have ~18% increased Stats.

    @Destruent
    gaining 10 CP's dont auto apply anything, using the CP in specific passives cant raise passives but its not in comparison to 1-50 levels. Its not automatic so its not applied to all who are at X CP level.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Saltypretzels
    Saltypretzels
    ✭✭✭✭
    NativeJoe wrote: »
    If your not over 360, I'm not taking you to VICP VDSA VWGT VCOA . Why? because before that point your a liability. Thats not elitism, thats just the mark of where these dungeons are. Can you do them before that point? YEs, obviously. But it's not going to be a quick, easy, and deathless run.

    The CP displayed tells me where you are. I'm not trying to come off as a jerk... but if you want to run those dungeons, then get together with people around your level and make a night of it and have fun. For me... I rather get it done in half an hour or so and be on to the next thing.

    Better not use the group matching tool then.
  • Drazkyth
    Drazkyth
    ✭✭✭
    Refer to my signature for my view on this thread and its author. If they want to show CP's, I have no issues with that.
    Edited by Drazkyth on May 5, 2016 8:02PM
    PC EU
    British Is Best

    Deekus Xerrean
    Ebonheart Pact Grand Overlord

    Why so salty?
    QQ Some more
  • Mix
    Mix
    ✭✭✭✭✭
    I like the @name feature, now I won't get so confused as to which guildmate is playing which character(s) lol.

    I have no problem with people seeing my @name because it has always been accessible to people anyways and I really don't see what difference it makes if someone whispers your character or your @name?

    CP isn't really a gauge of player skill either, it is more representative that the player spent more time in game doing things that give XP. Yes, they do buff you a lot, but that doesn't make you a better player. I loved looking at our guild page and seeing the somewhat outrageous numbers some people have lol. I am only at 460CP, I do play a lot but I also like activities that don't give XP like stealing things or fishing achievements.

    There will always be elitists in MMOs who are really obvious and sometimes rude about it.

    I think of it like this though, I am used to running with some really good groups with high dps and we just blaze through most of the vet dungeons (not gonna count vICP, vWTG, vCoA in here, since they are a bit too long to 'blaze' through). I've grouped with others and we have wiped repeatedly on the same content, largely due to lower dps (the fights just go way too long) but sometimes because healer gets one-shot or tank has no idea. If you have a choice, you will choose to play with people at the same skill level as you and I don't think that is being elitist, I think it is practical. That said I have no problem helping others learn dungeons, but it isn't something I would do if I just wanted to get the daily done quick. (Also, I don't like running a really undergeared character with really geared/practiced/stellar friends because I feel like I don't contribute my share to the dungeon and I don't like the feeling of being run-through content like that.)
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Merlight wrote: »
    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica and when applied its not the same.

    You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.

    Now you're playing with words, and are again wrong.
    1. CPs do increase health, stamina and magicka;
    2. every character has many more stats than those three:
    h5. DerivedStats
    * STAT_ARMOR_RATING
    * STAT_ATTACK_POWER
    * STAT_BLOCK
    * STAT_CRITICAL_RESISTANCE
    * STAT_CRITICAL_STRIKE
    * STAT_DAMAGE_RESIST_COLD
    * STAT_DAMAGE_RESIST_DISEASE
    * STAT_DAMAGE_RESIST_DROWN
    * STAT_DAMAGE_RESIST_EARTH
    * STAT_DAMAGE_RESIST_FIRE
    * STAT_DAMAGE_RESIST_GENERIC
    * STAT_DAMAGE_RESIST_MAGIC
    * STAT_DAMAGE_RESIST_OBLIVION
    * STAT_DAMAGE_RESIST_PHYSICAL
    * STAT_DAMAGE_RESIST_POISON
    * STAT_DAMAGE_RESIST_SHOCK
    * STAT_DAMAGE_RESIST_START
    * STAT_DODGE
    * STAT_HEALING_TAKEN
    * STAT_HEALTH_MAX
    * STAT_HEALTH_REGEN_COMBAT
    * STAT_HEALTH_REGEN_IDLE
    * STAT_MAGICKA_MAX
    * STAT_MAGICKA_REGEN_COMBAT
    * STAT_MAGICKA_REGEN_IDLE
    * STAT_MISS
    * STAT_MITIGATION
    * STAT_MOUNT_STAMINA_MAX
    * STAT_MOUNT_STAMINA_REGEN_COMBAT
    * STAT_MOUNT_STAMINA_REGEN_MOVING
    * STAT_NONE
    * STAT_PARRY
    * STAT_PHYSICAL_PENETRATION
    * STAT_PHYSICAL_RESIST
    * STAT_POWER
    * STAT_SPELL_CRITICAL
    * STAT_SPELL_MITIGATION
    * STAT_SPELL_PENETRATION
    * STAT_SPELL_POWER
    * STAT_SPELL_RESIST
    * STAT_STAMINA_MAX
    * STAT_STAMINA_REGEN_COMBAT
    * STAT_STAMINA_REGEN_IDLE
    * STAT_WEAPON_AND_SPELL_DAMAGE
    3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.

    @Merlight
    Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.

    The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.

    the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:

    Sept 2014 concept of scaling
    November2014 (monster health / power scaling)
    March 2015 (specific to stat and skill points)

    "Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."

    "Game Re-balance


    With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
    As an example, Health, Magicka and Stamina each perform the same way they did previously:
    Health keeps you alive
    Stamina allows you to block, sneak, dodge and use weapon feats
    Magicka allows you to cast spells.
    We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
    For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
    Additionally, abilities now increase in cost as you gain Veteran Ranks.
    Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
    There are a few stats that now work slightly different:

    Armor: The amount of mitigation provided by Armor has changed.
    A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
    A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
    Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
    For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
    Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
    Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
    The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
    Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
    A Critical Hit still does 50% greater damage unless modified.
    You will now have a base Critical Hit chance of 10%.
    Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
    Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14).
    As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.


    Other Major Gameplay Changes


    Synergy abilities now scale off your highest stats that are either stamina or magicka based. "

    "Champion System

    While there are many abilities in each of the three constellation groups, the groups each have a general theme.

    Points spent in the Warrior will improve your health and overall defensive capabilities.
    Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
    Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."



    CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.

    Edited by NewBlacksmurf on May 5, 2016 8:13PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Vangy
    Vangy
    ✭✭✭✭✭
    Merlight wrote: »
    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica and when applied its not the same.

    You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.

    Now you're playing with words, and are again wrong.
    1. CPs do increase health, stamina and magicka;
    2. every character has many more stats than those three:
    h5. DerivedStats
    * STAT_ARMOR_RATING
    * STAT_ATTACK_POWER
    * STAT_BLOCK
    * STAT_CRITICAL_RESISTANCE
    * STAT_CRITICAL_STRIKE
    * STAT_DAMAGE_RESIST_COLD
    * STAT_DAMAGE_RESIST_DISEASE
    * STAT_DAMAGE_RESIST_DROWN
    * STAT_DAMAGE_RESIST_EARTH
    * STAT_DAMAGE_RESIST_FIRE
    * STAT_DAMAGE_RESIST_GENERIC
    * STAT_DAMAGE_RESIST_MAGIC
    * STAT_DAMAGE_RESIST_OBLIVION
    * STAT_DAMAGE_RESIST_PHYSICAL
    * STAT_DAMAGE_RESIST_POISON
    * STAT_DAMAGE_RESIST_SHOCK
    * STAT_DAMAGE_RESIST_START
    * STAT_DODGE
    * STAT_HEALING_TAKEN
    * STAT_HEALTH_MAX
    * STAT_HEALTH_REGEN_COMBAT
    * STAT_HEALTH_REGEN_IDLE
    * STAT_MAGICKA_MAX
    * STAT_MAGICKA_REGEN_COMBAT
    * STAT_MAGICKA_REGEN_IDLE
    * STAT_MISS
    * STAT_MITIGATION
    * STAT_MOUNT_STAMINA_MAX
    * STAT_MOUNT_STAMINA_REGEN_COMBAT
    * STAT_MOUNT_STAMINA_REGEN_MOVING
    * STAT_NONE
    * STAT_PARRY
    * STAT_PHYSICAL_PENETRATION
    * STAT_PHYSICAL_RESIST
    * STAT_POWER
    * STAT_SPELL_CRITICAL
    * STAT_SPELL_MITIGATION
    * STAT_SPELL_PENETRATION
    * STAT_SPELL_POWER
    * STAT_SPELL_RESIST
    * STAT_STAMINA_MAX
    * STAT_STAMINA_REGEN_COMBAT
    * STAT_STAMINA_REGEN_IDLE
    * STAT_WEAPON_AND_SPELL_DAMAGE
    3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.

    @Merlight
    Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.

    The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.

    the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:

    Sept 2014 concept of scaling
    November2014 (monster health / power scaling)
    March 2015 (specific to stat and skill points)

    "Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."

    "Game Re-balance


    With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
    As an example, Health, Magicka and Stamina each perform the same way they did previously:
    Health keeps you alive
    Stamina allows you to block, sneak, dodge and use weapon feats
    Magicka allows you to cast spells.
    We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
    For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
    Additionally, abilities now increase in cost as you gain Veteran Ranks.
    Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
    There are a few stats that now work slightly different:

    Armor: The amount of mitigation provided by Armor has changed.
    A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
    A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
    Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
    For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
    Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
    Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
    The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
    Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
    A Critical Hit still does 50% greater damage unless modified.
    You will now have a base Critical Hit chance of 10%.
    Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
    Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14).
    As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.


    Other Major Gameplay Changes


    Synergy abilities now scale off your highest stats that are either stamina or magicka based. "

    "Champion System

    While there are many abilities in each of the three constellation groups, the groups each have a general theme.

    Points spent in the Warrior will improve your health and overall defensive capabilities.
    Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
    Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."



    CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.

    Wow that's a whole wall of text but im not getting what you are trying to say.... So you only consider stam/magicka/health as stats? You mention CP arent really stats because even though they increase maximum health/stamina/magicka by ard 18% at 501 CP, they are not the same as putting 1 point into health or mag or stam....? 1 point is like what... 111 points? 18% even at 10k max stam is like 1800.... Thats worth like 16-17 stat points per attribute...?

    Even disregarding that isnt health regen a stat? mag regen? stam regen? Phy resist? Impen? weapon damage? Putting 1 point into stam mag or health is nothing compared to just slotting a higher level piece of gear..... And additionally ZOS wants to tie in gear requirements to CP.. It may not be a problem now since the CP for v16 gear is 160... Eventually though they will release a new tier of gear at maybe CP 200 or something. When that happens, there will be trials/content based around that gear cap. So if im forming a group, im going to want people who meet that content's requirements. Ie: CP 200 gear. Wouldnt CP visibility come into play there? Unless ZOS wants to decouple gear from CP I dont see a way around this...
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vangy wrote: »
    Merlight wrote: »
    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica and when applied its not the same.

    You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.

    Now you're playing with words, and are again wrong.
    1. CPs do increase health, stamina and magicka;
    2. every character has many more stats than those three:
    h5. DerivedStats
    * STAT_ARMOR_RATING
    * STAT_ATTACK_POWER
    * STAT_BLOCK
    * STAT_CRITICAL_RESISTANCE
    * STAT_CRITICAL_STRIKE
    * STAT_DAMAGE_RESIST_COLD
    * STAT_DAMAGE_RESIST_DISEASE
    * STAT_DAMAGE_RESIST_DROWN
    * STAT_DAMAGE_RESIST_EARTH
    * STAT_DAMAGE_RESIST_FIRE
    * STAT_DAMAGE_RESIST_GENERIC
    * STAT_DAMAGE_RESIST_MAGIC
    * STAT_DAMAGE_RESIST_OBLIVION
    * STAT_DAMAGE_RESIST_PHYSICAL
    * STAT_DAMAGE_RESIST_POISON
    * STAT_DAMAGE_RESIST_SHOCK
    * STAT_DAMAGE_RESIST_START
    * STAT_DODGE
    * STAT_HEALING_TAKEN
    * STAT_HEALTH_MAX
    * STAT_HEALTH_REGEN_COMBAT
    * STAT_HEALTH_REGEN_IDLE
    * STAT_MAGICKA_MAX
    * STAT_MAGICKA_REGEN_COMBAT
    * STAT_MAGICKA_REGEN_IDLE
    * STAT_MISS
    * STAT_MITIGATION
    * STAT_MOUNT_STAMINA_MAX
    * STAT_MOUNT_STAMINA_REGEN_COMBAT
    * STAT_MOUNT_STAMINA_REGEN_MOVING
    * STAT_NONE
    * STAT_PARRY
    * STAT_PHYSICAL_PENETRATION
    * STAT_PHYSICAL_RESIST
    * STAT_POWER
    * STAT_SPELL_CRITICAL
    * STAT_SPELL_MITIGATION
    * STAT_SPELL_PENETRATION
    * STAT_SPELL_POWER
    * STAT_SPELL_RESIST
    * STAT_STAMINA_MAX
    * STAT_STAMINA_REGEN_COMBAT
    * STAT_STAMINA_REGEN_IDLE
    * STAT_WEAPON_AND_SPELL_DAMAGE
    3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.

    @Merlight
    Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.

    The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.

    the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:

    Sept 2014 concept of scaling
    November2014 (monster health / power scaling)
    March 2015 (specific to stat and skill points)

    "Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."

    "Game Re-balance


    With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
    As an example, Health, Magicka and Stamina each perform the same way they did previously:
    Health keeps you alive
    Stamina allows you to block, sneak, dodge and use weapon feats
    Magicka allows you to cast spells.
    We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
    For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
    Additionally, abilities now increase in cost as you gain Veteran Ranks.
    Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
    There are a few stats that now work slightly different:

    Armor: The amount of mitigation provided by Armor has changed.
    A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
    A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
    Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
    For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
    Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
    Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
    The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
    Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
    A Critical Hit still does 50% greater damage unless modified.
    You will now have a base Critical Hit chance of 10%.
    Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
    Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14).
    As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.


    Other Major Gameplay Changes


    Synergy abilities now scale off your highest stats that are either stamina or magicka based. "

    "Champion System

    While there are many abilities in each of the three constellation groups, the groups each have a general theme.

    Points spent in the Warrior will improve your health and overall defensive capabilities.
    Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
    Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."



    CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.

    Wow that's a whole wall of text but im not getting what you are trying to say.... So you only consider stam/magicka/health as stats? You mention CP arent really stats because even though they increase maximum health/stamina/magicka by ard 18% at 501 CP, they are not the same as putting 1 point into health or mag or stam....? 1 point is like what... 111 points? 18% even at 10k max stam is like 1800.... Thats worth like 16-17 stat points per attribute...?

    Even disregarding that isnt health regen a stat? mag regen? stam regen? Phy resist? Impen? weapon damage? Putting 1 point into stam mag or health is nothing compared to just slotting a higher level piece of gear..... And additionally ZOS wants to tie in gear requirements to CP.. It may not be a problem now since the CP for v16 gear is 160... Eventually though they will release a new tier of gear at maybe CP 200 or something. When that happens, there will be trials/content based around that gear cap. So if im forming a group, im going to want people who meet that content's requirements. Ie: CP 200 gear. Wouldnt CP visibility come into play there? Unless ZOS wants to decouple gear from CP I dont see a way around this...

    Please read it. It's ZOS patch notes on how champion levels actually work.
    It's not an opinion

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • nudel
    nudel
    ✭✭✭✭✭
    Enodoc wrote: »
    Bfish22090 wrote: »
    Nogawd wrote: »
    DDuke wrote: »
    What's the harm in showing CPs above 501?

    Also, it's a nice gauge of how experienced a player is.
    Or a way of knowing they do not have a job.....
    i have a full time job and have over 650 Cps.

    maybe im just good at getting CPs and you arent
    This is a good example of the player separation issue that was caused by VRs that their removal should have alleviated. There are people who do not want constant reminders that they are not very efficient at gaining XP, they just want to be able to play a game they enjoy. Slapping these numbers all over the place just says "I'll never be as good as that player, so what's the point?", which is a mindset that should not exist when everyone is Level 50. CPs should be personal to you, as a way of marking your progression above Level 50. Unlike level, which directly influences your power, your CPs should only affect your adaptability, based on your chosen Champion passives, and that should be nobody else's business.

    Honestly, this hypothetical viewpoint shows far too much unwarranted insecurity. The goal of VR removal was never to pretend that characters at different stages of progression were equal. I don't understand why anyone who doesn't speed level and just wants to "play the game they enjoy" would care about someone else's "max-level" character. If they actually enjoy playing the game, why would they let a number next to someone else's name make them feel shame?

    I have always leveled inefficiently by design. I'm a completionist. I like exploring. I like finding all the notes from Eidetic Memory, finding treasure maps without using addons, farming nodes. I know that my way of leveling is inefficient and I have never cared. At launch when some of my friends were already VR10, I did not care. Good for them. They're enjoying the game their way and I'm enjoying the game my way. I would have never lamented my playstyle for leaving me less powerful and I would never have assumed we were on equal footing in terms of character power. My lvl 35 sorc could never out-dps a lvl 50 sorc with an equivalent build. That's pretty logical. Saying this, I'm currently not at the CP cap and I'm not insecure about it. I'll get there when I get there.

    I don't think displaying someone's CP introduces some special gap between characters. The gap has always been there even before Champion Ranks were introduced. Expecting all characters of all levels to be on equal footing based on skill alone is unreasonable in any game with any sort of character progression. If your character can gain xp of any sort which adjusts the effectiveness of your abilities in any way, then don't expect all characters to be on equal footing at all times. I don't see how this is news to anyone who's played an RPG in any form.

    As for the topic at hand, I would like the CP displayed to be allocated CP as it's the only number that matters and will keep the UI clutter to a minimum. Furthermore, I did like the suggestion someone made of using a symbol rather than a number like the symbols used in PvP. It's a much cleaner look in my opinion and still gets the information across to those who care.
  • Vangy
    Vangy
    ✭✭✭✭✭
    Vangy wrote: »
    Merlight wrote: »
    Merlight wrote: »
    O K now we are getting to the meat.

    10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.

    Thats the whole big problem of this concept. Some folks use CP's differently than others.
    CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.

    Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.

    That isn't a stat attribute.
    A stat is one of three, health, stamina and magica and when applied its not the same.

    You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.

    Now you're playing with words, and are again wrong.
    1. CPs do increase health, stamina and magicka;
    2. every character has many more stats than those three:
    h5. DerivedStats
    * STAT_ARMOR_RATING
    * STAT_ATTACK_POWER
    * STAT_BLOCK
    * STAT_CRITICAL_RESISTANCE
    * STAT_CRITICAL_STRIKE
    * STAT_DAMAGE_RESIST_COLD
    * STAT_DAMAGE_RESIST_DISEASE
    * STAT_DAMAGE_RESIST_DROWN
    * STAT_DAMAGE_RESIST_EARTH
    * STAT_DAMAGE_RESIST_FIRE
    * STAT_DAMAGE_RESIST_GENERIC
    * STAT_DAMAGE_RESIST_MAGIC
    * STAT_DAMAGE_RESIST_OBLIVION
    * STAT_DAMAGE_RESIST_PHYSICAL
    * STAT_DAMAGE_RESIST_POISON
    * STAT_DAMAGE_RESIST_SHOCK
    * STAT_DAMAGE_RESIST_START
    * STAT_DODGE
    * STAT_HEALING_TAKEN
    * STAT_HEALTH_MAX
    * STAT_HEALTH_REGEN_COMBAT
    * STAT_HEALTH_REGEN_IDLE
    * STAT_MAGICKA_MAX
    * STAT_MAGICKA_REGEN_COMBAT
    * STAT_MAGICKA_REGEN_IDLE
    * STAT_MISS
    * STAT_MITIGATION
    * STAT_MOUNT_STAMINA_MAX
    * STAT_MOUNT_STAMINA_REGEN_COMBAT
    * STAT_MOUNT_STAMINA_REGEN_MOVING
    * STAT_NONE
    * STAT_PARRY
    * STAT_PHYSICAL_PENETRATION
    * STAT_PHYSICAL_RESIST
    * STAT_POWER
    * STAT_SPELL_CRITICAL
    * STAT_SPELL_MITIGATION
    * STAT_SPELL_PENETRATION
    * STAT_SPELL_POWER
    * STAT_SPELL_RESIST
    * STAT_STAMINA_MAX
    * STAT_STAMINA_REGEN_COMBAT
    * STAT_STAMINA_REGEN_IDLE
    * STAT_WEAPON_AND_SPELL_DAMAGE
    3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.

    @Merlight
    Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.

    The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.

    the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:

    Sept 2014 concept of scaling
    November2014 (monster health / power scaling)
    March 2015 (specific to stat and skill points)

    "Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."

    "Game Re-balance


    With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
    As an example, Health, Magicka and Stamina each perform the same way they did previously:
    Health keeps you alive
    Stamina allows you to block, sneak, dodge and use weapon feats
    Magicka allows you to cast spells.
    We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
    For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
    Additionally, abilities now increase in cost as you gain Veteran Ranks.
    Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
    There are a few stats that now work slightly different:

    Armor: The amount of mitigation provided by Armor has changed.
    A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
    A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
    Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
    For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
    Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
    Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
    The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
    Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
    A Critical Hit still does 50% greater damage unless modified.
    You will now have a base Critical Hit chance of 10%.
    Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
    Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14).
    As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.


    Other Major Gameplay Changes


    Synergy abilities now scale off your highest stats that are either stamina or magicka based. "

    "Champion System

    While there are many abilities in each of the three constellation groups, the groups each have a general theme.

    Points spent in the Warrior will improve your health and overall defensive capabilities.
    Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
    Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."



    CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.

    Wow that's a whole wall of text but im not getting what you are trying to say.... So you only consider stam/magicka/health as stats? You mention CP arent really stats because even though they increase maximum health/stamina/magicka by ard 18% at 501 CP, they are not the same as putting 1 point into health or mag or stam....? 1 point is like what... 111 points? 18% even at 10k max stam is like 1800.... Thats worth like 16-17 stat points per attribute...?

    Even disregarding that isnt health regen a stat? mag regen? stam regen? Phy resist? Impen? weapon damage? Putting 1 point into stam mag or health is nothing compared to just slotting a higher level piece of gear..... And additionally ZOS wants to tie in gear requirements to CP.. It may not be a problem now since the CP for v16 gear is 160... Eventually though they will release a new tier of gear at maybe CP 200 or something. When that happens, there will be trials/content based around that gear cap. So if im forming a group, im going to want people who meet that content's requirements. Ie: CP 200 gear. Wouldnt CP visibility come into play there? Unless ZOS wants to decouple gear from CP I dont see a way around this...

    Please read it. It's ZOS patch notes on how champion levels actually work.
    It's not an opinion

    Don't need to read it. Already know how CP works. What I dont get is what you are trying to say by ctrl C + ctrl V-ing a wall of text from ZOS. What is the point you are trying to make? Considering Im getting a few agrees on my previous post, maybe re-wording it or shortening it might make it easier for us to understand.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
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