RinaldoGandolphi wrote: »Actually the CP system is why the game is so broken it should be gone
What they should do is:
1. Remove CP from all campaigns
2. Reduce damage, healing, and shield value penalties from 50% to 15%
3. Increase max health given from battle spirit by 1000
Call it a day. I know they won't bring back softcaps, but this will be as close as it gets. The infinite resource, sustain, tankiness, high damage meta needs to go.
You should be able to do one maybe two roles well(healing, tanking, and DPS) but not all three like it currently is.
The CP system is failure and I think ZOS may finally be seeing that with the absurd power creep. If they adjusted the Cyrodiil values as I stated above with removing CP we would be soooooooooo close to 1.5 pvp with much better balance, but CP simply allows you to shore up weaknesses in your spec. It really should be this way. Tanks, healers, and DPS need to have profound weaknesses and they will never have them as long as cp is as it is.
RinaldoGandolphi wrote: »Actually the CP system is why the game is so broken it should be gone
What they should do is:
1. Remove CP from all campaigns
2. Reduce damage, healing, and shield value penalties from 50% to 15%
3. Increase max health given from battle spirit by 1000
Call it a day. I know they won't bring back softcaps, but this will be as close as it gets. The infinite resource, sustain, tankiness, high damage meta needs to go.
You should be able to do one maybe two roles well(healing, tanking, and DPS) but not all three like it currently is.
The CP system is failure and I think ZOS may finally be seeing that with the absurd power creep. If they adjusted the Cyrodiil values as I stated above with removing CP we would be soooooooooo close to 1.5 pvp with much better balance, but CP simply allows you to shore up weaknesses in your spec. It really should be this way. Tanks, healers, and DPS need to have profound weaknesses and they will never have them as long as cp is as it is.
Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
And for the people who enjoy playing with CP rather than no CP against players using increase cost poisons and proc sets where they're even stronger than with CP?
The classes with inbuilt sustain will obviously have a huge advantage over the classes without inbuilt sustain, but even they won't be a match for the current PvP meta.
Well then then question is "what part of the CP makes pvp great?".
If we are pissed about tank builds that can heal/do damage or DPS that can do obscene dmg that it renders light armor pointless; id say the way CP is now inflates the playstyle of PvP. If we are so used to that aspect of the CP system that we cannot notice how bad CP is, I think that's a failure of the game design and should be changed drastically to avoid future derailing discussions of balance.
If CP offers great build diversity, then I'd agree that we should protect the CP system. But currently, you are underperforming of you don't max mighty/elemental expert/thamaturge. And you are dying quicky if you don't have 16% dmg reduction or have less than 40 points in critical resistance (with full impen).
I don't want any pve to dictate our game and us to dictate PvE. Separating CP from pvp ensures that we can balance the game without impacting PvE. Azura Star proves no CP is possible, it just needs the full population to really test if this is the direction the pvp should go. The players just need a nudge to give it a try without giving up.
Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
And for the people who enjoy playing with CP rather than no CP against players using increase cost poisons and proc sets where they're even stronger than with CP?
The classes with inbuilt sustain will obviously have a huge advantage over the classes without inbuilt sustain, but even they won't be a match for the current PvP meta.
Well then then question is "what part of the CP makes pvp great?".
If we are pissed about tank builds that can heal/do damage or DPS that can do obscene dmg that it renders light armor pointless; id say the way CP is now inflates the playstyle of PvP. If we are so used to that aspect of the CP system that we cannot notice how bad CP is, I think that's a failure of the game design and should be changed drastically to avoid future derailing discussions of balance.
If CP offers great build diversity, then I'd agree that we should protect the CP system. But currently, you are underperforming of you don't max mighty/elemental expert/thamaturge. And you are dying quicky if you don't have 16% dmg reduction or have less than 40 points in critical resistance (with full impen).
I don't want any pve to dictate our game and us to dictate PvE. Separating CP from pvp ensures that we can balance the game without impacting PvE. Azura Star proves no CP is possible, it just needs the full population to really test if this is the direction the pvp should go. The players just need a nudge to give it a try without giving up.
Go and get rid of poisons and certain proc sets and I think no CP will have more of a chance to succeed. But in Azura, proc sets and poisons are even stronger than they already are in CP campaigns lol.
BlackMadara wrote: »Everybody worried about the complete removal are acting like paranoid sheep. Read the post from the devs.
They want to test cp effects on the server in high population servers. This is a diagnostic tool. CP, as unbalanced as they are , are a integral part of eso progression. The first step to solving an issue is to determine the cause of defect. Look at cp like the liver. If you are sick, find out what is wrong with your body. If it's your liver, try to fix the issue. If it's not, don't take meds or have surgery that affects your liver.
If cp are an issue, this will probably lead to attempts to change the way it is calculated in their servers. If it isn't an issue, there is no reason to waste resources doing such a thing.
Stop spreading unneeded concern about cp being permanently removed. Removing and/or replacing an organ is a last ditch effort for survival.
catalyst10e wrote: »BlackMadara wrote: »Everybody worried about the complete removal are acting like paranoid sheep. Read the post from the devs.
They want to test cp effects on the server in high population servers. This is a diagnostic tool. CP, as unbalanced as they are , are a integral part of eso progression. The first step to solving an issue is to determine the cause of defect. Look at cp like the liver. If you are sick, find out what is wrong with your body. If it's your liver, try to fix the issue. If it's not, don't take meds or have surgery that affects your liver.
If cp are an issue, this will probably lead to attempts to change the way it is calculated in their servers. If it isn't an issue, there is no reason to waste resources doing such a thing.
Stop spreading unneeded concern about cp being permanently removed. Removing and/or replacing an organ is a last ditch effort for survival.
To use your own metaphor, What the devs are doing would amount to Doctors suspecting the cause of your illness is the liver, and just remove it to see if it fixes the problem. They arent treating the disease. If it is indeed the last ditch effort why are they doing it now? and If it is the issue they didn't say they would "replace" the "organ". Are you suggesting it IS that bad? that this IS the last ditch effort?
All this was said before, back before AOE caps, it was suggested; "well in the lvl 10-50 campaign, they dont have lag, and we think it's because at those lower levels they dont have access to spam AOE moves hitting a bunch of people... So we're going to put caps on all the AOE skills to reduce the lag" Here we are again in the same scenario only this time they "think it's the CP passives... the newbie campaign doesnt have any issues, and maybe its because they dont have CP!" We're still dealing with the effects of AOE caps, and if this test "proves" what they thought all along theres a high chance CP get removed from PVP entirely.
I'm all for a test, I'll participate in this "event" but don't act like they're just doing an evasive unnecessary test for the sake of "just testing, so we can later fix the problem". Check the new codes that have gone in before outright removal. "We added proc sets that have a lot of calculations they make constantly per second and suddenly there's a bunch of lag, must be CP."
BlackMadara wrote: »catalyst10e wrote: »BlackMadara wrote: »Everybody worried about the complete removal are acting like paranoid sheep. Read the post from the devs.
They want to test cp effects on the server in high population servers. This is a diagnostic tool. CP, as unbalanced as they are , are a integral part of eso progression. The first step to solving an issue is to determine the cause of defect. Look at cp like the liver. If you are sick, find out what is wrong with your body. If it's your liver, try to fix the issue. If it's not, don't take meds or have surgery that affects your liver.
If cp are an issue, this will probably lead to attempts to change the way it is calculated in their servers. If it isn't an issue, there is no reason to waste resources doing such a thing.
Stop spreading unneeded concern about cp being permanently removed. Removing and/or replacing an organ is a last ditch effort for survival.
To use your own metaphor, What the devs are doing would amount to Doctors suspecting the cause of your illness is the liver, and just remove it to see if it fixes the problem. They arent treating the disease. If it is indeed the last ditch effort why are they doing it now? and If it is the issue they didn't say they would "replace" the "organ". Are you suggesting it IS that bad? that this IS the last ditch effort?
All this was said before, back before AOE caps, it was suggested; "well in the lvl 10-50 campaign, they dont have lag, and we think it's because at those lower levels they dont have access to spam AOE moves hitting a bunch of people... So we're going to put caps on all the AOE skills to reduce the lag" Here we are again in the same scenario only this time they "think it's the CP passives... the newbie campaign doesnt have any issues, and maybe its because they dont have CP!" We're still dealing with the effects of AOE caps, and if this test "proves" what they thought all along theres a high chance CP get removed from PVP entirely.
I'm all for a test, I'll participate in this "event" but don't act like they're just doing an evasive unnecessary test for the sake of "just testing, so we can later fix the problem". Check the new codes that have gone in before outright removal. "We added proc sets that have a lot of calculations they make constantly per second and suddenly there's a bunch of lag, must be CP."
This is the only way they can test this type of issue. Like invasive testing. ZOS cannot test this type of issue on their internal servers due to the sheer lack of numbers.
I wasn't around during aoe cap introduction, but, to my understanding, aoe caps do not stop aoe from htting players until you reach 60 targets. They just reduce damage taken past 6. Which means you still have the same amount of calculations, if not more. Seems to me it was something to stop large groups from being bombed easily. I'm not sure, because I haven't seen their reasoning for aoe caps.
I doubt that there is a high chance cp will be removed from pvp if it is contributing to lag. They know that people play on cp campaigns because they like cp. ZOS isn't stupid enough to do something like that without trying everything else they can. Yes they've made changes that increased lag in cyrodil but they know pvp is a large factor for attracting new players and the back lash of such a change will hurt their pocket book. They don't want that. They want money.
Believe what you want. I refuse to jump to massively over done conclusions when zos is finally showing that they care about their game and the community. Look at how they handled this last patch with their dev notes and increased communication. Or don't and speculate and whine. Just don't try to convince people that cp is going away because you are afraid of this test.
UppGRAYxDD wrote: »stamplars just became op for one week...

Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
And for the people who enjoy playing with CP rather than no CP against players using increase cost poisons and proc sets where they're even stronger than with CP?
The classes with inbuilt sustain will obviously have a huge advantage over the classes without inbuilt sustain, but even they won't be a match for the current PvP meta.
Well then then question is "what part of the CP makes pvp great?".
If we are pissed about tank builds that can heal/do damage or DPS that can do obscene dmg that it renders light armor pointless; id say the way CP is now inflates the playstyle of PvP. If we are so used to that aspect of the CP system that we cannot notice how bad CP is, I think that's a failure of the game design and should be changed drastically to avoid future derailing discussions of balance.
If CP offers great build diversity, then I'd agree that we should protect the CP system. But currently, you are underperforming of you don't max mighty/elemental expert/thamaturge. And you are dying quicky if you don't have 16% dmg reduction or have less than 40 points in critical resistance (with full impen).
I don't want any pve to dictate our game and us to dictate PvE. Separating CP from pvp ensures that we can balance the game without impacting PvE. Azura Star proves no CP is possible, it just needs the full population to really test if this is the direction the pvp should go. The players just need a nudge to give it a try without giving up.
rfennell_ESO wrote: »I think Wheeler made a pretty good post about this and detailed it exactly.
It's either CP or it isn't.
What he proposed is the easiest and most conclusive way to find out if it so or isn't so.
I can tell you that on the rare occasion I play on Azura's.. the lag is noticeably less, and I have seen some large 3 way battles over keeps there. But that's conjecture, what they intend to do will likely give them better raw data to make a rationale decision.
Of course they might get a false positive and conclude it's CP when it's really run away resource regen allowing for more ability usage.
Joy_Division wrote: »Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
And for the people who enjoy playing with CP rather than no CP against players using increase cost poisons and proc sets where they're even stronger than with CP?
The classes with inbuilt sustain will obviously have a huge advantage over the classes without inbuilt sustain, but even they won't be a match for the current PvP meta.
Well then then question is "what part of the CP makes pvp great?".
If we are pissed about tank builds that can heal/do damage or DPS that can do obscene dmg that it renders light armor pointless; id say the way CP is now inflates the playstyle of PvP. If we are so used to that aspect of the CP system that we cannot notice how bad CP is, I think that's a failure of the game design and should be changed drastically to avoid future derailing discussions of balance.
If CP offers great build diversity, then I'd agree that we should protect the CP system. But currently, you are underperforming of you don't max mighty/elemental expert/thamaturge. And you are dying quicky if you don't have 16% dmg reduction or have less than 40 points in critical resistance (with full impen).
I don't want any pve to dictate our game and us to dictate PvE. Separating CP from pvp ensures that we can balance the game without impacting PvE. Azura Star proves no CP is possible, it just needs the full population to really test if this is the direction the pvp should go. The players just need a nudge to give it a try without giving up.
For you, the answer is I am guessing "nothing." But that's you.
CP does offer build variety. How many heavy armor seducer armor sets you think have just been crafted since the announcement has been made? Yes, sustain is easier on CP campaigns, but when people say everyone has infinite resources is just parroting incorrect and misleading information too simply promote their preferred playstyle. When I use my templar, she wears Lich and there are times I run out of magicka. When I play my light armor sorcerer, I run out of resources *a lot* because I put absolutely zero effort into sustain. The very fact it is possible to use heavy armor in something else besides a "tank" build contradicts the very assertion that CP does not offer greater build diversity. It is possible that the game is not enhanced when too much emphasis is placed on resource management; just making it harder to do that does not automatically make the game better, offer more vareity, or make it more skillful.
PvE will always dictate PvP and detaching CP will do nothing to change that. Skills, armor set bonuses, procs, poisons, etc do what they do because of PVE and when PvE had 600 CPs, those 600 CPs will factor into ZoS's decisions. Or do you honestly think ZoS will disable poisons, armor sets, and take the time / resources to make two versions of every skill? Sure, Azura Star proves no CP is possible, it also proves it's a terrible idea to have two different game systems: or are you looking forward to sorcerers who can more easily shrug off the prohibitive resource costs, procs becoming relatively stronger (and I'm not just talking damage) , or your magicka skills costing 60% more every 10 seconds from the poison I'll be using?
I have about as much desire to PvP in a setting with no procs, no "PVE" armor sets, no progression, etc., any more than I desire to play a shooter game with only pistols.
I'm not saying ZoS's CP system is good. It's not. Straight percentage gains is about as dull and a dubious progression system possible: we all know what the crap stars are and which ones are necessary to compete. The CP system should mostly be a way to customize our characters by picking stuff that either augments our abilities or allows us to do interesting things beyond the scope of our skill-lines. That was the mistake ZoS made. I would prefer that their reforms move in this direction rather than just throwing their hands up in the air and quit. They can't balance one game system and people honestly think they'll all of a sudden be able to balance two completely different systems that work against each other?
Khajiit just had a super elf thought. That is to say one filled with paranoia and worries over clandestine things not meant for mortal senses.
What if this is an attempt to suss out certain someone's who do a certain thing with a certain other thing to get things and do things they should not get?
Also, this one will just eat orcish hot pockets for a week instead of tasty tasty rabbit. Thus they are not worried and in fact welcome the change in diet.
usmcjdking wrote: »RinaldoGandolphi wrote: »Actually the CP system is why the game is so broken it should be gone
What they should do is:
1. Remove CP from all campaigns
2. Reduce damage, healing, and shield value penalties from 50% to 15%
3. Increase max health given from battle spirit by 1000
Call it a day. I know they won't bring back softcaps, but this will be as close as it gets. The infinite resource, sustain, tankiness, high damage meta needs to go.
You should be able to do one maybe two roles well(healing, tanking, and DPS) but not all three like it currently is.
The CP system is failure and I think ZOS may finally be seeing that with the absurd power creep. If they adjusted the Cyrodiil values as I stated above with removing CP we would be soooooooooo close to 1.5 pvp with much better balance, but CP simply allows you to shore up weaknesses in your spec. It really should be this way. Tanks, healers, and DPS need to have profound weaknesses and they will never have them as long as cp is as it is.
Did you just make some numbers up?
You can still get single-rotated in no-cp. Reducing the battle spirit dmg nerf would be quite dramatic.
Celas_Dranacea wrote: »I'll be fine if they just decide to remove CP permanently - I want balanced pvp with as little lag as possible - I don't need some special status as a maxed CP player just because I have played longer than other people. I have enough build diversity with skills and gear - CP is just an extra thing that eliminates the need to make hard decisions about your build priorities