BlackbirdV wrote: »Guessing pvpers moaning got this change?
Great, lets *** over pve even more......
DMuehlhausen wrote: »They're nerfing resources, but not block cost reduction CP. it's clear ZOS doesn't spend any time in Cyrodiil.
PvP, like all MMORPG PvE based games is more or less an added on mini game. So you're right they don't spend as much time doing it. Changes they make are designed more around the vast majority of players.
Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
They actually talked about it, briefly, on ESO Live today. They basically said what others have already said, that they didn't want to add Cool Downs to abilities and figured that COST would be the mitigating factor, but now with such high CP cap, many high level players have unlimited sustain, which is a major reason for this 'balance'.
They also mentioned how most CPs have a 'counter' in the CP system, but Cost Reduction does not.
Joy_Division wrote: »austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
I didn't say a word about healers in my post, you knowI did play one a little bit, but this is completely besides the point, because I'm talking about DDs. It's not "tunnel vision". It's a perspective of someone who takes the role seriously. For now, yet again, I'm talking about DDs.
Simply moving will make the whole thief tree for mag DDs pointless. Nothing in it benefits the role they are supposed to fulfil. 200CPs - into nothing.
Other changes have to be made. Simply cutting the third out (for mag and stam dps) isn't an answer.
I already listed examples proving your assertion wrong. There is options available which can be beneficial to DD's. The problem is that you assume that these benefits must work in the manner you deem fit because you're DPS. As if the title of being a DPS makes you exempt from having to make tough decisions regarding your CP allocation. It doesnt. All it means is that you'll have to be wiser in your CP allocation for the dmg and sustain you want and you'll use CP on nodes you never considered in the past.
Go look at the CP trees again. I see a few which have benefit inherently or situationally. The real problem is that you don't want to see a change at all because you're content with how it is now. My consideration is still better than the approach ZOS appears to be going. Because if they have it their way you'll lose your sustain and your dps. With my suggestion you at least have a choice to balance it out in the manner you deem fit.
You have the attitude of the original Champion Point designer.
But most of those CP stars are inefficient, underwhelming, niche, or just plain bad. Yes, as a DPS, I could put points into tenacity, or sprint cost reduction ... but why would I do that? If I am running Trials and my job is to DPS, my job is to do two things: maximize my DPS and not die. Every point I put into sprint cost reduction is lowering my primary function. And I'm not going to put a point in that anyway because if I die in a Trial, it's not something a 5% sprint cost reduction would have prevented. The stars are nowhere near equivalent to the amount of power it offers a player: a 1% damage boast >>>>>>> 1% less sprinting cost!
I am most certainly not content with the CP system as it is. A big reason for the very problem Zos is trying to fix is that there are only a few good stars that offer any real power that of course we took them all. The preferable reform would be to change the bad stars to offer us more viable and interesting alternatives that would help diversify the game instead of just "moar power." What you and ZoS are proposing is to take away one of the few stars we want, replace it with one that is highly questionable (It only works in PvP, so I am screwed since I PvP and PvE; also a flat removal of resoruce mamanegemnt does not effect all classes the same), and ask us to take the bad stars. That just spells a flat out nerf and do nothing that makes our characters more interesting to play.
bowmanz607 wrote: »Nelson_Rebel wrote: »Ghost-Shot wrote: »I'm honestly confused by those who say that those CP are OP, hooray to the change. Like... have you ever run endgame content?
Go to YouTube and watch vMoL HM Rakkaht. Without Magician it would be... I don't even know. Praying, swearing and making it 1 sec before the wipe in the best case scenario?
Or screw it. Vet Skoria, anyone? The last boss in City of Ash II? Enjoy swiming in lava, praying and swearing. Wipefest, great.
On its own this change is disastrous. Unless there are some other changes, like nerfing bosses or reducing base cost of abilities or making basic regen higher... Yep. Screwed.
Speaking as someone who has killed hard mode Rakkaht, you are drastically exaggerating how bad it will be. Minor magicka steal is OP my friend, use it. TBH I miss raiding in 1.3-1.5 when we actually did have to worry about resource management in raids. With the exception of Rakkaht hard mode, everything is too easy now.
Less than <1% of the population can even complete vet trials my man. Just look at PsN trophies for the game. The amount of people you are representing is so small compared to the rest that it's laughable. Except it's not because the game should not be balanced around the <1% of the population who find it easy to do these things.
Elitism is not how a game progresses and makes revenue
nor is appeasing uber casual players.
Ron_Burgundy_79 wrote: »Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
They actually talked about it, briefly, on ESO Live today. They basically said what others have already said, that they didn't want to add Cool Downs to abilities and figured that COST would be the mitigating factor, but now with such high CP cap, many high level players have unlimited sustain, which is a major reason for this 'balance'.
They also mentioned how most CPs have a 'counter' in the CP system, but Cost Reduction does not.
ZOS conveniently forgot about cost poisons when they were talking about cost reduction. Awesome.
Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
They actually talked about it, briefly, on ESO Live today. They basically said what others have already said, that they didn't want to add Cool Downs to abilities and figured that COST would be the mitigating factor, but now with such high CP cap, many high level players have unlimited sustain, which is a major reason for this 'balance'.
They also mentioned how most CPs have a 'counter' in the CP system, but Cost Reduction does not.
FriedEggSandwich wrote: »Sounds like they also conveniently forgot that you don't get unlimited sustain when not wearing heavy armour. Rip light and medium. The cp cap is now 600, we have 3000? more to go. I wonder if there will be any of the champion system left by then lol. They might as well just not increase the cap if they then have to take away afterwards.
Nelson_Rebel wrote: »Ghost-Shot wrote: »I'm honestly confused by those who say that those CP are OP, hooray to the change. Like... have you ever run endgame content?
Go to YouTube and watch vMoL HM Rakkaht. Without Magician it would be... I don't even know. Praying, swearing and making it 1 sec before the wipe in the best case scenario?
Or screw it. Vet Skoria, anyone? The last boss in City of Ash II? Enjoy swiming in lava, praying and swearing. Wipefest, great.
On its own this change is disastrous. Unless there are some other changes, like nerfing bosses or reducing base cost of abilities or making basic regen higher... Yep. Screwed.
Speaking as someone who has killed hard mode Rakkaht, you are drastically exaggerating how bad it will be. Minor magicka steal is OP my friend, use it. TBH I miss raiding in 1.3-1.5 when we actually did have to worry about resource management in raids. With the exception of Rakkaht hard mode, everything is too easy now.
Less than <1% of the population can even complete vet trials my man. Just look at PsN trophies for the game. The amount of people you are representing is so small compared to the rest that it's laughable. Except it's not because the game should not be balanced around the <1% of the population who find it easy to do these things.
Elitism is not how a game progresses and makes revenue
Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
bunnydaisuki wrote: »Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
Not defending them, I'm guessing to avoid further backlash; either way it's not fun to be in their position now.
Ghost-Shot wrote: »I'm honestly confused by those who say that those CP are OP, hooray to the change. Like... have you ever run endgame content?
Go to YouTube and watch vMoL HM Rakkaht. Without Magician it would be... I don't even know. Praying, swearing and making it 1 sec before the wipe in the best case scenario?
Or screw it. Vet Skoria, anyone? The last boss in City of Ash II? Enjoy swiming in lava, praying and swearing. Wipefest, great.
On its own this change is disastrous. Unless there are some other changes, like nerfing bosses or reducing base cost of abilities or making basic regen higher... Yep. Screwed.
Speaking as someone who has killed hard mode Rakkaht, you are drastically exaggerating how bad it will be. Minor magicka steal is OP my friend, use it. TBH I miss raiding in 1.3-1.5 when we actually did have to worry about resource management in raids. With the exception of Rakkaht hard mode, everything is too easy now.
bunnydaisuki wrote: »Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
Not defending them, I'm guessing to avoid further backlash; either way it's not fun to be in their position now.
They're big boys, they've been through it before. Long term players have seen so many nerfs and 'adjustments' in the name of balance over the years... and people howl, scream, whine, complain and then the nerf occurs and within a month all is quiet again as people adjust and go about their gaming. It's the same thing repeated over and over, every major update brings cries of "I'm quitting" and after all is said and done, those same players keep playing and just adjust to the 'new normal'.
ZOS: *Raises CP cap every patch*Nelson_Rebel wrote: »lol silence from the devs/community managers now is just sad. What a terrible community site for feedback
They actually talked about it, briefly, on ESO Live today. They basically said what others have already said, that they didn't want to add Cool Downs to abilities and figured that COST would be the mitigating factor, but now with such high CP cap, many high level players have unlimited sustain, which is a major reason for this 'balance'.
They also mentioned how most CPs have a 'counter' in the CP system, but Cost Reduction does not.
CosmicSoul wrote: »Well I really do not want to be that guy but eso is not a casual mmorpg, and mmorpgs where never meant to be super casual,
MMOs that were "never meant to be casual" were something when 100k subscribers were considered a big success.
That allowed MMOs with good gameplay, but no real "bell and whistles" that nowadays are almost taken as granted: NPCs with speech, maps that change depending on quest status, multi-gaming platforms support and so on.
In order to allow these modern features, the amount of income has to grow tenfold and this only happens if you get ten times as many subscribers and this only happens if you lower the difficulty curve.
WOW won the MMO fight because it was able to appeal to almost everyone. Main bonus was questing to end game.CosmicSoul wrote: »CosmicSoul wrote: »Well I really do not want to be that guy but eso is not a casual mmorpg, and mmorpgs where never meant to be super casual,
MMOs that were "never meant to be casual" were something when 100k subscribers were considered a big success.
That allowed MMOs with good gameplay, but no real "bell and whistles" that nowadays are almost taken as granted: NPCs with speech, maps that change depending on quest status, multi-gaming platforms support and so on.
In order to allow these modern features, the amount of income has to grow tenfold and this only happens if you get ten times as many subscribers and this only happens if you lower the difficulty curve.
Actually that information is not correct I have watched many mmorpgs fall because they try to appeal to everyone, it never works. There is a reason why everquest 1 and 2 are still around after all these years.
INHUMANENATION wrote: »Could we have Cp or time played posted 4 context? These communities are filled w/morons thinking because they blow D the game needs 2 be fixed.
Cp was introduced as a power creep 4 pc. If you dont know what that is please stfu. The devs telling us Azures runs better on ps4 because it has no cp is *** to those of us that know better. Azures had no latency because only 20 ppl went there. They want to test ish fine. Use a test server. Im not paying for the privilege of being a tester again.
Remove cp and ull still have ppl grinding skyreach to max level only to moan about sp. I never post because y bother. Knee jerks and theyre 2 weeks of play time know better. smh. As great as a huge instance like pvp is, its quite ambitious on console. Pc I can only imagine for those just above system requirements it must b unplayable. Despite CP._.
I guess my single biggest gripe is that as is I have resource issues in random 4 man dungeons because, shocker, there's little to no support. I am not particularly fond of the notion that in their efforts to make resource management in trials harder they're making resource management in every other part of the game a living hell-hole.
I'll say it again, if I'm forced to heavy attack as part of my "normal rotation" I'll be finding something else to play. I do NOT enjoy that lame game-play.
if they get rid of this- are the going to nerf cost poisons? because those things- in the hands of an experienced player - a magicka cost on back bar, a stam on the front- are completely devastating in azura and blackwater without CP to mitigate them.