IcyDeadPeople wrote: »The scaling system is pretty good right now. When you make a new character, some stats get scaled up to CP 160, so you can complete PVE content or have a chance to kill enemy players, but you definitely notice it becomes much easier after you have fully leveled up, unlock lots of skill points and equip endgame gear.
You actually gain some benefit from the gear and there is a good incentive to make or buy new gear about every 5 levels (PVP) or 5-10 levels (PVE). The reason you feel it is too fast is because the process of leveling is much faster now.
Been leveling up new characters in PVP since launch. Back then the XP was so low that it took about 6 months to reach
veteran ranks. The scaling system did not provide enough incentive to update or even repair your gear and you couldn't apply certain resistance buffs like Major Ward etc. I went all the way from Wailing Prison to VR 16 in the same completely broken level 6 gear, did not even bother to repair once.
Just a suggestion... you guys might get more traction for changes if you didn't exaggerate so much with your comments. The only way the TTK at 30 would ever be the same as 5 is if you only light and heavy attack without ever using skills or putting any points on + damage passives.
Besides, if you know what you're doing, by level 30 you should have something that gives you either major brutality or major sorcery. That, all by itself, is +20% damage that you sure as hell didn't have at level 5.
L2lobby.
theamazingx wrote: »Leveling through overworld content has never represented significant gear "progression", it's about learning your character. How much stronger you felt as you progressed from killing bears on one side of a continent to killing bears on the other side of a continent in the old system's 1-50 path doesn't really matter. In the current state, 3-cp160 is where you as a player should be getting better, and 160+ is where you get kitted out in all your shinies, and I think that works out pretty well.
michael.albertsenb16_ESO wrote: »
Just a suggestion... you guys might get more traction for changes if you didn't exaggerate so much with your comments. The only way the TTK at 30 would ever be the same as 5 is if you only light and heavy attack without ever using skills or putting any points on + damage passives.
Besides, if you know what you're doing, by level 30 you should have something that gives you either major brutality or major sorcery. That, all by itself, is +20% damage that you sure as hell didn't have at level 5.
L2lobby.
The point he's making is extremely clear - exaggeration or not.
You and I both know that levels mean very little compared to most MMOs - and we also know you can get many, many skill points just by going hunting for Skyshards.
Essentially, at a very early level - you can have 6 decent skills on your hotbar and the feeling of progression will be limited - and often it will feel like you're going backwards - all the way until level 50 CP 160.
Yes, later on - with two weapons and the best skills - you will do better, but the numbers could very well be lower than they were at level 5 or 10. That's the problem - and therefore TTK won't be much lower - because once you go beyond the basic damage skills, the rest is mostly about utility, buffs and optimal rotations.
There's no reason to argue against it on principle just because you don't care what the game is like for new players.
michael.albertsenb16_ESO wrote: »
Just a suggestion... you guys might get more traction for changes if you didn't exaggerate so much with your comments. The only way the TTK at 30 would ever be the same as 5 is if you only light and heavy attack without ever using skills or putting any points on + damage passives.
Besides, if you know what you're doing, by level 30 you should have something that gives you either major brutality or major sorcery. That, all by itself, is +20% damage that you sure as hell didn't have at level 5.
L2lobby.
The point he's making is extremely clear - exaggeration or not.
You and I both know that levels mean very little compared to most MMOs - and we also know you can get many, many skill points just by going hunting for Skyshards.
Essentially, at a very early level - you can have 6 decent skills on your hotbar and the feeling of progression will be limited - and often it will feel like you're going backwards - all the way until level 50 CP 160.
Yes, later on - with two weapons and the best skills - you will do better, but the numbers could very well be lower than they were at level 5 or 10. That's the problem - and therefore TTK won't be much lower - because once you go beyond the basic damage skills, the rest is mostly about utility, buffs and optimal rotations.
There's no reason to argue against it on principle just because you don't care what the game is like for new players.
As someone who plays on 2 accounts, one of which has no CP, with lots of experimental alts I know for a fact that you guys are over exaggerating to try to make a point...very badly.
There is no question that leveling skill lines to get at the better skills and morphs which take longer to unlock reduces the TTK. You can hunt skyshards for skill points til you're blue in the face but that will never get you Critical Surge or Rally or Radiant Oppression. You must level for that.
So yes, in every conceivable way, a level 30 having the same TTK as a level 5 is just pure unadulterated BS. That or severe L2P issues.
michael.albertsenb16_ESO wrote: »
Just a suggestion... you guys might get more traction for changes if you didn't exaggerate so much with your comments. The only way the TTK at 30 would ever be the same as 5 is if you only light and heavy attack without ever using skills or putting any points on + damage passives.
Besides, if you know what you're doing, by level 30 you should have something that gives you either major brutality or major sorcery. That, all by itself, is +20% damage that you sure as hell didn't have at level 5.
L2lobby.
The point he's making is extremely clear - exaggeration or not.
You and I both know that levels mean very little compared to most MMOs - and we also know you can get many, many skill points just by going hunting for Skyshards.
Essentially, at a very early level - you can have 6 decent skills on your hotbar and the feeling of progression will be limited - and often it will feel like you're going backwards - all the way until level 50 CP 160.
Yes, later on - with two weapons and the best skills - you will do better, but the numbers could very well be lower than they were at level 5 or 10. That's the problem - and therefore TTK won't be much lower - because once you go beyond the basic damage skills, the rest is mostly about utility, buffs and optimal rotations.
There's no reason to argue against it on principle just because you don't care what the game is like for new players.
As someone who plays on 2 accounts, one of which has no CP, with lots of experimental alts I know for a fact that you guys are over exaggerating to try to make a point...very badly.
There is no question that leveling skill lines to get at the better skills and morphs which take longer to unlock reduces the TTK. You can hunt skyshards for skill points til you're blue in the face but that will never get you Critical Surge or Rally or Radiant Oppression. You must level for that.
So yes, in every conceivable way, a level 30 having the same TTK as a level 5 is just pure unadulterated BS. That or severe L2P issues.
michael.albertsenb16_ESO wrote: »But the ENTIRE point is not that TTK can't be lower at a higher level - it's that the feeling of progress is off, because unless you manage to upgrade your gear constantly at a linear rate - your numbers WILL fall behind.
It's a mathematical certainty.
michael.albertsenb16_ESO wrote: »But the ENTIRE point is not that TTK can't be lower at a higher level - it's that the feeling of progress is off, because unless you manage to upgrade your gear constantly at a linear rate - your numbers WILL fall behind.
It's a mathematical certainty.
So how exactly would I need to play in order to not get better + damage and + stamina/magicka gear naturally as I level with all the set item drops from 4-man dungeons, public dungeons, delves, dolmens, chests, troves and quest rewards. And did you forget about the skill line passives that up your damage as you unlock them and put points in them? Class and weapon skill lines all have those, you know.
MY numbers don't fall behind, they improve as I level. What is it that you're doing or not doing that makes yours a "mathematical certainty"?
michael.albertsenb16_ESO wrote: »But the ENTIRE point is not that TTK can't be lower at a higher level - it's that the feeling of progress is off, because unless you manage to upgrade your gear constantly at a linear rate - your numbers WILL fall behind.
It's a mathematical certainty.
So how exactly would I need to play in order to not get better + damage and + stamina/magicka gear naturally as I level with all the set item drops from 4-man dungeons, public dungeons, delves, dolmens, chests, troves and quest rewards. And did you forget about the skill line passives that up your damage as you unlock them and put points in them? Class and weapon skill lines all have those, you know.
MY numbers don't fall behind, they improve as I level. What is it that you're doing or not doing that makes yours a "mathematical certainty"?
By the way this game is one of the simplest to play ever, L2P is a nonsensical comment reserved for people thinking they are doing something difficult.
Giles.floydub17_ESO wrote: »The gear issue is not different than when scaling was not in ESO open world. The issue, the real issue, is low level players are scaled to high. Their base stats are buffed to much in lower levels and of course are reduced as they gain levels until lvl 50.
The scaling should be more normal to provide them more resistance as they level. Again, the gear is not the issue. It is better now since players can see more easily how their gear weakens as they level beyond it.
Giles.floydub17_ESO wrote: »The gear issue is not different than when scaling was not in ESO open world. The issue, the real issue, is low level players are scaled to high. Their base stats are buffed to much in lower levels and of course are reduced as they gain levels until lvl 50.
The scaling should be more normal to provide them more resistance as they level. Again, the gear is not the issue. It is better now since players can see more easily how their gear weakens as they level beyond it.
Giles.floydub17_ESO wrote: »The gear issue is not different than when scaling was not in ESO open world. The issue, the real issue, is low level players are scaled to high. Their base stats are buffed to much in lower levels and of course are reduced as they gain levels until lvl 50.
The scaling should be more normal to provide them more resistance as they level. Again, the gear is not the issue. It is better now since players can see more easily how their gear weakens as they level beyond it.
That's until level 33 actually. The extra lowbee buff decrease by 3% per level until that point and it's gone at level 34. When OT was first on the PTS that extra buff was visible for the first couple of patches and then they removed the visual indicator but kept the buff.
There is also an extra group finder dungeon buff that IS visible in your character screen whenever you do 4-man dungeons at low levels.
Whether it's too much extra buff or just right is a matter of opinion and has everything to do with how ZOS wants brand new players to experience the game. Most of us may well think it's too easy but like I said, I still see low level new players dying often in situations where they shouldn't be.
Giles.floydub17_ESO wrote: »The gear issue is not different than when scaling was not in ESO open world. The issue, the real issue, is low level players are scaled to high. Their base stats are buffed to much in lower levels and of course are reduced as they gain levels until lvl 50.
The scaling should be more normal to provide them more resistance as they level. Again, the gear is not the issue. It is better now since players can see more easily how their gear weakens as they level beyond it.
Whatever it is somethings not right when you can go through any normal content below level 15 as easily as a 160cp and I include random dungeons in that too, one thing I can guarantee if game was like that from day one there would be an uproar and it would've been changed.
I do understand it's the way it is because they wanted the vets to get friends into the game who can do things with them and not being left alone, a compromise for people playing solo could always be to turn scaling off because if you do like the traditional power curve whilst whilst doing the campaign and levelling it just doesn't exist till 160cp.
michael.albertsenb16_ESO wrote: »bloodthirstyvampire wrote: »I'm sorry but zos don't care about this
They would if they believed it might help bring more players to the game. It's about making them consider it
michael.albertsenb16_ESO wrote: »Hey there.
One of the things I love about ESO is the One Tamriel change - that granted all players access to the majority of the content by scaling them to CP 160.
However, I think it's very flawed in terms of execution.
Currently, the entire journey from level 1-50 feels off for new characters.
Why? Because you keep rising and falling in power due to how gear is CONSTANTLY outdated - and how you will NEVER stand a chance compared to CP 160+ players when it comes to numeric output.
You go back and forth and never FEEL that you're progressing your character. You're utterly dissuaded from investing in gear above blue level, because you know that it will be outdated each and every level.
The first 160 champion points feel like catching up rather than gaining power.
I suggest the following changes:
Completely give up the concept of level 1-50.
Start new characters at what currently constitutes level 50 with 0 CP.
Keep the idea of sharing CP across accounts.
Instead of using levels - make a SEPARATE XP-based tracker that grants skill points ONLY - instead of levels.
The result:
Still very alt-friendly because CP is still shared.
New characters will get the proper experience of a power curve - where they slowly get stronger and gain new powers
Alts will retain the feeling of progress due to the separate skill point progression - whilst retaining the power they previously earned with CP.
Gear progression will be largely the same - except players will want to change at every 10 CPs instead of every level. I would personally prefer changing the gear tiers to happen at 20 CPs instead, though.
michael.albertsenb16_ESO wrote: »Hey there.
One of the things I love about ESO is the One Tamriel change - that granted all players access to the majority of the content by scaling them to CP 160.
However, I think it's very flawed in terms of execution.
Currently, the entire journey from level 1-50 feels off for new characters.
Why? Because you keep rising and falling in power due to how gear is CONSTANTLY outdated - and how you will NEVER stand a chance compared to CP 160+ players when it comes to numeric output.
You go back and forth and never FEEL that you're progressing your character. You're utterly dissuaded from investing in gear above blue level, because you know that it will be outdated each and every level.
The first 160 champion points feel like catching up rather than gaining power.
I suggest the following changes:
Completely give up the concept of level 1-50.
Start new characters at what currently constitutes level 50 with 0 CP.
Keep the idea of sharing CP across accounts.
Instead of using levels - make a SEPARATE XP-based tracker that grants skill points ONLY - instead of levels.
The result:
Still very alt-friendly because CP is still shared.
New characters will get the proper experience of a power curve - where they slowly get stronger and gain new powers
Alts will retain the feeling of progress due to the separate skill point progression - whilst retaining the power they previously earned with CP.
Gear progression will be largely the same - except players will want to change at every 10 CPs instead of every level. I would personally prefer changing the gear tiers to happen at 20 CPs instead, though.
RE the bold - as for the up and down regarding gear leveling, it was much the same in the non-scaled game, thios is only different in terms of the labels showing on the character and inventory screens but not the overall results.
Non-scaled: a lvl 20 char wearing lvl 20 gear fought lvl 20 foes and finished the fight in X seconds.
Scaled: a lvl 20 character scaled to 160 in level 20 gear fights a 160 monster and finishes the fight in about the same x seconds.
non-scaled: a level 40 character in level 20 gear fights a level 40 foe and finished the fight in x+y seconds
scaled: a level 40 character scaled to 160 wearing level 20 gear fights a 160 foe and finishes the fight in x+y seconds.
in the above case because the gear is under-leveled the fight is harder and takes longer.
if you did not keep your gear scaled up as you leveled, in the current system or the old, your NET went down vs foes of your character level.
The only change now is the labelling.
As for non-cp characters vs cp160+ characters, well, they are quite a bit more advanced than you are, so why should you match them numerically? Scaling is not meant to make everyone even in every way.
As for your suggestions, i would replace it with a simple mechanic: When you start a new character, you can start it at any level up to 50 that you have attained on any other character. At that start, you will have all the atrtribute and skill points that come with the levels you gained. You will not have skill line unlocked or xp in skills but you will have skill points and atts. So, some questing for SP and skyshards will likely be needed as will combat to gain skill line xp and unlocks.
i do not see any reason for a different skill progression xp thingy. i dont see any reason to monkey with other new things. just give you the option to choose repeat the character leveling sequence or not whichever you prefer.
Don't know about you but all I would have liked was to feel more power when levelling instead of grinding to 160cp before, that's it man it happened before 1T happens in almost every game I played, level up get stronger.michael.albertsenb16_ESO wrote: »michael.albertsenb16_ESO wrote: »Hey there.
One of the things I love about ESO is the One Tamriel change - that granted all players access to the majority of the content by scaling them to CP 160.
However, I think it's very flawed in terms of execution.
Currently, the entire journey from level 1-50 feels off for new characters.
Why? Because you keep rising and falling in power due to how gear is CONSTANTLY outdated - and how you will NEVER stand a chance compared to CP 160+ players when it comes to numeric output.
You go back and forth and never FEEL that you're progressing your character. You're utterly dissuaded from investing in gear above blue level, because you know that it will be outdated each and every level.
The first 160 champion points feel like catching up rather than gaining power.
I suggest the following changes:
Completely give up the concept of level 1-50.
Start new characters at what currently constitutes level 50 with 0 CP.
Keep the idea of sharing CP across accounts.
Instead of using levels - make a SEPARATE XP-based tracker that grants skill points ONLY - instead of levels.
The result:
Still very alt-friendly because CP is still shared.
New characters will get the proper experience of a power curve - where they slowly get stronger and gain new powers
Alts will retain the feeling of progress due to the separate skill point progression - whilst retaining the power they previously earned with CP.
Gear progression will be largely the same - except players will want to change at every 10 CPs instead of every level. I would personally prefer changing the gear tiers to happen at 20 CPs instead, though.
RE the bold - as for the up and down regarding gear leveling, it was much the same in the non-scaled game, thios is only different in terms of the labels showing on the character and inventory screens but not the overall results.
Non-scaled: a lvl 20 char wearing lvl 20 gear fought lvl 20 foes and finished the fight in X seconds.
Scaled: a lvl 20 character scaled to 160 in level 20 gear fights a 160 monster and finishes the fight in about the same x seconds.
non-scaled: a level 40 character in level 20 gear fights a level 40 foe and finished the fight in x+y seconds
scaled: a level 40 character scaled to 160 wearing level 20 gear fights a 160 foe and finishes the fight in x+y seconds.
in the above case because the gear is under-leveled the fight is harder and takes longer.
if you did not keep your gear scaled up as you leveled, in the current system or the old, your NET went down vs foes of your character level.
The only change now is the labelling.
As for non-cp characters vs cp160+ characters, well, they are quite a bit more advanced than you are, so why should you match them numerically? Scaling is not meant to make everyone even in every way.
As for your suggestions, i would replace it with a simple mechanic: When you start a new character, you can start it at any level up to 50 that you have attained on any other character. At that start, you will have all the atrtribute and skill points that come with the levels you gained. You will not have skill line unlocked or xp in skills but you will have skill points and atts. So, some questing for SP and skyshards will likely be needed as will combat to gain skill line xp and unlocks.
i do not see any reason for a different skill progression xp thingy. i dont see any reason to monkey with other new things. just give you the option to choose repeat the character leveling sequence or not whichever you prefer.
Ehm, no, my suggestion is absolutely nothing like the non-scaling version of the game.
Why? Because in the non-scaling version of the game you were limited to areas based on level.
With my system, you're going to be effectively level 50 from the start - so you can tackle ANY area. It will just start out being harder - because enemies will be scaled to 160 in terms of base stats. They could reduce this to any CP amount to make it easier, if that's too hard.
That's a pretty gargantuan difference.
The reason you need a separate skill progression "thingy" - is to ensure that alt characters have progression to look forward to.
Also, your examples are missing a key difference - yet again.
With my suggestion, a character using a level 10 sword WILL experience an upgrade when going to a level 11 sword (assuming it's the same color).
With the current One Tamriel system - the character will NOT experience an upgrade by going to a level 11 sword UNLESS he's very close to that level. Otherwise, the scaling mechanics will DOWNSCALE his stats because he's going to be using a lower level sword than what's expected.
That's another reason I'm making this suggestion - to ensure that every single bit of progress is felt as actual progress, and not a potential downgrade from when you were a lower level.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »The gear issue is not different than when scaling was not in ESO open world. The issue, the real issue, is low level players are scaled to high. Their base stats are buffed to much in lower levels and of course are reduced as they gain levels until lvl 50.
The scaling should be more normal to provide them more resistance as they level. Again, the gear is not the issue. It is better now since players can see more easily how their gear weakens as they level beyond it.
That's until level 33 actually. The extra lowbee buff decrease by 3% per level until that point and it's gone at level 34. When OT was first on the PTS that extra buff was visible for the first couple of patches and then they removed the visual indicator but kept the buff.
There is also an extra group finder dungeon buff that IS visible in your character screen whenever you do 4-man dungeons at low levels.
Whether it's too much extra buff or just right is a matter of opinion and has everything to do with how ZOS wants brand new players to experience the game. Most of us may well think it's too easy but like I said, I still see low level new players dying often in situations where they shouldn't be.
The GF buff is not relevant since it applies to everyone who uses the GF to access a dungeon. Even if the buff remains until only lvl 33 my comments are still relevant and the noticeable decrease in the gears stats is still beneficial and is not a real change from before 1T.
michael.albertsenb16_ESO wrote: »Anyway - I just wanted to post this suggestion in the hopes the developers notice and consider it.
I'm not really in the mood to explain core mechanics to everyone opposed to the idea for no rational reason.
Thank you for your attention and have a nice day!
michael.albertsenb16_ESO wrote: »michael.albertsenb16_ESO wrote: »Hey there.
One of the things I love about ESO is the One Tamriel change - that granted all players access to the majority of the content by scaling them to CP 160.
However, I think it's very flawed in terms of execution.
Currently, the entire journey from level 1-50 feels off for new characters.
Why? Because you keep rising and falling in power due to how gear is CONSTANTLY outdated - and how you will NEVER stand a chance compared to CP 160+ players when it comes to numeric output.
You go back and forth and never FEEL that you're progressing your character. You're utterly dissuaded from investing in gear above blue level, because you know that it will be outdated each and every level.
The first 160 champion points feel like catching up rather than gaining power.
I suggest the following changes:
Completely give up the concept of level 1-50.
Start new characters at what currently constitutes level 50 with 0 CP.
Keep the idea of sharing CP across accounts.
Instead of using levels - make a SEPARATE XP-based tracker that grants skill points ONLY - instead of levels.
The result:
Still very alt-friendly because CP is still shared.
New characters will get the proper experience of a power curve - where they slowly get stronger and gain new powers
Alts will retain the feeling of progress due to the separate skill point progression - whilst retaining the power they previously earned with CP.
Gear progression will be largely the same - except players will want to change at every 10 CPs instead of every level. I would personally prefer changing the gear tiers to happen at 20 CPs instead, though.
RE the bold - as for the up and down regarding gear leveling, it was much the same in the non-scaled game, thios is only different in terms of the labels showing on the character and inventory screens but not the overall results.
Non-scaled: a lvl 20 char wearing lvl 20 gear fought lvl 20 foes and finished the fight in X seconds.
Scaled: a lvl 20 character scaled to 160 in level 20 gear fights a 160 monster and finishes the fight in about the same x seconds.
non-scaled: a level 40 character in level 20 gear fights a level 40 foe and finished the fight in x+y seconds
scaled: a level 40 character scaled to 160 wearing level 20 gear fights a 160 foe and finishes the fight in x+y seconds.
in the above case because the gear is under-leveled the fight is harder and takes longer.
if you did not keep your gear scaled up as you leveled, in the current system or the old, your NET went down vs foes of your character level.
The only change now is the labelling.
As for non-cp characters vs cp160+ characters, well, they are quite a bit more advanced than you are, so why should you match them numerically? Scaling is not meant to make everyone even in every way.
As for your suggestions, i would replace it with a simple mechanic: When you start a new character, you can start it at any level up to 50 that you have attained on any other character. At that start, you will have all the atrtribute and skill points that come with the levels you gained. You will not have skill line unlocked or xp in skills but you will have skill points and atts. So, some questing for SP and skyshards will likely be needed as will combat to gain skill line xp and unlocks.
i do not see any reason for a different skill progression xp thingy. i dont see any reason to monkey with other new things. just give you the option to choose repeat the character leveling sequence or not whichever you prefer.
Ehm, no, my suggestion is absolutely nothing like the non-scaling version of the game.
Why? Because in the non-scaling version of the game you were limited to areas based on level.
With my system, you're going to be effectively level 50 from the start - so you can tackle ANY area. It will just start out being harder - because enemies will be scaled to 160 in terms of base stats. They could reduce this to any CP amount to make it easier, if that's too hard.
That's a pretty gargantuan difference.
The reason you need a separate skill progression "thingy" - is to ensure that alt characters have skill upgrade progression to look forward to. If not, then a CP630 alt wouldn't experience any progression at all except for gear upgrades. That's not fun.
Also, your examples are missing another key difference:
With my suggestion, a character using a level 10 sword WILL experience an upgrade when going to a level 11 sword (assuming it's the same color).
With the current One Tamriel system - the character will NOT experience an upgrade by going to a level 11 sword UNLESS he's very close to that level. Otherwise, the scaling mechanic will DOWNSCALE his stats because he's going to be using a lower level sword than what's expected. Meaning, with the current system - if you don't upgrade constantly, then a future upgrade might actually mean your character is STILL less effective than he was when he was lower level. That can't happen with my idea.
That's another reason I'm making this suggestion - to ensure that every single bit of progress is felt as actual progress, and not a potential downgrade from when you were a lower level.