And they responded to the sustain from CP by... gutting the sustain from CP. The sustain you get from CP is now capped at 15% of your base regeneration. For me, that's about 100 regen or so. Furthermore, look at how that 15% compares to all the other sources of regeneration amps in the game that are entirely unrelated to CP: vampire, mage's guild passives, alliance war passives, class passives, racial passives, and armor passives? The regeneration from CP is pitifully low in the grander scheme of sustain.Joy_Division wrote: »It's CPs fault the resource return in Spear Shards got nerfed because the CP system amped passive regeneration so much that, as the devs put it, people could build for max damage and have infinite sustain.
Are you really going to continue blaming things like the Repentence nerf--which was extremely powerful because it had the potential to completely refill the stamina bar of a whole group of players--on a CP system that, in the same patch as the Repentence nerf was so gutted that the sustain from it was but a drop in the bucket compared to what Reptentence could do? Or is it more logical to conclude that perhaps the skill's power was independent of CP?Repetnece was nerfed because the devs were on a witch hunt for anything that restored resources (bc/ of CP) during Morrowind.
As I recall, that was the same patch Strife received a similar fix. And I say "fix" instead of "nerf" because it was indeed a fix. The heal from Sweeps/Strife is based on a % of the damage done. If the damage was a crit, then the damage from which the heal was sourced got a boost. And then the heal itself could crit, so it was possible to get a double-crit. That was the double-dipping problem. And when my main spammable damage ability could heal for over 8K per tick in PvE, that's a bit broken. But... how exactly is this related to CP? The problem was allowing a heal sourced from a crit to itself crit, thus getting a double-crit on a heal tick. That's not exactly a CP problem.Go ahead and check the notes for Thieves Guild: ZoS nerfed Puncturing Sweeps healing and would not allow said heals to crit because of "double dipping" in the champion System.
Damage, however, is still pretty strong in CP. But your post earlier was specifically calling out sustain. That said, the extreme frontloading and cliff-face diminishment that was added in Morrowind has lessened the impact of CP gaps considerably. If I forget to allocate the new 30 points from a patch on a character (which I've done a lot), I don't even notice the difference. For people at or near the cap, the next 30 points will change things by maybe a percent for them.Radiant Destruction has been nerfed numerous patches because it's so easy to get high damage numbers because of the CP system.
The CP System deserves all the blame and ridicule that players throw at it because it's a poorly though out system. All it does is provide generic percentage boosts and in many cases these overlap numerous times, which is practically putting down a Welcome Mat for the dreaded "power creep"
Chilly-McFreeze wrote: »WakeYourGhost wrote: »its a dumb, sad, poor, worthless excuse of a system and some of the most boring "progression" I have ever seen in an MMO.
More boring than the usual “Hit a flat Level wall, grind out top gear, wait for new top gear to make yours irrelevant with a few extra points in stats, grind that out” stuff?
What's the difference between:
"hit a flat level wall, grind gear... wait...grind new gear"
and
"hit cp wall, grind gear...wait...grind new gear (and cp)"?
Most people at max cp will be at the max cp before the next update.
There will always be a need to grind out new gear, if it's better than the current. Not like ZOS doesn't introduce new sets each update.
Narvuntien wrote: »Okay, I haven't play any other MMO and I have only played this one whille there is CP. I don't really care about feeling stronger or whatever, there is character progression and there player progression. I only care about my player progression.
I agree that a bunch of free stats and resources and whatever else CP gives are just really boring and don't add anything to the game.
What we need is more active effects on the passives, not more damage more resources, but active abilities. For example there is that free shield you get when you block from one of the the trees and I really like that one.. I am just block canceling getting a shield as I am fighting people and its a supprise! I have more hp than you think kind of thing. It actually feels like I am doing something by triggering that passive actively.
I always wondered what impact CP had for a long while. I have been well over the cap for almost all the time the CP system existed, though I didn’t grind. Never set foot into one of the legendary XP spots unless you count 1 hour in Skyreach with a lvl 15 just to see if it was really that effective.
Then I started my first char on PC/NA. Obviously being on another server I had to start from scratch. I now have 181 CP there compared to my 861 on EU. And the difference is huge. It’s not that you can’t do almost all content with a low CP char (close to finishing vMA at the moment). It’s just that it’s really hard if you are not already an experienced player.
I can understand a bit now how it is for someone starting the game completely fresh. The gap to the cap or even CP 300 is absurd. It’s impossible to balance and just not a very good system by design.
Edited for grammar and typos
Lord_Dexter wrote: »can someone please explain when this broken thread will be closed?
Those sitting on loads of CP deserves their hardowork to be rewarded. Do not become slow ass and earn CP.
If you have issue go to No CP Compaign or BG!
Emma_Overload wrote: »Can someone please explain why this broken system receives a 30 point buff every major update? Like who tf is actually asking for a cap increase... I know im opening a can of worms here but I swear if someone comments "please explain how CP is broken" im gonna lose it. Rework the system already, diminishing returns was a good start but if you keep increasing the cap every patch what was the point of introducing diminishing returns to begin with.
Most players don't think it's a "broken system". The forums are full of hysterical crybabies, but in-game players are happily grinding their CP. My guildies (and zone chat) request partners for Skyreach all the time.
Are they actually "happily" grinding their CP?
Emma_Overload wrote: »Can someone please explain why this broken system receives a 30 point buff every major update? Like who tf is actually asking for a cap increase... I know im opening a can of worms here but I swear if someone comments "please explain how CP is broken" im gonna lose it. Rework the system already, diminishing returns was a good start but if you keep increasing the cap every patch what was the point of introducing diminishing returns to begin with.
Most players don't think it's a "broken system". The forums are full of hysterical crybabies, but in-game players are happily grinding their CP. My guildies (and zone chat) request partners for Skyreach all the time.
Are they actually "happily" grinding their CP?
I didn't grind my CP unless actually playing the game is falls into that category.
Besides, OP states CP is all broken and says he will lose it if someone sayss it isn't broken. Yes fails to state one aspect where he thinks it's broken. Yes, he states he doesn't find it fun but that's basically as far a short OP goes.
RighteousBacon wrote: »Cp is the reason most casual players quit this game long ago, especially the ones who primarily enjoyed pvp. Non cp pvp is almost empty too so it later really not an option
And they responded to the sustain from CP by... gutting the sustain from CP. The sustain you get from CP is now capped at 15% of your base regeneration. For me, that's about 100 regen or so. Furthermore, look at how that 15% compares to all the other sources of regeneration amps in the game that are entirely unrelated to CP: vampire, mage's guild passives, alliance war passives, class passives, racial passives, and armor passives? The regeneration from CP is pitifully low in the grander scheme of sustain.Joy_Division wrote: »It's CPs fault the resource return in Spear Shards got nerfed because the CP system amped passive regeneration so much that, as the devs put it, people could build for max damage and have infinite sustain.Are you really going to continue blaming things like the Repentence nerf--which was extremely powerful because it had the potential to completely refill the stamina bar of a whole group of players--on a CP system that, in the same patch as the Repentence nerf was so gutted that the sustain from it was but a drop in the bucket compared to what Reptentence could do? Or is it more logical to conclude that perhaps the skill's power was independent of CP?Repetnece was nerfed because the devs were on a witch hunt for anything that restored resources (bc/ of CP) during Morrowind.
And in that same patch, Siphoning Attacks was destroyed, which I'm not particularly happy about because I main a magblade, but I will readily admit that the skill--which essentially trivialized stamina sustain for a magicka character--was extremely powerful and that its power was independent of CP (particularly since magblades don't use any stamina sustain stars in CP). Was it disappointing that this hallmark magblade skill was nerfed into the ground? Certainly. Was the skill OP and thus in need of adjustment? Begrudgingly, yes. Was any of this related to CP? Of course not.As I recall, that was the same patch Strife received a similar fix. And I say "fix" instead of "nerf" because it was indeed a fix. The heal from Sweeps/Strife is based on a % of the damage done. If the damage was a crit, then the damage from which the heal was sourced got a boost. And then the heal itself could crit, so it was possible to get a double-crit. That was the double-dipping problem. And when my main spammable damage ability could heal for over 8K per tick in PvE, that's a bit broken. But... how exactly is this related to CP? The problem was allowing a heal sourced from a crit to itself crit, thus getting a double-crit on a heal tick. That's not exactly a CP problem.Go ahead and check the notes for Thieves Guild: ZoS nerfed Puncturing Sweeps healing and would not allow said heals to crit because of "double dipping" in the champion System.Damage, however, is still pretty strong in CP. But your post earlier was specifically calling out sustain. That said, the extreme frontloading and cliff-face diminishment that was added in Morrowind has lessened the impact of CP gaps considerably. If I forget to allocate the new 30 points from a patch on a character (which I've done a lot), I don't even notice the difference. For people at or near the cap, the next 30 points will change things by maybe a percent for them.Radiant Destruction has been nerfed numerous patches because it's so easy to get high damage numbers because of the CP system.
The CP System deserves all the blame and ridicule that players throw at it because it's a poorly though out system. All it does is provide generic percentage boosts and in many cases these overlap numerous times, which is practically putting down a Welcome Mat for the dreaded "power creep"
This is not to say that CP is blameless. But why are you so tunnel-visioned on CP when, for example, the revamping of traits in HotR had a much greater effect on power creep than the 30 extra CP that patch?
zos wrote:Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it’s become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
Joy_Division wrote: »I'll give you the tl;dr: "we nerfed stuff outside the champion system because we did not anticipate how the power creep would undermine our game."
Joy_Division wrote: »And they responded to the sustain from CP by... gutting the sustain from CP. The sustain you get from CP is now capped at 15% of your base regeneration. For me, that's about 100 regen or so. Furthermore, look at how that 15% compares to all the other sources of regeneration amps in the game that are entirely unrelated to CP: vampire, mage's guild passives, alliance war passives, class passives, racial passives, and armor passives? The regeneration from CP is pitifully low in the grander scheme of sustain.Joy_Division wrote: »It's CPs fault the resource return in Spear Shards got nerfed because the CP system amped passive regeneration so much that, as the devs put it, people could build for max damage and have infinite sustain.Are you really going to continue blaming things like the Repentence nerf--which was extremely powerful because it had the potential to completely refill the stamina bar of a whole group of players--on a CP system that, in the same patch as the Repentence nerf was so gutted that the sustain from it was but a drop in the bucket compared to what Reptentence could do? Or is it more logical to conclude that perhaps the skill's power was independent of CP?Repetnece was nerfed because the devs were on a witch hunt for anything that restored resources (bc/ of CP) during Morrowind.
And in that same patch, Siphoning Attacks was destroyed, which I'm not particularly happy about because I main a magblade, but I will readily admit that the skill--which essentially trivialized stamina sustain for a magicka character--was extremely powerful and that its power was independent of CP (particularly since magblades don't use any stamina sustain stars in CP). Was it disappointing that this hallmark magblade skill was nerfed into the ground? Certainly. Was the skill OP and thus in need of adjustment? Begrudgingly, yes. Was any of this related to CP? Of course not.As I recall, that was the same patch Strife received a similar fix. And I say "fix" instead of "nerf" because it was indeed a fix. The heal from Sweeps/Strife is based on a % of the damage done. If the damage was a crit, then the damage from which the heal was sourced got a boost. And then the heal itself could crit, so it was possible to get a double-crit. That was the double-dipping problem. And when my main spammable damage ability could heal for over 8K per tick in PvE, that's a bit broken. But... how exactly is this related to CP? The problem was allowing a heal sourced from a crit to itself crit, thus getting a double-crit on a heal tick. That's not exactly a CP problem.Go ahead and check the notes for Thieves Guild: ZoS nerfed Puncturing Sweeps healing and would not allow said heals to crit because of "double dipping" in the champion System.Damage, however, is still pretty strong in CP. But your post earlier was specifically calling out sustain. That said, the extreme frontloading and cliff-face diminishment that was added in Morrowind has lessened the impact of CP gaps considerably. If I forget to allocate the new 30 points from a patch on a character (which I've done a lot), I don't even notice the difference. For people at or near the cap, the next 30 points will change things by maybe a percent for them.Radiant Destruction has been nerfed numerous patches because it's so easy to get high damage numbers because of the CP system.
The CP System deserves all the blame and ridicule that players throw at it because it's a poorly though out system. All it does is provide generic percentage boosts and in many cases these overlap numerous times, which is practically putting down a Welcome Mat for the dreaded "power creep"
This is not to say that CP is blameless. But why are you so tunnel-visioned on CP when, for example, the revamping of traits in HotR had a much greater effect on power creep than the 30 extra CP that patch?
Take a moment to think why it was Zos didn't nerf, or if you want to use your word "fix", all my skills for nearly two years until so many players accumulated enough sustain and damage for ZoS to admit this in their own corperate-speak:zos wrote:Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it’s become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
I'll give you the tl;dr: "we nerfed stuff outside the champion system because we did not anticipate how the power creep would undermine our game."
Even with cp, vet trials and some of the new vet dlcs are very difficult for most to finish. Goodluck to the majority if they remove cp.
SaintSubwayy wrote: »Even with cp, vet trials and some of the new vet dlcs are very difficult for most to finish. Goodluck to the majority if they remove cp.
They will not remove CP, they simply cannot removing anymore, unless they bring a really great substitue and rebalance the whole PVE endgame content (which they wont, since they dont like to touch any of the old content).
Just imagine vCR+3 now without CP....its simply unbeatable IMO.
DMG will dropp masivly, whiel tanks cannot survive the HA anymore, healers wont have enough healing to remove the Healing debuff, so pl wipe on that...or Orb Dots kills you within 2-3 ticks
Do you have any idea how little difference 10 points per Constellation makes at 810 CP?CP will not be increased next patch from 810 to 840 and you guys called me crazy.
Merlin13KAGL wrote: »Do you have any idea how little difference 10 points per Constellation makes at 810 CP?
CP will not be increased next patch from 810 to 840 and you guys called me crazy.