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Drop the CP cap to 600 and that's it until the system is reworked

  • code65536
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    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.
    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.
    Repetnece was nerfed because the devs were on a witch hunt for anything that restored resources (bc/ of CP) during Morrowind.
    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?

    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.
    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.
    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.
    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"
    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.

    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?
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  • Mayrael
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    Wing 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.

    Differences are:
    1. Here you can increase toon strength without need of grinding new gear because raising CPs != raising gear cap.
    2. New gear and sets in ESO are not (like in 90% of mmos) always better than old ones, their stats are the same only fifth effect is different.
    3. Im not against reworking CPs, Im against removing them
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • Narvuntien
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    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.
  • code65536
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    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.

    People call stat bonuses "boring", but I call them balanced.

    There is already a lot of progression where you unlock abilities. The 1-50 leveling and the leveling of various skill trees. But those have a definite endpoint that's pretty accessible for players who are new to the game.

    Abilities and active effects have the potential to be much more impactful than marginal stat increases. How would you feel as a new player if a useful or important ability would be accessible only after you hit 360 CP?

    In contrast, flat stat increases, which people deride as "boring" are good precisely because they are boring. The power gap between new and veteran players outside of skill is more predictable and easier to tune. And the new CP system with frontloading and heavily diminishing returns help with that a lot.

    CP gets a lot of bad rep from the older players, and most of it is unjustified. There's nostalgia for a way of playing that they had gotten used to in the past. There's a lingering bad taste from the pre-Morrowind CP that was indeed poorly balanced. But if you put aside these emotional biases, their arguments against CP in its current state strike me as hollow and untenable.
    Edited by code65536 on February 5, 2018 2:30PM
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  • Feanor
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    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
    Edited by Feanor on February 5, 2018 2:35PM
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • olsborg
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    They prob wont touch cp anytime soon. But if they did id hope it was completely revamped with more meaningful passives and additions to your build with paths you choose over others that take you in a certain direction and away from others.

    PC EU
    PvP only
  • Lord_Eomer
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    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!
    Edited by Lord_Eomer on February 5, 2018 2:35PM
  • code65536
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    Feanor wrote: »
    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

    I've done the opposite: have 1K CP on NA, started fresh on EU.

    Yes, at the very low levels, the lack of CP is definitely felt. It's made worse by the lack of gear and incomplete passives. Things were a bit of a struggle until I got to 160 and got some okay gear (not the best, but no longer a mis-matched hodge podge). Completed vMA at CP 208, but it took some trial and error as a lot of the strategies that I was used to using doesn't work. Once I got closer to 300, though, the front-loading had kicked in and I felt less and less of a difference. I'm now 500 on EU, and it really doesn't feel much different than being capped on NA.
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  • Flaminir
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    Every action has an equal and opposite reaction....

    They are not going to re-balance the entire game every patch, Soooo.....

    Increase power by increasing CP cap = Balanced out by other nerfs/changes to skills/systems/passives.

    As long as people understand that the nerfs they always complain of to X, Y, or Z skill are the result of this continual balancing act then I guess it's ok, and the CP system does give some customisation in its defence.
    GM of the Unholy Legacy
    PC/EU/EP
  • TimeDazzler
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    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!

    Why would this thread be closed, there has been a lot of meaningful and non-inflammatory discussion about the champion point system. Also, the argument is not that people don't deserve their hard work to be rewarded, it is about having a CP "like" system with more depth and unique passives instead of raw stats like the current one. If such a reworked CP system was made ZoS would scale your current CP to the new one so you wouldn't be losing a thing.
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • idk
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    DoctorESO wrote: »
    Cries 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.
  • TimeDazzler
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    idk wrote: »
    DoctorESO wrote: »
    Cries 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.

    That's a joke son, I'm not literally "losing it" if people don't think CP is broken. Everyone is entitled to their opinion, I've already addressed why I haven't posted why CP is broken, do your research, play the game, use the forum search option, and you can practically find 90% of what I would say. It's easy criticizing OP but you've failed to mention one aspect of why you think CP is balanced. That's as far short as any post goes, infact this entire post was nothing more then QQ'ing about the OP/me.
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • RighteousBacon
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    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
  • idk
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    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

    Most of the game is currently and has always filled with casual players. A great many have been playing the game since before CP was added.
  • James-Wayne
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    Without CP there is no end game progression so please leave the 30 point per DLC as is.
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  • Joy_Division
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    code65536 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.
    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.
    Repetnece was nerfed because the devs were on a witch hunt for anything that restored resources (bc/ of CP) during Morrowind.
    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?

    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.
    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.
    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.
    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"
    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.

    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."
    Edited by Joy_Division on February 6, 2018 1:35AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Tannus15
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    It's really don't think there is much power creep with CP anymore.
    Like, you don't need to be at 600+ CP to be very effective in game at the moment.

    I think the magic number is somewhere around 540 and you've covered all the big ticket items that make a noticeable difference and after that you're picking up the "nice to haves".
  • Tannus15
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    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."

    This makes no sense though, because they completely removed cost reduction CP AND nerfed regen from 25% to 15% in CP.
    If CP was the cause of the sustain issue then that should have been all that was required.

    Instead they hit everything from armour passives to set bonuses to skill costs to drink regen. Everything got smashed to be more expensive or to give significantly less sustain.

    I think the idea was to cause people to use sets like bone pirate or lich and maybe a jewellery enchantment other than weapon / spell damage.
    Introduce more variety by making sustain be as worthwhile in a long fight as raw damage.

    Unfortunately managing your resources through your rotation is way more effective than stacking 2500 regen so we're still stacking as much DPS as possible while heavy attacking.
  • code65536
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    code65536 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.
    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.
    Repetnece was nerfed because the devs were on a witch hunt for anything that restored resources (bc/ of CP) during Morrowind.
    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?

    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.
    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.
    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.
    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"
    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.

    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."

    Again, how is any of that relevant when they also nerfed CP sustain into a pittance? If CP is the sole cause of the sustain problem, then simply gutting the CP sustain--which they did--would be all that's necessary.

    Honestly, I think you're looking at the game's past with rose-colored glasses. Not unlike people who look at 1950's America and see a golden age because they remember the good, not the bad. I remember when combat was mostly about a couple of skills because so many skills were just badly designed.

    This game's combat is an ever-evolving experiment. They threw stuff together, see what works, what doesn't, and iterate. Things like Energy Orbs got nerfed not because CP was too powerful, but because the skill was just too powerful to begin with. So why did it take so long for them to nerf it? Probably because it took them that long to finally come up with content (vMoL HM) that actually challenged players enough that people started looking at such abilities as more than a source of fun light shows in town. Because it took that long for the skill to become the widespread meta for serious content and for ZOS to see just how much that ability when put in the hands of a well-coordinated group could trivialize sustain.

    The game's content has changed, become more sophisticated and complex. Abilities and passives have changed, with many things that were once irrelevant or nonsensical having been revamped (and often buffed). Itemization had been completely overhauled and is now more accessible and allows for far more powerful builds (remember the days when the meta for magicka didn''t even involve a full 5p set? 2p Adroitness, 2p Cyrodiil's Light, 2p Torug or Skoria, 4p Martial Knowledge, and you didn't even have a choice over the traits). And along the way, as the combat matures, we see that there were a lot of things in the initial design that, in hindsight, were just bad choices.

    To blame everything on CP as you do is simply wrong. You are ignoring the everything else in the vast combat ecosystem, of which CP is just a part.

    Frankly, I have no desire to return to the dark ages. There's a reason why I, after having played in the beta, didn't play ESO when it first launched. And if I were to compare combat now with what it was like pre-IC, I would say without hesitation that things are better now. That's not to say that things are perfect. That's not to say that I like all of the changes that have happened. I used to main a nightblade saptank in 2015, and after round after relentless round of nerfs, that style of play is now completely dead. But despite these negatives, the net result for me is still positive. CP is mostly fine. It's not perfect. It's not blameless. But it's certainly also not the kind of archvillain that's responsible for all of the game's ills.
    Edited by code65536 on February 6, 2018 8:58AM
    Nightfighters ― PC/NA and PC/EU

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  • TimeDazzler
    TimeDazzler
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    CP will not be increased next patch from 810 to 840 and you guys called me crazy. :smile:
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • CompM4s
    CompM4s
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    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.
    Edited by CompM4s on January 16, 2019 5:02AM
  • SaintSubwayy
    SaintSubwayy
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    CompM4s 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
    Edited by SaintSubwayy on January 16, 2019 8:51AM
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • WuffyCerulei
    WuffyCerulei
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    I know the necromancer class was just announced and all, BUT STOP NECROING OLD THREADS.
    "Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

    Bring Back Pure Class Build Power
  • Cardthief
    Cardthief
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    CompM4s 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

    This is what they were hinting at, they have decided for now to stop increasing the cap for the foreseeable future, until they figure out how to improve or replace the system with something *hopefully* better.
    (MC) Main DPS: Redz Kuinn - Lvl 50 - MagSorc - PvE
    Main Healer: Soranna Anilu - Lvl 50 - Templar - PvE
    Main Tank: Seamus Kuinn - Lvl 50 - Dragonknight - PvE
  • Merlin13KAGL
    Merlin13KAGL
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    Cries wrote: »
    CP will not be increased next patch from 810 to 840 and you guys called me crazy. :smile:
    Do you have any idea how little difference 10 points per Constellation makes at 810 CP?




    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • TimeDazzler
    TimeDazzler
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    Do you have any idea how little difference 10 points per Constellation makes at 810 CP?

    You missed the point, no one gives a *** about 30 CP it's the fact Zenimax has finally realized that CP has been causing major issues with balancing and power creep. Plus that 30 CP not introduced adds up as patches go along, potentially 120 points per year.
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • Anotherone773
    Anotherone773
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    Cries wrote: »
    CP will not be increased next patch from 810 to 840 and you guys called me crazy. :smile:

    I agreed with your OP for the most part. The CP system was crap when it was introduced and it isnt any better now. I would gain sometimes as much as 50 CP before i bothered assigning it.

    BUT.....

    Necroing a year old thread to gloat is really cheesy. I hope that Rich decides to do something different with leveling because as it is, it is more annoying than something to look forward too. I also hope that you are not so starved for a pat on the back in the future that you need to necro old threads to say "SEE! I was right!" But here is the pat on the back you seem to want (PAT! PAT!) Good job! Way to go! You are Awesome!
    Edited by Anotherone773 on January 16, 2019 5:27PM
  • Nestor
    Nestor
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    There were nerfs to resources, sustain and damage before the CP system was introduced. Any combat system they try to achieve balance with will have nerfs.

    Is the CP System perfect? No. Is the CP system the only reason we would have power creep? We would have this in any game that offers end game progression.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Girl_Number8
    Girl_Number8
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    That's because the game is catering to the casuals, xD. But dayyyyum this might be a nerco record!! :o
  • Mayrael
    Mayrael
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    Yeah necrothreading so much, but since necro class is near...
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
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