I think he was talking about the fact that they nerf classes and other aspect to account for cp, that is true, but i don;t agree with the fact that cp should be removed or nerfed because of it.
Afterall, what is the point, it's still nerfing at the end of the day whether you nerf cp or skills.
I already stated my opinion on this at least 2 times on this thread, but we also gotta look at things objectively, and your argument seem like a misrepresentation of his, or her.
VanyelMohr wrote: »
I think he was talking about the fact that they nerf classes and other aspect to account for cp, that is true, but i don;t agree with the fact that cp should be removed or nerfed because of it.
Afterall, what is the point, it's still nerfing at the end of the day whether you nerf cp or skills.
I already stated my opinion on this at least 2 times on this thread, but we also gotta look at things objectively, and your argument seem like a misrepresentation of his, or her.
It *might* have been an unfair representation of their most recent post in this thread, but this person has repeatedly insulted those of us who support a progression system in the game, as they do again in the post you are referencing. I believe they have stated they want to do away with vertical progression altogether, which is where my cookie cutter build comment comes from. They have repeatedly said that progression is an illusion in an effort to insult the intelligence of people who don't agree with them.
THE WHOLE GAME IS AN ILLUSION. My sorc shoots lightning from a stick. This is an illusion. Sadly, I am not really a tall, handsome, blond guy with killer tattoos. I will never actually own a mansion on a beautiful island in a world where magic is real.
The point is, I WANT illusion. I want the illusion that a bear will fight to protect me. I want the illusion that I get stronger the longer I play and complete content. I want the illusion that the monster in a newly discovered cave is bigger and badder than the last one I fought and I have to be that much stronger to defeat it. I want the illusion I have frost or lightning powers. I want the illusion that I have become powerful enough that mudcrabs are a nuisance to me now. I want the illusion, represented by the cp system, that I am improving skills which complement my character as I envision it and minimize weaknesses I might have as a player in pure skill.
I don't care that ZOS has to change the numbers on their end from time to time to provide me that illusion. Illusion is the whole reason I play this game. Do I want the game to be as fair as possible? Yes. I absolutely do not mind when ZOS re-balances skills so that races and classes roughly have the same effectiveness. Will I obsess about doing 1% less damage? No.
Part of my urgency in responding to anti-progression people is that I didn't know this debate was going on until Rich announced that cp cap was going to be paused for the "forseeable" future. I was unsettled that they didn't have a clear plan of how to move forward. When I came to the forums to try to learn more, I saw people arguing to remove vertical progression completely from the game and it seemingly being the consensus.
Progression, illusion or not, is why I enjoy RPGs. Removal of progression, to me, means that this game is no longer an RPG. It'll become a fancy choose your own adventure, a mobile game, or a basic fighting game depending on what the focus becomes without progression. So, I've been really active in the forums recently because Rich seems to have heard one side of a debate and it's not clear to me whether my side has been heard. Non-progression people have represented their side to be overwhelmingly popular. I'm not a streamer, so I don't get to broadcast my opinion to 100s or thousands of people. I don't get invitations to ZOS to have my opinion heard.
I like this game so much and was so sure of it's future that I purchased a year subscription as a gift to myself for Christmas. That future seems less sure to me now and, beyond my enjoyment in the game, I may have made a poor financial investment.
So I might be over reacting somewhat. I don't have all the facts. As they become more clear to me I'll be able to make more informed arguments and decisions about whether to play the game in the future.
MLGProPlayer wrote: »Anotherone773 wrote: »A majority of players like progression.
This game is growing every year precisely because it doesn't focus on vertical progression and has moved more towards a sandbox style.
The game's player base tripled after One Tamriel (the update that introduced scaling) came out and hasn't looked back since
So no, it would appear that the majority of players don't like vertical progression.
VanyelMohr wrote: »I like feeling a sense of progression. I hope they add a system that makes me feel like I have something to work towards. Your Beastmaster suggestion does nothing for me.Yolokin_Swagonborn wrote: »
There are plenty of really cool endgame perks you could add instead of just more damage, more healing, etc. Here's an example.
Beastmaster perk. Prevents low level enemies in base game zones from attacking or aggroing on you when you walk by. Would be nice to not have a low level wolf or bandit always decide to pick a fight with me that they will always lose. Plus it would make you feel like a boss going into low zones where they know not to mess with you. Immersive, useful, respectful of your progression, and fun. that is what the champ system should be.
Blizzard nerfed build choice and homogenized their races and ruined World of Warcraft in the process.
Now you lot are trying to get ZOS to destroy ESO in the same way.
It's a lazy fix, not impressed.
What they should have done is make new difficulties accounting for cp, but i guess it's too much to ask to actually follow up to the systems you make.
And people are glad about this, Jesus Christ, talk about low standards.
power creep is a real issues that damages combat in games like this. so looking to remedy that is a good thing. and they are allowed to rethink systems once created.
Yolokin_Swagonborn wrote: »Blizzard nerfed build choice and homogenized their races and ruined World of Warcraft in the process.
Now you lot are trying to get ZOS to destroy ESO in the same way.
Every time ZOS steals power from class skills, and now racials, they are nerfing build choice and homogenizing the races.
The champion system gives ZERO uniqueness to build choice and racial options, it just gives you raw damage, healing, mitigation, it actually lets you ignore some of the downsides of your more important choices like armor type.
That's why people call it crutch points.
I just want my character to feel powerful based on the choices I make in game. The class I choose, the race I choose, the skills I use. I don't want all my power stolen from me and locked behind a simplistic vertical system or locked behind constantly chasing new gear.
But ZOS insists on robbing my class and race of all its power and giving it to gear and progression systems for me to grind back and that really makes my not want to log in anymore.
MEBengalsFan2001 wrote: »
Another method is adding diminishing returns soft and hard caps where after you exceed a certain stat level your grains from the stat take longer to improve and the hard cap makes it so so matter how many points you exceed in that stat there is no longer a return on your investment.
I would do both of these to the game it may help unique builds out such as players that run combo stamina and magika DPS builds. It would add value to other stats and make CP in other areas more useful.
These are just thoughts on two simple ways to fix the issue.
Yolokin_Swagonborn wrote: »I'd like to see some sort of end game progression line added with some interesting, even non-combat skills we can earn that give us something to do if they want to get rid of CP totally.
It's nice earning stuff like harvesting, or a little rez bonus, etc. more than just flat buffs and bonuses to entire swaths of damage.
There are plenty of really cool endgame perks you could add instead of just more damage, more healing, etc. Here's an example.
Beastmaster perk. Prevents low level enemies in base game zones from attacking or aggroing on you when you walk by. Would be nice to not have a low level wolf or bandit always decide to pick a fight with me that they will always lose. Plus it would make you feel like a boss going into low zones where they know not to mess with you. Immersive, useful, respectful of your progression, and fun. that is what the champ system should be.
Imagine farming crafting nodes with no pesky critters attacking you. Because they fear you based on your champion level.
[MEBengalsFan2001 wrote: »
Another method is adding diminishing returns soft and hard caps where after you exceed a certain stat level your grains from the stat take longer to improve and the hard cap makes it so so matter how many points you exceed in that stat there is no longer a return on your investment.
I would do both of these to the game it may help unique builds out such as players that run combo stamina and magika DPS builds. It would add value to other stats and make CP in other areas more useful.
These are just thoughts on two simple ways to fix the issue.
This is what I've been saying they need to do.. I've just been incorrectly calling them all soft caps..
CP is fine.... Vertical Progression is fine.... but they do need to put in Hard Caps on all of our Stats AND on MAX DPS!
This will then cause players to make different choices within the CP system based on what we need for our character choices and our play style.
Max DPS should be set 10k over what they designed the HM Trials bosses to be achievable at. Ie: 35k DPS.
This would actually work to mitigate the issue A LOT of players have with Animation Cancelling allowing the more skilled or elite end game players being able to pull waaaaaaaaay ahead of everyone else. And yes, Animation Cancelling is a huge part of the DPS issue, especially with all the lag in this game.
Then, once players meet Hard Caps within certain stats, they can concentrate on spending points in other areas, or if they don't want anything from there, not spend them at all.
This will also open up Build Diversity. Make Hybrids great again. Especially seeing how some of the new racial changes are better geared towards Hybrid builds. This will allow players to put points in both Stamina and Magicka Regen and allow them to be competative for more end game content. In time, everyone will meet all end game caps, and will be on even playing ground.
The mistake ZOS made when they introduced CP and One Tamriel was the removal of Hard Caps. That is what caused the huge power creep in this game to continue. And there is nothing that says they can't adjust where the Hard Cap Bar needs to be in the future. It will make it a lot easier for them to change that bar, than it will be to go through and change individual skills continuously, and hopefully it will finally give them time to bring us new systems of combat and abilities to work with.
TL;DR
Bring back Hard Caps
- Makes Hybrid builds viable
- Makes Armour choices more diverse
- Makes CP choice work with what you need based on your play style and not just BiS stats.
- Continues to provide a sense of progression, but with an end cap.
- Mitigates some of the DPS discrepancy caused due to Animation Cancelling (A bug that became a feature due to ZOS being unable to fix it), thus, lowering the ceiling without destroying the middle tier players dps.
@ZOS_Gilliam @ZOS_BrianWheeler @ZOS_RichLambert
I do hope this is something you guys are actually considering while you figure out what you are doing with the CP.
LiquidPony wrote: »[MEBengalsFan2001 wrote: »
Another method is adding diminishing returns soft and hard caps where after you exceed a certain stat level your grains from the stat take longer to improve and the hard cap makes it so so matter how many points you exceed in that stat there is no longer a return on your investment.
I would do both of these to the game it may help unique builds out such as players that run combo stamina and magika DPS builds. It would add value to other stats and make CP in other areas more useful.
These are just thoughts on two simple ways to fix the issue.
This is what I've been saying they need to do.. I've just been incorrectly calling them all soft caps..
CP is fine.... Vertical Progression is fine.... but they do need to put in Hard Caps on all of our Stats AND on MAX DPS!
This will then cause players to make different choices within the CP system based on what we need for our character choices and our play style.
Max DPS should be set 10k over what they designed the HM Trials bosses to be achievable at. Ie: 35k DPS.
This would actually work to mitigate the issue A LOT of players have with Animation Cancelling allowing the more skilled or elite end game players being able to pull waaaaaaaaay ahead of everyone else. And yes, Animation Cancelling is a huge part of the DPS issue, especially with all the lag in this game.
Then, once players meet Hard Caps within certain stats, they can concentrate on spending points in other areas, or if they don't want anything from there, not spend them at all.
This will also open up Build Diversity. Make Hybrids great again. Especially seeing how some of the new racial changes are better geared towards Hybrid builds. This will allow players to put points in both Stamina and Magicka Regen and allow them to be competative for more end game content. In time, everyone will meet all end game caps, and will be on even playing ground.
The mistake ZOS made when they introduced CP and One Tamriel was the removal of Hard Caps. That is what caused the huge power creep in this game to continue. And there is nothing that says they can't adjust where the Hard Cap Bar needs to be in the future. It will make it a lot easier for them to change that bar, than it will be to go through and change individual skills continuously, and hopefully it will finally give them time to bring us new systems of combat and abilities to work with.
TL;DR
Bring back Hard Caps
- Makes Hybrid builds viable
- Makes Armour choices more diverse
- Makes CP choice work with what you need based on your play style and not just BiS stats.
- Continues to provide a sense of progression, but with an end cap.
- Mitigates some of the DPS discrepancy caused due to Animation Cancelling (A bug that became a feature due to ZOS being unable to fix it), thus, lowering the ceiling without destroying the middle tier players dps.
@ZOS_Gilliam @ZOS_BrianWheeler @ZOS_RichLambert
I do hope this is something you guys are actually considering while you figure out what you are doing with the CP.
Hard capping DPS is quite literally the most awful idea I've ever seen on these forums.
I disagree with hard capping stats in general, but hard capping DPS is ridiculous. You're completely throwing skill out the window at that point. People do more DPS because they practice more and they have better group support. We're already all on a level playing field. Everyone can get the same gear and the same CP without any extraordinary effort. The only differentiating factor is the stuff that does take effort: combat skill (a function of research and practice) and group synergy (a function of research and the hard work of team-building).
And you've got your ESO history and facts all wrong. CP was introduced in Update 6, in March of 2015, long before One Tamriel. The same update removed the "Overcharge" mechanic, which was the soft-capping system that had been in place since beta. There were never hard caps on stats like max magicka, crit, weapon damage, etc., unless they were there in very early alpha/beta before I started playing.
Oy vey.
MLGProPlayer wrote: »VanyelMohr wrote: »MLGProPlayer wrote: »Anotherone773 wrote: »A majority of players like progression.
This game is growing every year precisely because it doesn't focus on vertical progression and has moved more towards a sandbox style.
The game's player base tripled after One Tamriel (the update that introduced scaling) came out and hasn't looked back since
So no, it would appear that the majority of players don't like vertical progression.
Vertical progression still exists. Base game content gets easier as your level, gear, and cp points grow. Dungeons get easier as levels, gear, and cp points grow. I can solo world bosses at my current cp level. I couldn't do that at level 1. I can solo some normal dungeons. I couldn't do that at level 1. That is progression.
If they come up with a new system of vertical character progression, I may quibble with some changes but I'll likely come around. If they remove progression completely or cap it permanently, I'm probably out.
Power creep isn't a positive outcome (hence why ZOS is scrapping the CP system). It reduces how much content is available to the player in a game. Content isn't supposed to get easier in a sandbox. If there are 7 trials but only one of them is challenging, then players will only have 1 trial to play, instead of 7. Endgame players were among the most vocal opponents of the CP system.
VanyelMohr wrote: »Yolokin_Swagonborn wrote: »I hope all you progression people saw ZOS's new post on Racial Changes;
They went and did exactly what I predicted they would do: They removed ALL max stat % Racial Passives and replaced them with static values.
@VanyelMohr @Diminish
Perhaps I'm being too flippant and hyperbolic in this thread. Here is a concrete example of why I say Vertical Progression is essentially a "Treadmill" or Meaningless
So lets say you have an endgame "progression" PvE magicka DPS character (breton or high elf) with 35 -40K max magicka.
I will use one of Alcasts builds as an example because they are pretty uniform across the board for magicka. (Siroria/spell strat)
That build has about 39,600 magicka. Your breton or High elf had a 10% max magicka perk from racial passives.
Without this magicka perk (39600/1.1) you would have 36,000 magicka. That's a 4000 magicka loss. If you add ZOS's flat rate value back in, you will end up with 38,000 magicak. Your racial passive was nerfed in half. You lost 2000 magicka, which is about 200 spell damage.
This is what happens every time. ZOS buffs you with one hand, then nerfs you with the other. On a long enough timeline you don't progress because another sweeping nerf comes in and takes away the power you gained.
Make cookie cutter builds. All have the same stats and abilities. No one can claim someone else's class race is broken. Everything is based on raw skill instead of progression. The only thing one has to differentiate themselves from one another is their costumes. Wonderful fun.
The treadmill you describe does not exist. I am not as weak at CP719 as I was at level 1. A game where there is no progression and you just repeat content ad nauseum is a treadmill.
I think he was talking about the fact that they nerf classes and other aspect to account for cp, that is true, but i don;t agree with the fact that cp should be removed or nerfed because of it.
Afterall, what is the point, it's still nerfing at the end of the day whether you nerf cp or skills.
I already stated my opinion on this at least 2 times on this thread, but we also gotta look at things objectively, and your argument seem like a misrepresentation of his, or her.
The whole freaking point of completely reworking CP is so they can actually give the power back to the classes and make them feel unique again. That is the point.
LiquidPony wrote: »[MEBengalsFan2001 wrote: »
Another method is adding diminishing returns soft and hard caps where after you exceed a certain stat level your grains from the stat take longer to improve and the hard cap makes it so so matter how many points you exceed in that stat there is no longer a return on your investment.
I would do both of these to the game it may help unique builds out such as players that run combo stamina and magika DPS builds. It would add value to other stats and make CP in other areas more useful.
These are just thoughts on two simple ways to fix the issue.
This is what I've been saying they need to do.. I've just been incorrectly calling them all soft caps..
CP is fine.... Vertical Progression is fine.... but they do need to put in Hard Caps on all of our Stats AND on MAX DPS!
This will then cause players to make different choices within the CP system based on what we need for our character choices and our play style.
Max DPS should be set 10k over what they designed the HM Trials bosses to be achievable at. Ie: 35k DPS.
This would actually work to mitigate the issue A LOT of players have with Animation Cancelling allowing the more skilled or elite end game players being able to pull waaaaaaaaay ahead of everyone else. And yes, Animation Cancelling is a huge part of the DPS issue, especially with all the lag in this game.
Then, once players meet Hard Caps within certain stats, they can concentrate on spending points in other areas, or if they don't want anything from there, not spend them at all.
This will also open up Build Diversity. Make Hybrids great again. Especially seeing how some of the new racial changes are better geared towards Hybrid builds. This will allow players to put points in both Stamina and Magicka Regen and allow them to be competative for more end game content. In time, everyone will meet all end game caps, and will be on even playing ground.
The mistake ZOS made when they introduced CP and One Tamriel was the removal of Hard Caps. That is what caused the huge power creep in this game to continue. And there is nothing that says they can't adjust where the Hard Cap Bar needs to be in the future. It will make it a lot easier for them to change that bar, than it will be to go through and change individual skills continuously, and hopefully it will finally give them time to bring us new systems of combat and abilities to work with.
TL;DR
Bring back Hard Caps
- Makes Hybrid builds viable
- Makes Armour choices more diverse
- Makes CP choice work with what you need based on your play style and not just BiS stats.
- Continues to provide a sense of progression, but with an end cap.
- Mitigates some of the DPS discrepancy caused due to Animation Cancelling (A bug that became a feature due to ZOS being unable to fix it), thus, lowering the ceiling without destroying the middle tier players dps.
@ZOS_Gilliam @ZOS_BrianWheeler @ZOS_RichLambert
I do hope this is something you guys are actually considering while you figure out what you are doing with the CP.
Hard capping DPS is quite literally the most awful idea I've ever seen on these forums.
I disagree with hard capping stats in general, but hard capping DPS is ridiculous. You're completely throwing skill out the window at that point. People do more DPS because they practice more and they have better group support. We're already all on a level playing field. Everyone can get the same gear and the same CP without any extraordinary effort. The only differentiating factor is the stuff that does take effort: combat skill (a function of research and practice) and group synergy (a function of research and the hard work of team-building).
And you've got your ESO history and facts all wrong. CP was introduced in Update 6, in March of 2015, long before One Tamriel. The same update removed the "Overcharge" mechanic, which was the soft-capping system that had been in place since beta. There were never hard caps on stats like max magicka, crit, weapon damage, etc., unless they were there in very early alpha/beta before I started playing.
Oy vey.
Now... see here... I called them soft caps before.. then you tell me they are hard caps... the hell man... They are Caps I don't give a flying frack if they are hard or soft.
And sadly.... Animation Cancelling in this game is one of the biggest contributors to the dps differential for Moderate players and the Elite end game. I can a rotation and everything else that matches, but because I can't animation cancel because of lag, or because of back end programs that cause lag, my dps is much much lower than those players that use macros or have no lag issues. There has to be something in this game to mitigate a mechanic that was never intented to be in this game and is unfixable. There must be a way to mitigate the dps difference this mechanic causes.
Capping DPS is going to be the only way to stop the Creep!! It will stop the nerfs and put everyone on a level playing field. It mitigates the dps difference caused by Animation Cancelling.
The problem is the fact that people don't care if other players are nerfed or other players are affected as long as they aren't.
Hard Capping DPS will not prevent players from being able to complete the HM Trials. It will make paying attention to Mechanics actually necessary for faster complete times, rather than bypassing mechanics due to a super high DPS. Which is the reason why we've been nerfed into the ground several times before. And those type of nerfs need to stop happening, as they do nothing but hurt the middle tiered players. It does nothing to hurt the end game elite players and does very little to raise the floor tiered players up.
A 35-40k DPS CAP won't hurt overland content completion. It won't hurt HM Vet Dungeon completion. It won't hurt any PVP dps. The ONLY thing a DPS Cap hurts is End Game Raiding!!! It forces these players to play with the mechanics instead of stack and burn!! There is absolutely no need to have more than 45k DPS is this game at this point. NONE whatsoever!!! Only the Epeen measurers want DPS to keep going up.
And it doesn't mean that ZOS can't raise that cap at any time when they release new content, if they go back to making it harder.
You want CP gone; I don't.
I want a DPS Cap to keep CP; you don't.
You're not going to convince me otherwise.
I'd rather see the top 1% of this game leave, than the middle 30% (or whatever number there are) who keep getting nerfed because of that 1%. Looking at you Hodor.
If the Power Creep due to CP is the issue, then a DPS Cap will do that. Outright. There is a finish line. Then the rest of the CP can be used to flesh out your character build to play the way you want, instead of being forced into a cookie cutter build while remaining somewhat viable.
It's a solution to taking care of said power creep while also keeping the CP system, vertical and horizontal progression and completely opening up diversity to the game.
So I'm done going back and forth with you now Liquid Pony.... You won't change my mind... I won't change yours.
All I see from your arguments now is... take their power away, but don't take my power away. Find a different system that does the same thing, but doesn't resolve the issue.. Don't lower my ceiling and put me in the same group with everyone else!
I'd rather have a solution that actually benefits the 98% of the players in this game, rather than benefiting only the best 2% who can take advantage of mechanics that were unfixable bugs! and later called features.
You got a pretty shallow definition of what unique and powerfull means. No they are not unique. All classes got repeatedly nerfed to compensate for the power u gain through cp and gear. They are shadows of theirselves at this point.VanyelMohr wrote: »
Yolokin_Swagonborn wrote: »I'd like to see some sort of end game progression line added with some interesting, even non-combat skills we can earn that give us something to do if they want to get rid of CP totally.
It's nice earning stuff like harvesting, or a little rez bonus, etc. more than just flat buffs and bonuses to entire swaths of damage.
There are plenty of really cool endgame perks you could add instead of just more damage, more healing, etc. Here's an example.
Beastmaster perk. Prevents low level enemies in base game zones from attacking or aggroing on you when you walk by. Would be nice to not have a low level wolf or bandit always decide to pick a fight with me that they will always lose. Plus it would make you feel like a boss going into low zones where they know not to mess with you. Immersive, useful, respectful of your progression, and fun. that is what the champ system should be.
Imagine farming crafting nodes with no pesky critters attacking you. Because they fear you based on your champion level.
The CP will be raised for the next chaper, just not for this DLC.
Also they will not be taking CP away, to many players have to much time vested in it, it would be one of the few things that really would kill this game.
This same BS line of complianing was around when we had Veteran Ranks. When they announced it was going away those short sighted cheered believing that was the end of vertical prograssion. I warned them then that it would never happen and that what will happen will just be another system of vertical progression, well sure enough we got CP.
It seems I get to say this again, mark my words we will either see another CP increase OR just another vertical progression system, either way you will always have some sort of leveling system to chase after.
No MMORPG can survive without some sort of vertical progression, wether you like this or not it is just a fact, the nature of the beast so to speak.
You can bet on this.
Quite sad about this
They remove cp power creep but keep gear induced power creep
So what reason do we have playing? No progression ? No pvp due to bad performance?
That does not look fun
VanyelMohr wrote: »
You got a pretty shallow definition of what unique and powerfull means. No they are not unique. All classes got repeatedly nerfed to compensate for the power u gain through cp and gear. They are shadows of theirselves at this point.
generalmyrick wrote: »people worked hard for those points...i like not having to have a group of friends to solo things like IC world bosses....
Neoicelord wrote: »Then what is the point in even playing the game? i play mmorpgs to get STRONGER as i do more content, if this entire "expansion" is just for lore/story and not for increasing my toon's power, i am done. Sick of mmorpgs being dumbed down for the mainstream/casual people.
I dont like this new trend,where apparantly,every mmoRPG has to be a moba without real character progression,please dont make this become a second guild wars 2
Having next to no character progression was one of the reasons i left,it was simply a online dress up game.
Even wow adjusted stats for pvp,up to the point where they dont give a huge stat boost anymore.
There are already non-cp bg,s and campaigns,i hope they are not making the game too casual friendly by removing the whole cp system and replacing it with,,non combat perks''.
Its a mmorpg afterall,and a important core aspect of those,is to become stronger over time and it wasnt a issue in the past.
But over the last few years it suddenly became a bad thing for some reason,it looks like people forgot what it means to put time and effort into a mmo,or they got spoiled by the latest moba wave and gw2.
What comes next?
Giving everyone the same gear sets for pvp?
Handing out the same kind of potions to everyone who joins a bg and not allow him to use others so its,,balanced''?
This is absolute nonsense,the grind for power is a important part of mmorpg tradition and there are already less and less games who have it.
Seems,people like me are running out of games to play because today,the majority of people who play mmo,s consist of casuals who dont want to invest time into their hobby and think everything should be handed to them on a silver plate,they dont know the joy of FINALLY getting a very rare item you worked very hard for,or finally unlocking that amazing skill that motivated you to lvl up for a long time or whatever the game in question has to offer for the playerbase to unlock.
Looking forward to the negative,,critic''of triggered casuals....
Really,i dont have a problem with them under normal circumstances,but they ruin gaming for the people who are really passionate about it,ive seen it happen in too many games already and thats also why im allergic to threads like this.
BlazingDynamo wrote: »There goes the end game progression. What seperates the hardcore from the casuals. Lazy fix is right.
CP doesn't separate the casuals from the hardcore. It just separates the ultra-casuals from the casuals. It is already trivially easy to hit max CP.