This, each CP increase round has less and less impact because the most important passives are filled out and diminishing effectPeople blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
WuffyCerulei wrote: »In things like level scaling and whatnot, the CP power creep is pretty obvious. The cp160 scaling in all of Tamriel was introduced with Tamriel, and the cap was only 561, only a couple patches when they did away with vet ranks and started raising the cap 501. And now that cap’s over 800. So yeah, I think it has a lot to do with the power creep. Hopefull the stop on raising the cap will help ease it.
Facefister wrote: »
Being able to kill things instantly isn't the only form of power creep, especially in PVP, which is honestly where the power creep is at its worst, and so is what I'll be talking about.
The problem with CP is that due to the way everything is set up, it offers no meaningful choice between various aspects of your build. You can freely use CP to make up for certain aspects of your build that you've neglected, such as your damage, healing, mitigation, sustain, etc. This has led to players being able to rock 2 full 5-piece damage sets with either a damage or a utility monster set, buffed via CP, while being able to sustain adequately, heal indefinitely, take a ton of damage via both pure mitigation and extra health (often 3-4k more than non-CP, which is huge), on top of the "perks" available through CP.
Comparatively, in non-CP, you'd have to specifically build for each of these. In non-CP, I've noticed builds often balance themselves around three main aspects: damage, sustain, mitigation. By building for one, you're losing some of the other two. The most common setup in non-CP is a damage/sustain build, where you build for both damage and sustain, usually by using one 5-piece damage set, and another 5-piece sustain set. There's also damage/mitigation, which is what I'm experimenting with on my magDK, however you lose out on sustain, so you have to be careful with your magicka/stamina. And finally there's sustain/mitigation, which is typically found on healers and tanks, which obviously don't build for damage.
Builds are a lot more balanced in non-CP, with very important choices having to be made when building for non-CP. Each build has strengths and weaknesses, and you have to work around them, both as the user and the opponent.
If CP is going to be balanced, it has to offer meaningful choices when building your character. You should be able to pick between pure damage, pure sustain, pure mitigation, pure healing, or a mix.
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
Facefister wrote: »Now we're blaming animation canceling? The majority of the DDs are bad, and when they get called out, they do all kinds of mental gymnastics about why their 10k dps is better than 40k dps.
I think no-CP PvP is just much worse than CP one. That’s mostly because game balancing is made with CP in mind.
The worst aspect about CP(and newer sets) is that old content gets dumb easy. They are rarely updated, while we get very strong sets and such. Maelstrom, which was hellish, is now a pie. As are trials that used to be much worse(like MoL, which may not be a pie, but is much easier than when it was released).
Think CP is far stronger in PvP than in PvE as migration and mobility is critical but far less important in PvE.Being able to kill things instantly isn't the only form of power creep, especially in PVP, which is honestly where the power creep is at its worst, and so is what I'll be talking about.
The problem with CP is that due to the way everything is set up, it offers no meaningful choice between various aspects of your build. You can freely use CP to make up for certain aspects of your build that you've neglected, such as your damage, healing, mitigation, sustain, etc. This has led to players being able to rock 2 full 5-piece damage sets with either a damage or a utility monster set, buffed via CP, while being able to sustain adequately, heal indefinitely, take a ton of damage via both pure mitigation and extra health (often 3-4k more than non-CP, which is huge), on top of the "perks" available through CP.
Comparatively, in non-CP, you'd have to specifically build for each of these. In non-CP, I've noticed builds often balance themselves around three main aspects: damage, sustain, mitigation. By building for one, you're losing some of the other two. The most common setup in non-CP is a damage/sustain build, where you build for both damage and sustain, usually by using one 5-piece damage set, and another 5-piece sustain set. There's also damage/mitigation, which is what I'm experimenting with on my magDK, however you lose out on sustain, so you have to be careful with your magicka/stamina. And finally there's sustain/mitigation, which is typically found on healers and tanks, which obviously don't build for damage.
Builds are a lot more balanced in non-CP, with very important choices having to be made when building for non-CP. Each build has strengths and weaknesses, and you have to work around them, both as the user and the opponent.
If CP is going to be balanced, it has to offer meaningful choices when building your character. You should be able to pick between pure damage, pure sustain, pure mitigation, pure healing, or a mix.
Well, what I mean about vMA is that, if you build correctly for it, it is not going to be difficult at all after you learn mechanics.I think no-CP PvP is just much worse than CP one. That’s mostly because game balancing is made with CP in mind.
The worst aspect about CP(and newer sets) is that old content gets dumb easy. They are rarely updated, while we get very strong sets and such. Maelstrom, which was hellish, is now a pie. As are trials that used to be much worse(like MoL, which may not be a pie, but is much easier than when it was released).
I mean old content should be easier as time goes on. Main reason being is people don't really play old content. On FFxiv we had extreme trials right and savage raids, recently they added a party finder option to do it at your ilevel because people just werent playing the content anymore and now people play old stuff for completions and still have the option to duty find old content at harder levels. Hey now VMA isn't that easy. Easier sure. You still can make mistakes and lose and get overwelmed. If anything VMA is the only chunk of content that has aged well even with CP increases.
Just out of curiosity, wouldn't larger health pools on enemies counteract power creep?
Well, what I mean about vMA is that, if you build correctly for it, it is not going to be difficult at all after you learn mechanics.I think no-CP PvP is just much worse than CP one. That’s mostly because game balancing is made with CP in mind.
The worst aspect about CP(and newer sets) is that old content gets dumb easy. They are rarely updated, while we get very strong sets and such. Maelstrom, which was hellish, is now a pie. As are trials that used to be much worse(like MoL, which may not be a pie, but is much easier than when it was released).
I mean old content should be easier as time goes on. Main reason being is people don't really play old content. On FFxiv we had extreme trials right and savage raids, recently they added a party finder option to do it at your ilevel because people just werent playing the content anymore and now people play old stuff for completions and still have the option to duty find old content at harder levels. Hey now VMA isn't that easy. Easier sure. You still can make mistakes and lose and get overwelmed. If anything VMA is the only chunk of content that has aged well even with CP increases.
When it came out, you had to build with considerable defenses and offenses; now, you just build full offense with some sort of self-healing, like vigor. That’s because CP increased mitigation by very significant margins, while also increasing your damage - that means things take longer to kill you AND you kill them faster.
With it, pulling 50-60K DPS on a 10 second burst is completely possible, while 40K was very hard back in the day. Also, you had to keep an eye on how much damage you were taking, stopping to heal on multiple occasions. The only arena where I’m overwhelmed by damage is the fifth, at boss, because the very high DPS makes a bunch of adds spawn. A single sigil of defense solves the problem completely.
Joy_Division wrote: »Just out of curiosity, wouldn't larger health pools on enemies counteract power creep?
It's more complicated than that because CP affects things like our base stat pools and damage mitigation.. Doing so would just drag out a lot of fights without necessarily making them more challenging.
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
Yeah definitely new gear is an issue when same character in julianos+TBS+skoria is doing 15k+ more DPS right now then it was doing back then during orsinium update when julianos was introduced , mundus stones used for TBS were stronger and 501 CP cap newly added. Not even mentioning about current vs back then survivability.
Definitely an issue with new gear...
Just out of curiosity, wouldn't larger health pools on enemies counteract power creep?
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
Yeah definitely new gear is an issue when same character in julianos+TBS+skoria is doing 15k+ more DPS right now then it was doing back then during orsinium update when julianos was introduced , mundus stones used for TBS were stronger and 501 CP cap newly added. Not even mentioning about current vs back then survivability.
Definitely an issue with new gear...
Yeah but where is this actually in issue or no youre doing to well on your dps needs nerfed.
Joy_Division wrote: »Just out of curiosity, wouldn't larger health pools on enemies counteract power creep?
It's more complicated than that because CP affects things like our base stat pools and damage mitigation.. Doing so would just drag out a lot of fights without necessarily making them more challenging.
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
Yeah definitely new gear is an issue when same character in julianos+TBS+skoria is doing 15k+ more DPS right now then it was doing back then during orsinium update when julianos was introduced , mundus stones used for TBS were stronger and 501 CP cap newly added. Not even mentioning about current vs back then survivability.
Definitely an issue with new gear...
Yeah but where is this actually in issue or no youre doing to well on your dps needs nerfed.
Read once more including both comments so maybe You wont miss the point second time. My post had context which You've missed by reading only it without the post I responded on.
People blame CP for the creep
I blame new introduced gear ... and they wont stop doing that
For me that cp thing is just a smoke screen
Adding new gear and ways to make your character more powerful are essential to the long-term success of any RPG. When characters stagnate - that's when players get bored and find something else to play.
The problem with this game is they don't build any of the new areas with higher level characters in mind. They are balanced for low level characters just starting out.
They need to add veteran zones or something akin to that - areas that are actually balanced for higher level characters.
Facefister wrote: »Now we're blaming animation canceling? The majority of the DDs are bad, and when they get called out, they do all kinds of mental gymnastics about why their 10k dps is better than 40k dps.
Im saying it should be easier to average 40k dps and use animation cancelling to get 80k plus. Its backwards when cancelling is needed to hit 40k plus dps. Its funny top players complain about power creep and yet allow a system that really only benifits them to be on top. This is the first community I've been in where I think the elite are wrong. And that's coming from a top 200 1 percent Halo player.