trackdemon5512 wrote: »Why would you need a CP conversion? If you haven't been playing the game then that's on you.
trackdemon5512 wrote: »Why would you need a CP conversion? If you haven't been playing the game then that's on you.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
VaranisArano wrote: »trackdemon5512 wrote: »Why would you need a CP conversion? If you haven't been playing the game then that's on you.
That's kind of an odd one. I've got around 1000 CP, which is well above the current cap of 810, but well below the future cap of 3600.
When I play a lot, it's PVP. So while my AP per hour is fairly decent, it's not exactly stellar EXP gains compared to most PVE content, you know?
I've been playing through the last several Events with double exp, but honestly I didn't bother grabbing the EXP buff. Why bother? Since I've got around 1000 CP, there wasn't much point to getting more CP. Until now, that is.
Likewise, I've got a stockpile of EXP scrolls from daily logins because there wasn't any point to using them. Until now, that is.
So it's not necessarily the case that players over CP 810 haven't been playing the game. Its just that once we hit CP 810, the urgency of grinding out those additional CP over the cap kinda goes away.
I'm not super thrilled to be going from 100% of the old system to around 30% or so of the new system. I suppose it's good for new players that relatively few players are going to start off in the stratosphere, CP-wise. For myself, I don't particularly care to do the exp-grinding activities like dolmen-running, skyreach runs, or regularly doing a bunch of dailies instead of playing the content I want to do that's more enjoyable but less lucrative in exp.
Current players playing the game beyond cp810 are doing simply just that, time invested for playing the game. It's not the same as time invested totally for cp grinding that it is owed to them a conversion, because there wasn't or isn't a benefit to cp grinding under current cp system, rather cp keeps increase as a by product.
Old and new players should be given the same cp progression rate under the new system to let players gradually fill the spectrum up to cp 3600 and not have old players skip ahead and leave a vacuum in between with new players playing catch up. That leaves an inbalance in the player base when the new system takes effect.
Current players playing the game beyond cp810 are doing simply just that, time invested for playing the game. It's not the same as time invested totally for cp grinding that it is owed to them a conversion, because there wasn't or isn't a benefit to cp grinding under current cp system, rather cp keeps increase as a by product.
Old and new players should be given the same cp progression rate under the new system to let players gradually fill the spectrum up to cp 3600 and not have old players skip ahead and leave a vacuum in between with new players playing catch up. That leaves an inbalance in the player base when the new system takes effect.
How is anyone skipping ahead, every CP has been earned by time and effort. I do not get the morality of taking away from one group to give to another group?
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
Considering we haven’t raised the cap by 30 per patch in quite some time, we adjusted the CP curve to accommodate for that difference with a focus on speeding up the gain between 810 CP and roughly 1200 CP. This means you’ll gain CP levels faster at lower levels, and the rate at which you gain CP between 810 and 1200 (ish) will be slightly faster than how it is now with CP 1.0. After 1200 CP or so, the CP gain rate will feel about the same as it did in CP 1.0 once you reached higher ranks.
markulrich1966 wrote: »Matt explained it today in an interview in the german bethesda twitch stream.
The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.
So with 1200 you will be at 100% of the maximum damage that can be reached.
In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.
Well if it's true I imagine it will be like morrowind and the mass exodus of endgame players
markulrich1966 wrote: »Matt explained it today in an interview in the german bethesda twitch stream.
The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.
So with 1200 you will be at 100% of the maximum damage that can be reached.
In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.
markulrich1966 wrote: »Matt explained it today in an interview in the german bethesda twitch stream.
The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.
So with 1200 you will be at 100% of the maximum damage that can be reached.
In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.
If you actually look at the CP nodes, that is demonstrably false:
In the blue constellation there are several non-slottable passives that have a direct impact on damage. They add up to well more than 400 CP, which is the maximum investable blue points on an account with 1200 total CP. Then there are things that indirectly help damage, which shouldn’t be ignored either if we’re interested in maximizing overall damage.
Here’s a stamina dps example:
50 in Piercing, 100 in Battle Mastery, and 30 in Mighty require 180 total points in just the one minimage alone. They’re all non-slotted passives that directly improve damage done.
Then there’s 50 required in the non-slotted Tireless Discipline for more maximum stamina, and 50 more CP are required in Precision for the extra crit rating.
Now we’re at 280 CP required for non-slotted passives but need to add 200 more for maximizing four actively slotted nodes, which exceeds the quoted limit of 400 total blue points by 80.
(One could argue that the extra 80 points in Battle Mastery isn’t going to make a huge difference, but the claim was about maximizing damage in absolute terms, and applying status effects more frequently certainly qualifies as doing that.)
Then we’ve also ignored several non-slotted passives that stand to raise average damage indirectly by helping to prevent a serious case of floorparsing (a.k.a. “dead dps does no dps”). Every bit of damage mitigation helps survivability, which in turn helps damage done. The other minimage can cost up to 200 CP for maximum passive (non-slotted) benefit there.
1200 may be a nice round number to get the majority of the benefits of the new system, but it is not the absolute vertical limit.
YandereGirlfriend wrote: »markulrich1966 wrote: »Matt explained it today in an interview in the german bethesda twitch stream.
The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.
So with 1200 you will be at 100% of the maximum damage that can be reached.
In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.
If you actually look at the CP nodes, that is demonstrably false:
In the blue constellation there are several non-slottable passives that have a direct impact on damage. They add up to well more than 400 CP, which is the maximum investable blue points on an account with 1200 total CP. Then there are things that indirectly help damage, which shouldn’t be ignored either if we’re interested in maximizing overall damage.
Here’s a stamina dps example:
50 in Piercing, 100 in Battle Mastery, and 30 in Mighty require 180 total points in just the one minimage alone. They’re all non-slotted passives that directly improve damage done.
Then there’s 50 required in the non-slotted Tireless Discipline for more maximum stamina, and 50 more CP are required in Precision for the extra crit rating.
Now we’re at 280 CP required for non-slotted passives but need to add 200 more for maximizing four actively slotted nodes, which exceeds the quoted limit of 400 total blue points by 80.
(One could argue that the extra 80 points in Battle Mastery isn’t going to make a huge difference, but the claim was about maximizing damage in absolute terms, and applying status effects more frequently certainly qualifies as doing that.)
Then we’ve also ignored several non-slotted passives that stand to raise average damage indirectly by helping to prevent a serious case of floorparsing (a.k.a. “dead dps does no dps”). Every bit of damage mitigation helps survivability, which in turn helps damage done. The other minimage can cost up to 200 CP for maximum passive (non-slotted) benefit there.
1200 may be a nice round number to get the majority of the benefits of the new system, but it is not the absolute vertical limit.
The Stamina star is hardly going to make-or-break your DPS though. It provides, what, 1350 Stamina? That translates into 1350 / 10.5 = 129 Weapon Damage equivalent which is likely something like 1% DPS. Nearly any player would realize a substantially larger gain simply by improving their LA weaving ratio.
The mitigation argument is true at some level but I fear that it strays close to the mentality where extreme DPS simply allows you to skip mechanics that are otherwise intended to be followed by the developers. It also reads as a call to arms against the idea of having healers return to actually being healers (as opposed to merely 'buff bots') and tanks to a more active role in protecting their groups and wearing safety sets rather than simply being vehicles for additional damage-support sets.
Such a return to the classic RPG trinity (in my eyes) would hardly be the worst thing for the game.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
Imagine the gap between new and old players if they did convert CP.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
Imagine the gap between new and old players if they did convert CP.
And whats the problem if theres a gap? Isnt zos saying past 1200 is just convenience?
So? Then why nerf that convenience for old players? We can'thave that? But the new ones can reach 1200 faster than we never had...?? I dont wanna be stronger or make the new players leveling slowly with a conversion. I want equality.
So if I get this right, there is an argument being made that new players/existing players should
need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
Imagine the gap between new and old players if they did convert CP.
And whats the problem if theres a gap? Isnt zos saying past 1200 is just convenience?
So? Then why nerf that convenience for old players? We can'thave that? But the new ones can reach 1200 faster than we never had...?? I dont wanna be stronger or make the new players leveling slowly with a conversion. I want equality.