
There should always be a gap between low and high. A new player shouldn't be able to come near a long time player in cp.
I always knew when ZOS would finally announce the new CP system it would turn a lot of people sour, naturally.
I really wish I could join in with discussions on how I feel about it but since I don't have access to the PTS us console players will be left in the lurk for another 6 weeks. I've heard a lot of mixed reviews so far and that for sure adds to our confusion on such a huge change to our game.
There should always be a gap between low and high. A new player shouldn't be able to come near a long time player in cp.
There is a major difference between a new player being less powerful than an experienced player, and someone who has an abundance of time to grind on their hands being vastly more powerful than a player who can only play every now and then.
I have a lot of time in the game. However, nowadays I don't get to play a soften due to being busy with other stuff (work etc) and if that means me, having only 1000CP, can't remotely compete with someone who had the time to grind to 2000+CP purely because they have objectively higher stats then the system rework has failed.
Dark_Lord_Kuro wrote: »There should always be a gap between low and high. A new player shouldn't be able to come near a long time player in cp.
There is a major difference between a new player being less powerful than an experienced player, and someone who has an abundance of time to grind on their hands being vastly more powerful than a player who can only play every now and then.
I have a lot of time in the game. However, nowadays I don't get to play a soften due to being busy with other stuff (work etc) and if that means me, having only 1000CP, can't remotely compete with someone who had the time to grind to 2000+CP purely because they have objectively higher stats then the system rework has failed.
You shouldn't be able to compete with someone that as twice your level no matter what
Dark_Lord_Kuro wrote: »
You shouldn't be able to compete with someone that as twice your level no matter what
Dark_Lord_Kuro wrote: »There should always be a gap between low and high. A new player shouldn't be able to come near a long time player in cp.
There is a major difference between a new player being less powerful than an experienced player, and someone who has an abundance of time to grind on their hands being vastly more powerful than a player who can only play every now and then.
I have a lot of time in the game. However, nowadays I don't get to play a soften due to being busy with other stuff (work etc) and if that means me, having only 1000CP, can't remotely compete with someone who had the time to grind to 2000+CP purely because they have objectively higher stats then the system rework has failed.
You shouldn't be able to compete with someone that as twice your level no matter what
earning more CP simply allows you to choose new different options rather than simply making you stronger.
I honestly didn't analyze red and blue CP trees enough (no interest to do it until EU is copied on PTS), but I absolutely love new green treeEarning more CP allows me to do exactly that: get new options
After I grind more CPs once the patch is on live server, I will be able to Increase my mount's movement speed by up to 10%, permanently get the double drops from resource nodes, get few awesome perks for my thieves (increase quality/chance to get higher quality items from pickpocketing, get invisibility after using Blade of Woe, increase cost of fenced items by 15%) etc
It's only somewhat annoying that current useful passives (increasing speed of gathering crafting resources, increasing quality of loot in treasure chests etc) will take much more CPs to unlock in new update... But I will gladly grind more mobs and random BGs to have (max on PTS) 100% chance to get double crafting resources over (max on live) 10% chance
There should always be a gap between low and high. A new player shouldn't be able to come near a long time player in cp.
There is a major difference between a new player being less powerful than an experienced player, and someone who has an abundance of time to grind on their hands being vastly more powerful than a player who can only play every now and then.
I have a lot of time in the game. However, nowadays I don't get to play a soften due to being busy with other stuff (work etc) and if that means me, having only 1000CP, can't remotely compete with someone who had the time to grind to 2000+CP purely because they have objectively higher stats then the system rework has failed.
Regardless of what they have/will say. The CP rework has very little to do with a power gap, or progression, if at all. That's just marketing bullet points.
It's quite clear from the new system it's main purpose is to address performance more than anything. Second on the list would be to add to the grind, or in dev speak "longevity" of the game.
In all honestly, the more I look at CP 2.0 the more I don't see any difference what so ever to CP 1.0 other than a huge hidden nerf to what we currently have and a more convoluted system of perks that are very confusing to follow rather than being simplistic and understandable.
Frankly, it looks like someone slapped together something at the last minute to adhere to a planned nerfing of a system in an effort to force new players to the Crown Store to buy a catch up mechanic and more XP scrolls and other items.
I don't see any true balance in this system at all.
It's time for ZOS to accept the fact they cannot properly balance this game without completely separating pvp and pve.
Regardless of what they have/will say. The CP rework has very little to do with a power gap, or progression, if at all. That's just marketing bullet points.
It's quite clear from the new system it's main purpose is to address performance more than anything. Second on the list would be to add to the grind, or in dev speak "longevity" of the game.
I agree, most of the changes seem to be to reduce server calculations in most areas, changing to lots of flat stat increases instead of percentages.
Coz its MMO RPG game. Scratch thats. Its multiplayer game. Time invested creates gap be it gear gap, level gap or individual skill gap. The less is individual skill part of the gap the more are other tools. Some of the most competitive games like Dota2 or CSGO base their gap on 100% individual skill (not counting gap created from poor person HW and next gen machine) the more casual games introduce gap from time investment into gear or abilities or just pure levels that say how strong you are.
No gap means no players.
Coz its MMO RPG game. Scratch thats. Its multiplayer game. Time invested creates gap be it gear gap, level gap or individual skill gap. The less is individual skill part of the gap the more are other tools. Some of the most competitive games like Dota2 or CSGO base their gap on 100% individual skill (not counting gap created from poor person HW and next gen machine) the more casual games introduce gap from time investment into gear or abilities or just pure levels that say how strong you are.
No gap means no players.
No noooothe aim was less stars, so less calculations on server, thats why we have in addition to the 8 combat related slottable stars, we have 16 passive stars in the warfare tree!