Ishtarknows wrote: »People aren't going to be grinding forever, it's a temporary thing until they reach whatever point they feel they need. We're in the middle of 3 weeks worth of double xp so anyone who cares will be taking advantage now. Things will slow down soon.
On console trials are so broken teams aren't running right now and I know of a number of people for whom this is the straw that broke them so there's fewer people about in general. Once we get a fix hopefully it'll be business as usual.
Ishtarknows wrote: »People aren't going to be grinding forever, it's a temporary thing until they reach whatever point they feel they need. We're in the middle of 3 weeks worth of double xp so anyone who cares will be taking advantage now. Things will slow down soon.
On console trials are so broken teams aren't running right now and I know of a number of people for whom this is the straw that broke them so there's fewer people about in general. Once we get a fix hopefully it'll be business as usual.
trackdemon5512 wrote: »It’s becoming clear that the current state of affairs isn’t sustainable. We are back to Craglorn post patch where many players are straight grinding for CP in the belief that maxing out will provide the ultimate combat benefit. The belief that having 1% dmg reduction through the investment of 10 CP points is the be all, end all to who wins and loses in combat. The belief that you have to have everything unlocked to be actually competitive in this game and that even so we should have more slottable CP abilities active at once.
All of this is dictating a shift in behavior to the aforementioned Craglorn grind where back when VR was a thing players spent their time just in Craglorn instances for leveling. It would be one thing if this grind was a quick behavior change but that can’t possibly be so. The number differences are too great, assumptions are incorrect, and the constant adding of newer players means ppl will always be grinding.
What we have now is a populace that now only focuses leveling in specific places and instances rather than engaging with the game world at large. Want to do a trial? Sorry the ppl are grinding here. What about PvP, care to do Cyro or a BG? Sorry not enough XP there. Want to do a dungeon? Sorry, still grinding. Well then I guess I should grind too.
That can’t be and it’s partly why a CP cap was instituted in the first place after the 1.0 system was created. Too many combat disparities and too many people just grinding. So what’s going to happen?
Is XP from sources going to be buffed significantly so as to deter ppl from grinding specific instances? That could minimize grinding a bit but there will still be those that just focus on whatever maximizes gain with as little effort as possible.
Is CP going to be artificially capped again? Also a possibility. 1800 is the curve cap but what’s to say that it won’t become just the hard available cap the same way 810 was previously? That would bring us back to the same issues we had before with build similarities unless the CP bonuses themselves were again reworked.
What about lowering the combat potential max? Currently players are screaming that they need to be 2400 or so to be competitive in PVP. A completely ridiculous assertion but that’s not going to deter them from grinding. So what happens, do we squash the max combat potential from 2400 to 1500 and ensure from that point on you can’t increase your combat potential?
I’m throwing these out there because something has to give. Straight XP/loot grinding kills the social aspect of games like this. It’s why XP nerfs are instituted and motifs/furnishing plans are limited to 1-a-day.
trackdemon5512 wrote: »Ishtarknows wrote: »People aren't going to be grinding forever, it's a temporary thing until they reach whatever point they feel they need. We're in the middle of 3 weeks worth of double xp so anyone who cares will be taking advantage now. Things will slow down soon.
On console trials are so broken teams aren't running right now and I know of a number of people for whom this is the straw that broke them so there's fewer people about in general. Once we get a fix hopefully it'll be business as usual.
Yes we are in the middle of an XP bonus event. The XP gained isn’t enough to satiate players. The forums are constantly getting posts about how the CP grind is a bore and that’s what players are focused on. Just because anniversary ends and with it 2x XP doesn’t mean that the behavior change will as well. It started well on PC before the events and guaranteed to go on well after the events.
furiouslog wrote: »trackdemon5512 wrote: »It’s becoming clear that the current state of affairs isn’t sustainable. We are back to Craglorn post patch where many players are straight grinding for CP in the belief that maxing out will provide the ultimate combat benefit. The belief that having 1% dmg reduction through the investment of 10 CP points is the be all, end all to who wins and loses in combat. The belief that you have to have everything unlocked to be actually competitive in this game and that even so we should have more slottable CP abilities active at once.
All of this is dictating a shift in behavior to the aforementioned Craglorn grind where back when VR was a thing players spent their time just in Craglorn instances for leveling. It would be one thing if this grind was a quick behavior change but that can’t possibly be so. The number differences are too great, assumptions are incorrect, and the constant adding of newer players means ppl will always be grinding.
What we have now is a populace that now only focuses leveling in specific places and instances rather than engaging with the game world at large. Want to do a trial? Sorry the ppl are grinding here. What about PvP, care to do Cyro or a BG? Sorry not enough XP there. Want to do a dungeon? Sorry, still grinding. Well then I guess I should grind too.
That can’t be and it’s partly why a CP cap was instituted in the first place after the 1.0 system was created. Too many combat disparities and too many people just grinding. So what’s going to happen?
Is XP from sources going to be buffed significantly so as to deter ppl from grinding specific instances? That could minimize grinding a bit but there will still be those that just focus on whatever maximizes gain with as little effort as possible.
Is CP going to be artificially capped again? Also a possibility. 1800 is the curve cap but what’s to say that it won’t become just the hard available cap the same way 810 was previously? That would bring us back to the same issues we had before with build similarities unless the CP bonuses themselves were again reworked.
What about lowering the combat potential max? Currently players are screaming that they need to be 2400 or so to be competitive in PVP. A completely ridiculous assertion but that’s not going to deter them from grinding. So what happens, do we squash the max combat potential from 2400 to 1500 and ensure from that point on you can’t increase your combat potential?
I’m throwing these out there because something has to give. Straight XP/loot grinding kills the social aspect of games like this. It’s why XP nerfs are instituted and motifs/furnishing plans are limited to 1-a-day.
I see that you've finally accepted that the bad thing that I said was going to happen, happened.
Of course, you appear to pin the blame of the bad thing on player ignorance, not to an actual reduction in ability, right? In CP PVP campaigns, all of those players are going to max out no matter what anyone does. They are competitive. In trial endgame, it's a different issue, but trial guilds have set the CP bars for entry pretty high, suggesting minimum viable ability requirements higher than advertised. Are they mistaken or is that based on their considerable experience? Would a hard cap solve that issue or make it worse?
All of this grinding is because of the event buffs. Once the events are over, the dust will settle, and little will have changed for new players, because the barriers to entry for all of this have basically stayed the same as a function of playing time, and vets will have sunk hours into getting where they think they need to be, while the new players don't have the resources and contacts to take full advantage of the buffs and time to close their own power gaps.
trackdemon5512 wrote: »furiouslog wrote: »trackdemon5512 wrote: »It’s becoming clear that the current state of affairs isn’t sustainable. We are back to Craglorn post patch where many players are straight grinding for CP in the belief that maxing out will provide the ultimate combat benefit. The belief that having 1% dmg reduction through the investment of 10 CP points is the be all, end all to who wins and loses in combat. The belief that you have to have everything unlocked to be actually competitive in this game and that even so we should have more slottable CP abilities active at once.
All of this is dictating a shift in behavior to the aforementioned Craglorn grind where back when VR was a thing players spent their time just in Craglorn instances for leveling. It would be one thing if this grind was a quick behavior change but that can’t possibly be so. The number differences are too great, assumptions are incorrect, and the constant adding of newer players means ppl will always be grinding.
What we have now is a populace that now only focuses leveling in specific places and instances rather than engaging with the game world at large. Want to do a trial? Sorry the ppl are grinding here. What about PvP, care to do Cyro or a BG? Sorry not enough XP there. Want to do a dungeon? Sorry, still grinding. Well then I guess I should grind too.
That can’t be and it’s partly why a CP cap was instituted in the first place after the 1.0 system was created. Too many combat disparities and too many people just grinding. So what’s going to happen?
Is XP from sources going to be buffed significantly so as to deter ppl from grinding specific instances? That could minimize grinding a bit but there will still be those that just focus on whatever maximizes gain with as little effort as possible.
Is CP going to be artificially capped again? Also a possibility. 1800 is the curve cap but what’s to say that it won’t become just the hard available cap the same way 810 was previously? That would bring us back to the same issues we had before with build similarities unless the CP bonuses themselves were again reworked.
What about lowering the combat potential max? Currently players are screaming that they need to be 2400 or so to be competitive in PVP. A completely ridiculous assertion but that’s not going to deter them from grinding. So what happens, do we squash the max combat potential from 2400 to 1500 and ensure from that point on you can’t increase your combat potential?
I’m throwing these out there because something has to give. Straight XP/loot grinding kills the social aspect of games like this. It’s why XP nerfs are instituted and motifs/furnishing plans are limited to 1-a-day.
I see that you've finally accepted that the bad thing that I said was going to happen, happened.
Of course, you appear to pin the blame of the bad thing on player ignorance, not to an actual reduction in ability, right? In CP PVP campaigns, all of those players are going to max out no matter what anyone does. They are competitive. In trial endgame, it's a different issue, but trial guilds have set the CP bars for entry pretty high, suggesting minimum viable ability requirements higher than advertised. Are they mistaken or is that based on their considerable experience? Would a hard cap solve that issue or make it worse?
All of this grinding is because of the event buffs. Once the events are over, the dust will settle, and little will have changed for new players, because the barriers to entry for all of this have basically stayed the same as a function of playing time, and vets will have sunk hours into getting where they think they need to be, while the new players don't have the resources and contacts to take full advantage of the buffs and time to close their own power gaps.
The bad thing that I’m directing attention to basically is instance grinding which is pointless and ridiculous. The amount of time spent for slight (if any) competitive boosts doesn’t justify players spending entire days just sitting in a unique PVE instance just grinding XP instead of actually playing the game.
The game is a sub of all experiences. If you want a grind simulator you could design one for a phone, have tap to gain, add DLC that isn’t “pay to win”, and make tons of money. Looking at you Simpsons: Tapped Out.
But there are seriously complaints. Ppl aren’t buying anything but XP pots. Getting groups together for content can’t be done because ppl are just constantly grinding. How does it taper off? When the high-end community finishes? What then happens to the lower players? They’re encouraged then to grind as well and it becomes an ongoing cycle.
I knew the arguments about potential maxes were ridiculous from day one as this game is more about skill and knowledge than a summation of CP points. But that hasn’t stopped the ignorant from engaging in said ignorant behavior that affects everyone.
trackdemon5512 wrote: »furiouslog wrote: »trackdemon5512 wrote: »It’s becoming clear that the current state of affairs isn’t sustainable. We are back to Craglorn post patch where many players are straight grinding for CP in the belief that maxing out will provide the ultimate combat benefit. The belief that having 1% dmg reduction through the investment of 10 CP points is the be all, end all to who wins and loses in combat. The belief that you have to have everything unlocked to be actually competitive in this game and that even so we should have more slottable CP abilities active at once.
All of this is dictating a shift in behavior to the aforementioned Craglorn grind where back when VR was a thing players spent their time just in Craglorn instances for leveling. It would be one thing if this grind was a quick behavior change but that can’t possibly be so. The number differences are too great, assumptions are incorrect, and the constant adding of newer players means ppl will always be grinding.
What we have now is a populace that now only focuses leveling in specific places and instances rather than engaging with the game world at large. Want to do a trial? Sorry the ppl are grinding here. What about PvP, care to do Cyro or a BG? Sorry not enough XP there. Want to do a dungeon? Sorry, still grinding. Well then I guess I should grind too.
That can’t be and it’s partly why a CP cap was instituted in the first place after the 1.0 system was created. Too many combat disparities and too many people just grinding. So what’s going to happen?
Is XP from sources going to be buffed significantly so as to deter ppl from grinding specific instances? That could minimize grinding a bit but there will still be those that just focus on whatever maximizes gain with as little effort as possible.
Is CP going to be artificially capped again? Also a possibility. 1800 is the curve cap but what’s to say that it won’t become just the hard available cap the same way 810 was previously? That would bring us back to the same issues we had before with build similarities unless the CP bonuses themselves were again reworked.
What about lowering the combat potential max? Currently players are screaming that they need to be 2400 or so to be competitive in PVP. A completely ridiculous assertion but that’s not going to deter them from grinding. So what happens, do we squash the max combat potential from 2400 to 1500 and ensure from that point on you can’t increase your combat potential?
I’m throwing these out there because something has to give. Straight XP/loot grinding kills the social aspect of games like this. It’s why XP nerfs are instituted and motifs/furnishing plans are limited to 1-a-day.
I see that you've finally accepted that the bad thing that I said was going to happen, happened.
Of course, you appear to pin the blame of the bad thing on player ignorance, not to an actual reduction in ability, right? In CP PVP campaigns, all of those players are going to max out no matter what anyone does. They are competitive. In trial endgame, it's a different issue, but trial guilds have set the CP bars for entry pretty high, suggesting minimum viable ability requirements higher than advertised. Are they mistaken or is that based on their considerable experience? Would a hard cap solve that issue or make it worse?
All of this grinding is because of the event buffs. Once the events are over, the dust will settle, and little will have changed for new players, because the barriers to entry for all of this have basically stayed the same as a function of playing time, and vets will have sunk hours into getting where they think they need to be, while the new players don't have the resources and contacts to take full advantage of the buffs and time to close their own power gaps.
The bad thing that I’m directing attention to basically is instance grinding which is pointless and ridiculous. The amount of time spent for slight (if any) competitive boosts doesn’t justify players spending entire days just sitting in a unique PVE instance just grinding XP instead of actually playing the game.
The game is a sub of all experiences. If you want a grind simulator you could design one for a phone, have tap to gain, add DLC that isn’t “pay to win”, and make tons of money. Looking at you Simpsons: Tapped Out.
But there are seriously complaints. Ppl aren’t buying anything but XP pots. Getting groups together for content can’t be done because ppl are just constantly grinding. How does it taper off? When the high-end community finishes? What then happens to the lower players? They’re encouraged then to grind as well and it becomes an ongoing cycle.
I knew the arguments about potential maxes were ridiculous from day one as this game is more about skill and knowledge than a summation of CP points. But that hasn’t stopped the ignorant from engaging in said ignorant behavior that affects everyone.
I'm waiting for the inevitable post.
"I spent 722 hours in nBRP grinding to get from CP1000 to CP2400 and my DPS went from 74k to 76k on the dummy! "
Then the inevitable
"Why did you make me grind that much for such a small gain?"
*All quotes are fictional in nature, any reference to things said previously or in the future are purely coincidental" *
Oreyn_Bearclaw wrote: »I'm waiting for the inevitable post.
"I spent 722 hours in nBRP grinding to get from CP1000 to CP2400 and my DPS went from 74k to 76k on the dummy! "
Then the inevitable
"Why did you make me grind that much for such a small gain?"
*All quotes are fictional in nature, any reference to things said previously or in the future are purely coincidental" *
I LOL'ed hard at that. I will also point out that if you are south of about 90k on a dummy, your time would be better spent practicing than grinding because it aint a CP issue, its a L2P issue. Haha
ThisI'm waiting for the inevitable post.
"I spent 722 hours in nBRP grinding to get from CP1000 to CP2400 and my DPS went from 74k to 76k on the dummy! "
Then the inevitable
"Why did you make me grind that much for such a small gain?"
*All quotes are fictional in nature, any reference to things said previously or in the future are purely coincidental" *

I am unhappy.
Miserable.
Game became a chore.
Having multiple accounts and being punished for it by game devs by implementation of super boring 3600 cp bs.
I miss old cp system.
Even on my main account where Im only 1410 CP I take noticable more damage while dealing less than before. On low CP accounts if you plan to solo content you had some issues before, better be prepared to heavy attack 75% of time because you have zero sustain now compared to before, with same low CPs.
No wonder people grind so much. No one enjoys being weak all of a sudden.
I am unhappy.
Miserable.
Game became a chore.
Having multiple accounts and being punished for it by game devs by implementation of super boring 3600 cp bs.
I miss old cp system.
Even on my main account where Im only 1410 CP I take noticable more damage while dealing less than before. On low CP accounts if you plan to solo content you had some issues before, better be prepared to heavy attack 75% of time because you have zero sustain now compared to before, with same low CPs.
No wonder people grind so much. No one enjoys being weak all of a sudden.
Funny, my raid group was talking about how when using the same food as last patch we are able to survive things that would have killed us before.
Our damage is slightly down, but mostly because that was the intent of the CP changes, to bring the top down by ~10%, but throw back in the new buff sets and it's not really down much.
And they said sustain is better than ever, even after dropping a master resto for more dps from "healer"
Wondering how people get to such different conclusions/results
(FYI: This was while clearing vSS HM using speed strats. With clean pulls, and we're still working on deaths, we'd be at right about the 30 minute time for speed run, so the end-game of end-game content in the game)
I am unhappy.
Miserable.
Game became a chore.
Having multiple accounts and being punished for it by game devs by implementation of super boring 3600 cp bs.
I miss old cp system.
Even on my main account where Im only 1410 CP I take noticable more damage while dealing less than before. On low CP accounts if you plan to solo content you had some issues before, better be prepared to heavy attack 75% of time because you have zero sustain now compared to before, with same low CPs.
No wonder people grind so much. No one enjoys being weak all of a sudden.
I am unhappy.
Miserable.
Game became a chore.
Having multiple accounts and being punished for it by game devs by implementation of super boring 3600 cp bs.
I miss old cp system.
Even on my main account where Im only 1410 CP I take noticable more damage while dealing less than before. On low CP accounts if you plan to solo content you had some issues before, better be prepared to heavy attack 75% of time because you have zero sustain now compared to before, with same low CPs.
No wonder people grind so much. No one enjoys being weak all of a sudden.
Funny, my raid group was talking about how when using the same food as last patch we are able to survive things that would have killed us before.
Our damage is slightly down, but mostly because that was the intent of the CP changes, to bring the top down by ~10%, but throw back in the new buff sets and it's not really down much.
And they said sustain is better than ever, even after dropping a master resto for more dps from "healer"
Wondering how people get to such different conclusions/results
(FYI: This was while clearing vSS HM using speed strats. With clean pulls, and we're still working on deaths, we'd be at right about the 30 minute time for speed run, so the end-game of end-game content in the game)
I doubt ur team consists of cp300 players.
If u read my post again ud see the sustain part is referred to low cp accounts I sadly have.
Considering that was buried in a run-on, incomplete sentence that mentioned specifically your CP 1410 account, pardon me for not knowing you were talking about your cp300 account...
Content creator did a parse with 0 CP and their damage went from like 50k (pre FoA) to 75k (after FoA) just due to the change in base stats. So your low levels should be doing more damage.
Again, please do read my post again.
Sustain issues are related to my low cp alt accounts.
furiouslog wrote: »Considering that was buried in a run-on, incomplete sentence that mentioned specifically your CP 1410 account, pardon me for not knowing you were talking about your cp300 account...
Content creator did a parse with 0 CP and their damage went from like 50k (pre FoA) to 75k (after FoA) just due to the change in base stats. So your low levels should be doing more damage.
Where is that video?
Again, please do read my post again.
Sustain issues are related to my low cp alt accounts.
I've read it. It's still unclear. Thus, I'm going to believe the end-game content creator who tests, records, explains, and analyzes how things work.
Also, it's pretty unfair to complain about the game being a "chore" when you made the choice to run multiple accounts, knowing things aren't shared between them and that you'd have to level both.
Again, please do read my post again.
Sustain issues are related to my low cp alt accounts.
I've read it. It's still unclear. Thus, I'm going to believe the end-game content creator who tests, records, explains, and analyzes how things work.
Also, it's pretty unfair to complain about the game being a "chore" when you made the choice to run multiple accounts, knowing things aren't shared between them and that you'd have to level both.
It wasnt nearly as bad as it is now.
I was content with CPs I had on my alt accounts.
At least as a tank I could queue for any non dlc vet and not be questioned at all simply based on my cp lvl. I was leveling slow but with 810 as target I knew its achievable without too much of a bother.
Also, when leveling new account goals were easy to set:
-lvl 50
-cp 160 for max gear
- cp 225 for fast harvesting nodes
-cp 300 for max resources
-cp360 for desired 120 points invested passives
Etc.
Now, the sole fact you need to get to over 2k for any meaningful cp solo pvp makes me question should I spend any more money on this game anymore.
Again, please do read my post again.
Sustain issues are related to my low cp alt accounts.
I've read it. It's still unclear. Thus, I'm going to believe the end-game content creator who tests, records, explains, and analyzes how things work.
Also, it's pretty unfair to complain about the game being a "chore" when you made the choice to run multiple accounts, knowing things aren't shared between them and that you'd have to level both.
It wasnt nearly as bad as it is now.
I was content with CPs I had on my alt accounts.
At least as a tank I could queue for any non dlc vet and not be questioned at all simply based on my cp lvl. I was leveling slow but with 810 as target I knew its achievable without too much of a bother.
Also, when leveling new account goals were easy to set:
-lvl 50
-cp 160 for max gear
- cp 225 for fast harvesting nodes
-cp 300 for max resources
-cp360 for desired 120 points invested passives
Etc.
Now, the sole fact you need to get to over 2k for any meaningful cp solo pvp makes me question should I spend any more money on this game anymore.
You absolutely don't need 2k for solo PVP
Where did this blatant lie come from?
If you're going to be disingenuous and state that, there is no debate here anymore.
Again, please do read my post again.
Sustain issues are related to my low cp alt accounts.
I've read it. It's still unclear. Thus, I'm going to believe the end-game content creator who tests, records, explains, and analyzes how things work.
Also, it's pretty unfair to complain about the game being a "chore" when you made the choice to run multiple accounts, knowing things aren't shared between them and that you'd have to level both.
It wasnt nearly as bad as it is now.
I was content with CPs I had on my alt accounts.
At least as a tank I could queue for any non dlc vet and not be questioned at all simply based on my cp lvl. I was leveling slow but with 810 as target I knew its achievable without too much of a bother.
Also, when leveling new account goals were easy to set:
-lvl 50
-cp 160 for max gear
- cp 225 for fast harvesting nodes
-cp 300 for max resources
-cp360 for desired 120 points invested passives
Etc.
Now, the sole fact you need to get to over 2k for any meaningful cp solo pvp makes me question should I spend any more money on this game anymore.
You absolutely don't need 2k for solo PVP
Where did this blatant lie come from?
If you're going to be disingenuous and state that, there is no debate here anymore.
So you say one can unlock all passives that would benefit solo pvp and 4 stars with far less cps?