Clarity on CP changes please!

  • WoppaBoem
    WoppaBoem
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    Merforum wrote: »
    hackdrag0n wrote: »
    There is actually a point where more weapon or spell damage becomes more beneficial than more crit though so I'm not sure why it needs more nerfing. If crit were flat out better medusa sorrow would be stronger than sorrow siroria on the dummy but it's not.

    I do agree it's not CP that's making top guilds so far ahead of most. It's player skill and the ability to calculate the optimal trial composition for maximum damage, without having to worry about survivability because they already know the content so well. They can't fix this easily because every time a set or class gets nerfed the l33ts will just sit down and work out a new way to break the game.

    So crit just shouldn’t exist in your opinion?

    Remember my comment are based on ZOS repeatedly writing they want to lower then 'ceiling' and I have said for a long time that Crit chnc/dmg in this game have always been way overtuned, in every other game I can think of crit chance is something HARD to ATTAIN and never allowed to be 100%, not even 50%. Also stat stacking is an issue.

    But luckily there instead of trying to tweak 100s of sets, skills, stats, etc, there is a simple fix, IMPLEMENT CAPS. This way even if someone finds some secret combination of stuff that is way overpowered it will still only do X amount of whatever they want to have any control over. Kind of like resistance is.

    Quickest fix is cap DPS on bosses, for instance the can take X damage in a second and anything over that value they just absorb, this way ZOS will have a perfect way to design content and not making it impossible for some while easy for others.

    Then if they want even more control, they can add Caps on all stats, dmg, heal, etc. As example they currently put cap on shield skill of 50% max health but then turn around and let someone cast TWO shield skills or use proc sets or get shield from team etc, kif they just had CAP that said any shield per second on anyone could only be 50% of their max health, problem solved. It is actually pretty simple and solves most of issue with least work. Then instead of spending so much time on this they could focus on lag and bug fixes.

    Sounds logical but also boring, theory crafting is very important for this game. And with hard caps things get stale and blend very quickly.
    Xbox EU & NA - PVP Only
  • Chilly-McFreeze
    Chilly-McFreeze
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    I start wondering how Zeni will motivate players to grind out CP now. Who couldn't live without those tasty 1,4% crit chance or 520 max stats?

    Horizontal progression is good and all but there needs to be a drive to collect those points at all. Passive values are just too low now. 700 pen, 2% healing... pfff
    Edited by Chilly-McFreeze on April 20, 2021 4:34PM
  • Mastercris91
    Mastercris91
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    So eldritch insight is now 520 only?
    Hail Sithis
  • Chilly-McFreeze
    Chilly-McFreeze
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    So eldritch insight is now 520 only?

    Yes. Simply cut in half on some. Here are max values for some un/changed passives:

    Blue
    520 max stats (Eld. Insight/ Tireless Disc.)
    320 crit chance ~1,4% (Precision)

    700 penetration (Piercing)
    60% status effects (flawl. ritual, battle mastery)
    100 wpn/spll dmg (war mage, mighty)

    2% healing taken (quick recovery)
    2% dmg reduction (hardy, elemental aegis)
    10% decreased npc dmg (preparation)

    2% healing done (blessed)

    Red
    240 dodge cost (tumbling)
    220 break free cost (defiance)
    560 health (hero's vigor)

    4% sprint speed (hasty)
    40 sprint cost (sprinter)

    40 block cost (tirel. guard.)
    90 bash cost (savage defense)
    6% bracing speed (nimble prot.)
    4% block mitigation (fortification)
  • ApostateHobo
    ApostateHobo
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    So the few passives we have are now basically useless greeeat
  • MrZeDark
    MrZeDark
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    Those who are saying the Value's hadn't been modified are very wrong.

    New CPS are -
    Less Mag
    Less Stam
    Less HP
    Less Healing Done
    Less Pen
    ...just less
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    So eldritch insight is now 520 only?

    Yes. Simply cut in half on some. Here are max values for some un/changed passives:

    Blue
    520 max stats (Eld. Insight/ Tireless Disc.)
    320 crit chance ~1,4% (Precision)

    700 penetration (Piercing)
    60% status effects (flawl. ritual, battle mastery)
    100 wpn/spll dmg (war mage, mighty)

    2% healing taken (quick recovery)
    2% dmg reduction (hardy, elemental aegis)
    10% decreased npc dmg (preparation)

    2% healing done (blessed)

    Red
    240 dodge cost (tumbling)
    220 break free cost (defiance)
    560 health (hero's vigor)

    4% sprint speed (hasty)
    40 sprint cost (sprinter)

    40 block cost (tirel. guard.)
    90 bash cost (savage defense)
    6% bracing speed (nimble prot.)
    4% block mitigation (fortification)

    LOL so the difference between someone specced to be a healer and any other role is 2% healing? OP!!
    Edited by Suna_Ye_Sunnabe on April 20, 2021 7:47PM
    Angua Anyammis Ae Sunna
  • SirLeeMinion
    SirLeeMinion
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    TwinLamps wrote: »
    From what we saw so far, update 31 would possibly introduce penalties for players over 1000 cp.
    Or there will be limit to how many passives we can use, something like only 4 per tree or so.

    When you reach cp1000 there's a special event unlocked, where you get ambushed by 3 short wood elves in a dovakhin outfits beating you up and taking 25% of your gold earned. This even can occur every new cp point gained. There is no cooldown.

    I've heard they'll add 1 millisecond of lag per CP over 1000. Battle Spirit doubles it. ofc.
  • MashmalloMan
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    Yeah this new system feels so... bland and dull. Why would I care or look forward to leveling for 2% healing done or 1.4% crit.

    Complaints about cp 2.0 had nothing to do with the passives being too powerful, the complaints were about how much points and time it took to reach those thresholds.

    The obvious solution the playerbase wanted was to reduce the cost, without reducing the values. This is a game and an MMO at that, this is one of the only sources of veritcal progression in the game and means close to nothing. A game should be first and foremost FUN. Nothing was fun about leveling 120 times just to get 1k stamina, and it certainly doesn't feel any better leveling 120 times for 500 stamina and 1.4% crit so they achieved absolutely nothing, but making cp2.0 feel useless.

    Not sure why they thought this would please the community and acted like this is what we asked for.

    smh :|
    Edited by MashmalloMan on April 20, 2021 8:08PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • colossalvoids
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    TwinLamps wrote: »
    From what we saw so far, update 31 would possibly introduce penalties for players over 1000 cp.
    Or there will be limit to how many passives we can use, something like only 4 per tree or so.

    When you reach cp1000 there's a special event unlocked, where you get ambushed by 3 short wood elves in a dovakhin outfits beating you up and taking 25% of your gold earned. This even can occur every new cp point gained. There is no cooldown.

    I've heard they'll add 1 millisecond of lag per CP over 1000. Battle Spirit doubles it. ofc.

    Looking at my latency I'm pretty sure it was already implemented years ago.
  • Pink_Pixie
    Pink_Pixie
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    With every new update since CP 2.0 I have had less and less incentive to log on to play the game. The newest downdate has literally killed off my bow/bow warden, due to not being able to reach the 5k weapon damage required for the new proc set changes. Two abilities I do use have now been changed to bleed damage so they lost their physical damage, meaning Thaumaturge is pretty much the only star that adds to the damage other than weapon damage.

    Halving all passive costs so it's easier to get optimal would of made more sense if we'd not lost half of the passive bonus. In short, there is no reason for me to play the game at all, this downdate will pretty much mean I do not need to grind CP as I'm at (sub) optimal ZOS standard.

    In the end, CP 2.0 has removed any diversification in classes and builds, as most dps in Cyrodiil run around with two handers and no doubt most will run about with two handers in PvE due to the proc set changes and the needed 5k damage. Anyhow, half the passive power, a new star we can't slot due to only having four slots for the blue tree only exasperates the issue of poorly implemented design, which, kills the fun of what ESO was. I'll not go into the whole penetration issue stamina builds have, or the fact that bow has had nothing but nerfs since the CP2.0.

    Such a shame I can't get a refund on my Blackwood pre-order, as I feel ESO is losing it's charm for me.
  • Cuddler
    Cuddler
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    The nerfs to combat passives do not go far enough. All combat passives should be removed or converted to slottables. Vertical progression is not good for the game's long-term viability as it puts new players off.

    What I was really hoping to see is more stars in the green tree becoming passive. Most of them do not directly affect combat so there is no real reason they cannot be active at the same time.
  • hands0medevil
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    So eldritch insight is now 520 only?

    Yes. Simply cut in half on some. Here are max values for some un/changed passives:

    Blue
    520 max stats (Eld. Insight/ Tireless Disc.)
    320 crit chance ~1,4% (Precision)

    700 penetration (Piercing)
    60% status effects (flawl. ritual, battle mastery)
    100 wpn/spll dmg (war mage, mighty)

    2% healing taken (quick recovery)
    2% dmg reduction (hardy, elemental aegis)
    10% decreased npc dmg (preparation)

    2% healing done (blessed)

    Red
    240 dodge cost (tumbling)
    220 break free cost (defiance)
    560 health (hero's vigor)

    4% sprint speed (hasty)
    40 sprint cost (sprinter)

    40 block cost (tirel. guard.)
    90 bash cost (savage defense)
    6% bracing speed (nimble prot.)
    4% block mitigation (fortification)

    LOL so the difference between someone specced to be a healer and any other role is 2% healing? OP!!

    Because ESO is roleplay simulator now
  • Hotdog_23
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    Masel wrote: »
    The green tree micromanagement is also still unfun. I don't want to slot my harvesting and speed perks, see a fishing hole, swap out some, fish, swap them back, see a travelling merchant, swap in the repair perk, repair, swap it back out - it's just tedious. I tried it for a bit and kept forgetting, so what I've ended up doing is just leaving the harvesting perks in permanently, which means I'm not actually benefiting from any of the other slottables and all my incoming green CP is useless to me.

    Games need to find a balance of challenge and fun, and opening a menu to drag icons around depending on what activity I'm doing is neither challenging nor fun, it's just annoying. Particularly because my normal regular gameplay will often involve me running from A to B, spotting a chest, grabbing some nodes, fishing at a hole, repairing at a wandering merchant, running past a crafting station and stopping to decon some stuff to clear my inventory etc all in one smooth activity...but if I want to actually make use of my perks that activity is now no longer smooth.

    Perhaps this is something for you (if you are on PC):

    https://www.esoui.com/downloads/info2951-JackofallTrades.html

    Guildmate made a little something for those situations.

    As Class Representative we need you to advocate for the console side that an add-on to fix a problem created by ZOS is not the solution. The micromanagement is willful and on purpose. We all know the cooldown was added to address the very add-on you mentioned. Thank you.

    Stay safe and enjoy the journey 😊

    PS. ZOS stop the micromanagement of the green tree 🥺
  • EpicHero
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    Do they constantly nerf stuff in this game, or is this just an unlucky time to play it right now?
    Because to me as a player, it's extremely off-putting... It feels useless to play the game right now for progress, as anything you do can get nerfed in the next patch, and right now actually is being nerfed.

    I've played a lot of mmo's in my life, but I must say, the crap going on here, I haven't really seen before...
  • remosito
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    EpicHero wrote: »
    Do they constantly nerf stuff in this game, or is this just an unlucky time to play it right now?
    Because to me as a player, it's extremely off-putting... It feels useless to play the game right now for progress, as anything you do can get nerfed in the next patch, and right now actually is being nerfed.

    I've played a lot of mmo's in my life, but I must say, the crap going on here, I haven't really seen before...

    always been a bit like that but lately is on another level...

    maybe ppl at top are microsoft haters and wanna run eso into the ground????

    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • Susinok1
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    From what I can see, the only point I need CP at all is so that I can use my fishing perks and not have to do a CP respec from riding speed.

    All those CP for tiny increments in mitigation? WHO CARES at this point? Why bother at all? Two percent healing? Again why bother at all. Its just a stepping stone to the slottables.

    I spend all those points in roll dodge and block reduction just to have it halved? I really don't need the extra points "saved" from this change, and I'm not maxed CP. Is speed so OP that it had to be halved. Really?

    Between this and all the set changes, I'm exhausted.
  • ajkb78
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    hackdrag0n wrote: »
    There is actually a point where more weapon or spell damage becomes more beneficial than more crit though so I'm not sure why it needs more nerfing. If crit were flat out better medusa sorrow would be stronger than sorrow siroria on the dummy but it's not.

    I do agree it's not CP that's making top guilds so far ahead of most. It's player skill and the ability to calculate the optimal trial composition for maximum damage, without having to worry about survivability because they already know the content so well. They can't fix this easily because every time a set or class gets nerfed the l33ts will just sit down and work out a new way to break the game.

    It doesn't even matter. The fact that a few top guilds can clear a trial not in exactly the way the devs intended doesn't spoil anyone else's enjoyment of the game. It doesn't spoil those guilds' enjoyment of the game. It's really cool seeing people work out mechanics and optimising their setup so much that they skip a mechanic or whatever.

    Look at the playstation trophy achievement rates. Even things like vet dungeon completion trophies have achievement rates of under 1%. That's players who have cleared at all, on any role, on any character. It's a very low success rate. So in that context it simply doesn't make sense to try to balance the overall power of the game around the maybe 0.1% or 0.05% of players who clear vet HM DLC trials, or the small fraction of those players who get trifectas or skip mechanics.
  • pihlaja
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    So eldritch insight is now 520 only?

    Yes. Simply cut in half on some. Here are max values for some un/changed passives:

    Blue
    520 max stats (Eld. Insight/ Tireless Disc.)
    320 crit chance ~1,4% (Precision)

    700 penetration (Piercing)
    60% status effects (flawl. ritual, battle mastery)
    100 wpn/spll dmg (war mage, mighty)

    2% healing taken (quick recovery)
    2% dmg reduction (hardy, elemental aegis)
    10% decreased npc dmg (preparation)

    2% healing done (blessed)

    Red
    240 dodge cost (tumbling)
    220 break free cost (defiance)
    560 health (hero's vigor)

    4% sprint speed (hasty)
    40 sprint cost (sprinter)

    40 block cost (tirel. guard.)
    90 bash cost (savage defense)
    6% bracing speed (nimble prot.)
    4% block mitigation (fortification)

    LOL so the difference between someone specced to be a healer and any other role is 2% healing? OP!!
    Well, I’m not a fan of the changes, but I don’t really agree with this claim either. The difference in being specced to healer is that you need to slot at least two healing (HoT and AoE heal) stars instead of the dmg ones. Currently the critical dmg/healing star is shared and the fourth one for the healer is pretty useless or “up to your preferences” (I usually have the max mag one, because I don’t have enough cp to make much use of the dmg ones with the forced 10 in piercing). Single target heal cp imho is useful only in vSS hm ice tombs especially when thinking about wardens. And in the future I expect the random fourth star to be replaced with either the recovery giving star or the ulti gen providing star (maybe the other healer having the other and the other having the other?). When it comes to Blessed, yeah, of course healer has that maxed but also my tanks have at least two stages in it so it’s not as healer specific as the slottable ones.
  • Septimus_Magna
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    jaws343 wrote: »
    I am not sure why anyone is surprised by the nerfs. They straight up said that they didn't reach the desired scale of power in the initial CP implementation and would be adjusting it further to reign DPS in. They told us this. And here we are, they did exactly what they said they would.

    Personally I think its to compensate for the strong new sets, I am definitely not complaining because I like getting new sets and theorycraft builds. Stam DDs have a couple sparkles of hope on the horizon again.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • NeonGrey
    NeonGrey
    Soul Shriven
    I just recently resubbed to ESO, because i thought Zenimax would take some steps in the right direction. Took a mere month for them to remind me why i left in the first place by releasing the new patch notes, lol. [snip] Not that i care about 1 or 2% damage gain or loss, but their reasoning is just totally off. [snip]
    At least we have companions now to replace the "play- the-way-you-want-folks", which should be a DPS increase of about 10-20% overall in pugs, so thanks for that, i guess.../irony off

    [edited for baiting]
    Edited by ZOS_Lunar on April 21, 2021 3:41PM
  • BlueRaven
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    Ok, i am trying to find any reason to even wish getting more CP, but nope, can't think of any.

    Agreed, the red and blue trees feel gutted, and cp does feel a bit pointless now.
    That being said there are still passives in the green tree that I would like to unlock.
  • Sahidom
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    The star reductions basically halved the star cost and benefits for nearly all the non slotted passives;

    They should move the below 25% heal that removes negative effects to the new subtree, since it fits the grouping and make it easier to access.
    Edited by Sahidom on April 21, 2021 4:25PM
  • Extinct_Solo_Player
    Extinct_Solo_Player
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    the ship is sinking, might aswell get out while you can
  • gariondavey
    gariondavey
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    For passives:

    It should either be you only need half as many points to reach the same power level as now

    Or

    Diminishing returns at each level
    Edited by gariondavey on April 21, 2021 6:26PM
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Altruz
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    700 Pen lol I can't take it seriously, this is ridiculous, that much grinding for NOTHING
  • Shantu
    Shantu
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    I can understand that cutting the costs of passives in the red and blue trees would reduce vertical and increase horizontal progressions a bit (their stated goal), but cutting the value of all those passives in half accomplishes what, exactly? I really hope they take a harder look at what their trying to achieve here...besides further deflating the enthusiasm of an already skeptical and frustrated player base.

    The near constant tidal changes in combat with each update is already pretty much a standing joke in anyone you talk to in game. It's like using a hammer to get rid of a headache. Please just stop. :/
  • Maggusemm
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    Sounds ZOS has the plan to reduce the number of players to reach better performance instead of buying adequate servers.
  • Luke_Flamesword
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    So it looks like that for last year they worked mostly for complicated, new CP system which is almost useless in pair with technically complicated companions that are even more useless :D
    PC | EU | DC |Stam Dk Breton
  • Agalloch
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    Please..don't nerf CP!

    Let CP 2.0 as it is in live right now!


    Just lower the xp curve and the number of points needed to advance from a stage to another.
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