leepalmer95 wrote: »
Cp = more sustain = higher dmg setups that spam big skills more.
Non cp = less sustain = less spam.
bowmanz607 wrote: »
i would disagree to a degree. No cp = build change = same amount of skills being spammed, but with less damage.
Which would require the majority of players to change their build.
Even if 50% change their build the results would still be skewed (i´d bet you rl moneys there won´t be 50% changing builds - but we have no way to tell).
Do you know how unwilling people are to adapt to new things. The only gets worsened as it´s not a permanent change.
ZOS_BrianWheeler wrote: »Hey gang!
Simply put, Azura’s Star (the non-Champion Point campaign) runs much better, more efficiently, and is overall a much better PvP experience than the standard campaigns such as Trueflame or Haderus. Now that we’ve had a significant population density in Azura’s Star, we strongly suspect what has been theorized for a long time: Champion Rank passives and abilities are causing too much server load, especially in situations like Keep battles where there are tons of players in one place.
-Wheeler
bowmanz607 wrote: »
i disagree. if people are dieing because they cant sustain and are losing fights and not gaining ap to take advantage of double ap, then they will change some basic things to sustain such as glyphs and mundus stones. Easy fix to get through the week. Really the only change i make when i go to azuras and dont want to make a new build. Again, it will take 10 min to get seducer or eternal hunt crafted. and throw it on.
Dagoth_Rac wrote: »Will there be some kind of Battle Spirit reduction to skill costs if you ever get rid of CP in all of PvP? The mitigation increases from red stars and the damage increases from blue stars kind of cancel each other out, but the resource management via the green stars is not really cancelled out in any way via CP. Resource management is much tougher on the non-CP campaigns. And it feels like, throughout the game, skill and resource costs have been based around assuming people will have certain levels of resource management via green CP stars. An across the board 16% increase in skill costs in PvP and 25% regen decrease in PvP is likely to just lead to people running out of resources quickly and dying. Which makes sense for certain builds decked out in "infinite resource" gear, but is just going to make TTK go way down for the typical PvP player in modest gear.
And are the stars you put the points in even the problem? Those ultimately feel no different than putting points in attributes or skills. Is the real problem the "passive" CP stars that kick in at 10, 30, 75, 120 CP? Many of those have conditional effects that may require constant server calculations to see if they should activate. Maybe disabling the CP passives in all PvP while keeping the star points invested would help performance a lot while still making long time, dedicated players feel like they have some tangible reward for time played over a brand new player who grinded to CP160 in a few days.
bowmanz607 wrote: »
i disagree. if people are dieing because they cant sustain and are losing fights and not gaining ap to take advantage of double ap, then they will change some basic things to sustain such as glyphs and mundus stones. Easy fix to get through the week. Really the only change i make when i go to azuras and dont want to make a new build. Again, it will take 10 min to get seducer or eternal hunt crafted. and throw it on.
Great news, but adjusting the amount of AP/Keepflip afterwards? That means 12k per flip over the course of a week? That sounds like everyone will just flip keeps over the course of a week instead of fighting, cause flipping keeps is gonna give more AP.
flguy147ub17_ESO wrote: »
Thats sad if people do that, If you truely care about the game, you will help ZOS. This is a big deal for them to take this effort to try and improve the performance in PVP. If the community doesnt help them for their selfish gains then its just really sad. This is for the longevity of the game not a short time AP boost.
ZOS_GinaBruno wrote: »Hey guys, we're working on getting you answers to some of your questions posted in this thread. In the meantime, we do want to confirm that this will be happening on all platforms and megaservers, not just PC.
flguy147ub17_ESO wrote: »
Thats sad if people do that, If you truely care about the game, you will help ZOS. This is a big deal for them to take this effort to try and improve the performance in PVP. If the community doesnt help them for their selfish gains then its just really sad. This is for the longevity of the game not a short time AP boost.
ZOS_GinaBruno wrote: »Hey guys, we're working on getting you answers to some of your questions posted in this thread. In the meantime, we do want to confirm that this will be happening on all platforms and megaservers, not just PC.
OtarTheMad wrote: »I think people are overreacting. I don't think they will remove all CP from all campaigns after this test (unless they introduced a campaign with soft caps and dynamic ult).
This is just a test week in my opinion, maybe I am wrong, but I don't see them taking CP away. They might change the CP a bit (like @Princess_Asgari said in another thread, it really needs some adjustment)
Just because they might install a test where everyone has to wear a red hat to see if the color red is messing up the server, it doesn't mean going forward every hat will be red it just means they are trying to isolate something to see if it's the problem.
Finisherofwar wrote: »If you want to make tests leave at least one campaign with cp and no double alliance points on that one so those that enjoy cp campaigns can continue to pvp.
It will.timidobserver wrote: »@ZOS_BrianWheeler Does this double AP stack with the boss AP bonus?
This has been discussed internally at length and we are still going to double the AP from those sources during this test.Glad they are doing some testing to improve performance, I can always get behind that. But man, 14.4k AP for taking keeps (assuming you're using the 20% blessing of war passive and it still works during this period) is some crazy overkill. 3.6k AP for resources. That would mean PvDooring a keep and taking its resources would be over 25k AP alone. Over 25k AP for flipping a single keep and its resources without having to do a shred of PvP. Yikes. @ZOS_BrianWheeler Perhaps consider only doubling AP for kills and not for keep/resource capture.
We have considered that option but that's not in the cards for a test in the near future. It's not impossible, but would take a good chunk of time/work to do.arkansas_ESO wrote: »@ZOS_BrianWheeler You said in another post that sets with procs (Red Mountain, Viper, etc.) cause additional stress on the server that can lead to lag. Have you considered having a "No Proc Sets" week to gather data?
ZOS_BrianWheeler wrote: »It will.
This has been discussed internally at length and we are still going to double the AP from those sources during this test.
We have considered that option but that's not in the cards for a test in the near future. It's not impossible, but would take a good chunk of time/work to do.
ZOS_BrianWheeler wrote: »This has been discussed internally at length and we are still going to double the AP from those sources during this test.