This is a general question regarding level caps. I don't understand the desire for wanting progression to stop.
I understand that level caps help with power creep and create manageable progression for new players. I get THAT perspective.
I don't understand why a player who is at level cap wouldn't want the level cap increased. Doesn't a raised level cap just offer more of the game that you've played up to this point?
Any clarification would be appreciated.
Cherryblossom wrote: »I still don't understand Horizonal Progression, anything that makes you more powerful is verticle progression surely
CS is Verticle, it in no way helps you to specialise, surely specialisation would come from more morphs to existing skills create more fun and interesting ways to use them, even synergies from using skills together.
Rune_Relic wrote:With the skyshard/skill tree system, we have two loadouts with 5 actives + 1
This is in place to stop people having 20 toolbars with every skill from every tree being available in combat instantly at all times like some MMOs.
No one is stopped from farming/grinding skyshards and skills....but everyone is limited in how many they can use at a time.
Now apply this to the Champion system.
No one is limited on how many CP they grind nor how many Champion skills they can work on and invest into.
BUT... you can only have 1 constellation from Mage, 1 constellation from Warrior and 1 constellation from Thief active at any time.
The passives from all trees are disabled, unless they are selected and placed in one of 3 slots in the Champion system skillbar.
Champion Bar example.
Slot 1 - Mage Slot - Ritual - Mighty (+ unlocks....Opportunist / Perfect Strike / Exploiter / Last Stand)
Slot 2 - Thief Slot - Tower - Warlord (+ unlocks...Ensnare / Inspiration Boost/ Maras Gift / War Mount)
Slot 3 - Warrior Slot - Steed - Medium Armour Focus (+ Unlocks...Invigorating Bash / Phase / Shield Expert / Reinforced)
Now it doesn't matter if someone has maxed out all 12 skills in Warrior or Mage or Thief.... you can only use 1 each of them at any time.
I have never seen anyone applaud a level cap increase itself.
People want more stuff to do, new rewards, new options, new possibilities, new looks. But none of that is necessarily tied to a level increase.
So, no, a level cap increase does not offer "more of the game". More of the game offers more of the game.
michaelb14a_ESO2 wrote: »tldr:
Horizontal progression: Rewards skill, by awarding wins.
Vertical progression: Rewards wins, by awarding skill.
TheShadowScout wrote: »I had a similar suggestion a while back, for a class morph to be choosen after completing Cadwells silver/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...
I'll just repost it here:
So I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver? Some possibilities:
Dragonknight
- Berzerker (self buffs, warcries?)
- Conqueror (group buffs, standarts)
- Pyromancer (flame resist and even more fire)
Nightblade
- Illusionist (illusion summoning, mind magic)
- Monk (melee support & assorted magic?)
- Ranger (animal summoning and magic)
Sorceror
- Cryomancer (ice magic)
- Necromancer (death magic and undead summoning)
- Spellsword (melee support & magic)
Templar
- Druid (plant magic, some summons)
- Shaman (primal nature magic, totems)
- Witchhunter (counterspells)
Those were quick ideas of course, without much consideration but flavor. I went for three options instead of two to add more choices for added character diversity. Since that is always something I would love to see... much more fun having more diversity, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose, so adding more active skills only increases a characters choices, not exactly their power...
And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.
VictoriaRachel wrote: »Hypothetically, what if the level cap raised and you just continued what you were doing before the cap was raised. Wouldn't you get those levels anyway? Or are you feeling like you're being interrupted because what you're doing doesn't give you XP. If that's the case, why are you concerned with level cap? If your "own aims and goals" don't include activities that yield XP, you don't need the levels. Or is it that you don't want to HAVE to get to the next level to play new content?
I would get those levels, yes. But what has that actually added to the game? Nothing. If I am just doing what I was doing anyway why would there need to be a higher level cap? That to me is not progression. Sure a few numbers get bigger but that is a very artificial and very unrewarding. I do like progression, I do want progression. It is just in my opinion level caps alone do not provide anything of any meaning.
Dionysusjones wrote: »For me preserving the lvl cap guarantees the longevity of my accomplishments and ensures content doesn't automatically become obsolete every 6 months.
GrieverXVII wrote: »This is a general question regarding level caps. I don't understand the desire for wanting progression to stop.
I understand that level caps help with power creep and create manageable progression for new players. I get THAT perspective.
I don't understand why a player who is at level cap wouldn't want the level cap increased. Doesn't a raised level cap just offer more of the game that you've played up to this point?
Any clarification would be appreciated.
I will never have an issue with progression always. but what's wrong with this idea is that, if you can continue leveling to 100. that means more skill points with every level, people will have the most craziest overpowered builds imaginable as seen in games like Dark Souls. Caps are good because it limits your skill point investment to make builds that "dont have it all". Now here's where a system like champion points comes into place. it's a way to continue progression and rewarding in a slower fashion without breaking what i've explained above. Now if they increase the level with some new or harder content that will require more skill points to builds to become viable for the challenge, then that's cool. but caps are there for reasons that people can't build "one build beats all" it destroys diversity and really becomes bland and boring.
Dark Souls is a very good example of this, thats why community's opt to make Soul Level caps for community PvP, because if everyone played to their hearts content, everyone would have the same overpowered builds meaning "melee/ranged/mage/tank" all-in-one, it's cheap and no fun. they capped at Soul level 150 or 200 because at that point is where you should have enough skill points to make a one way build that isn't a jack of all trades, choices and difficult point investment needs to be made and decided.
This is a general question regarding level caps. I don't understand the desire for wanting progression to stop.
This is a general question regarding level caps. I don't understand the desire for wanting progression to stop.
I understand that level caps help with power creep and create manageable progression for new players. I get THAT perspective.
I don't understand why a player who is at level cap wouldn't want the level cap increased. Doesn't a raised level cap just offer more of the game that you've played up to this point?
Any clarification would be appreciated.
BrassRazoo wrote: »It is for fly by night bludgers that just want to grind to max and stay there.
It is totally boring and level caps need regular increases.
Perhaps a couple of Veteran Levels per quarter.
Level cap ≠ end of progression
Yolokin_Swagonborn wrote: »As a PvPer a level increase does NOTHING for you. It is merely an arms race. Now to stay competitive, you have to grind up because you know everyone else will as well.
The "Amazing New Gear" actually isn't that amazing, it just has higher stats and the same broken 5 pc bonus that only works on Tuesdays at dusk when standing on one foot.
But that new gear gives 900 max magicka instead of 850 per piece. That is 350 extra magicka for a 7pc set of the new level gear.
Does it make the gear better? NO. The higher level monsters will have more health/resistance to compensate. Does it make you a better player NO. But you have to level up to keep that competitive edge because you know other players in PvP will too and the attribute race along with champion system makes this a game of math, not skill.
So I waste precious and limited game time OUTSIDE of what i like to do most (PVP) to grind gold for crafting materials, grind XP for the new levels, and grind PvE dungeons and undaunted dailies for new VR16 copies of GEAR I ALREADY OWN at V12 and V14 just to stay mathematically competitive.
And you wonder why we don't like meaningless level increases? It does NOTHING for us and takes us away from doing something fun and makes us do something boring.
So the main problem @Funkopotamus, is the power gap that continued vertical progression creates? That makes sense to me... but it seems that the players who complain the loudest about increased levels are those that have already achieved it. Why should they care if the people beneath them can't compete with them. Heck... they should LIKE that.
Well, as with progression like the Champion System, it's not that one CP gives you huge growth, it's the overall impact of the CP system over time. Same with levels. So while, yes, you would be doing whatever it is you're doing, you would get stronger and more efficient at whatever you're doing. If you're killing mobs... you kill them faster. If you're running dungeons, you become more survivable. If you're in PVP, you become a more viable opponent. Gaining levels and abilities would make you more efficient and more powerful, no matter the task. This isn't artificial and unrewarding, it's progression in the purist of forms.