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Look, zos, just remove CPs from PvP

  • technohic
    technohic
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    The problem with cp is that they are 100% additive. You can invest them into
    - more regen
    - more damage
    - more damage mitigation
    all at once. Combined with the right skills and sets, you can quickly achieve one of the cancer builds that make cp-PVP so annoying.

    There is an easy fix: instead of unreflectedly adding up, CPs should divide: Invest CPs in more damage, but give up resistance for it. Invest CPs in more regen, but give up damage for it ... etc etc.

    Interestingly enough, the impact for PVE would be minor because endgame PVE-builds are already highly specialized.

    And everybody who does not want to run around like a total glasscannon could always chose a more balanced CP-path where his damage is not maximized, but his build has better sustain and survivability.

    I kind of like that idea of as you invest a point in one, it subtracts the stat from and opposite. Would allow customization still but no power creep.

    I do think you would get some PvEers in an uproar just because any change always gets someone in an uproar.
  • t3hdubzy
    t3hdubzy
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    The problem with cp is that they are 100% additive. You can invest them into
    - more regen
    - more damage
    - more damage mitigation
    all at once. Combined with the right skills and sets, you can quickly achieve one of the cancer builds that make cp-PVP so annoying.

    There is an easy fix: instead of unreflectedly adding up, CPs should divide: Invest CPs in more damage, but give up resistance for it. Invest CPs in more regen, but give up damage for it ... etc etc.

    Interestingly enough, the impact for PVE would be minor because endgame PVE-builds are already highly specialized.

    And everybody who does not want to run around like a total glasscannon could always chose a more balanced CP-path where his damage is not maximized, but his build has better sustain and survivability.

    Agree. I think this could be accomplished by combining trees for defense and offense in the aame point pools. Crit damage and crit resist in the same pool. Healing recieved and healing done shields and shattering blows.


    The only issue is that end game progression requires folks to get more powerful, and then you make the content harder, and the endless loop continues. This fixes it for now, but requires a balance with every incremental increase.

    How do you solve for progression while keeping things balanced?
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