Maintenance for the week of November 25:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

ZOS add 1 more champion point slots

  • Quethrosar
    Quethrosar
    ✭✭✭✭
    NuarBlack wrote: »
    Quethrosar wrote: »
    CP needs more slots . I am over 2000 cp now but don't feel any progress anymore since 1500. I should have more power than a 1500 cp.

    And this is how you kill an MMO, by catering to the 1% of players. Sorry, there needs to be a ceiling and one that doesn't demoralize new players. The entire point of CP 2.0 was to raise the floor and lower the ceiling

    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.
  • NuarBlack
    NuarBlack
    ✭✭✭✭
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.
  • spaceghost8
    spaceghost8
    ✭✭✭
    NuarBlack wrote: »
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.

    Well you are wrong about a few things

    ESO has no problem getting new players it has a problem keeping them, mostly because of its horizontal progression amongst other things, which is why we are suggesting a new slot

    You are comparing ESO to elden ring but in elden ring you actually gain more power as you level… though over levelling is not the best thing to do in that game, especially if you want to play pvp as well

    With your math only 1% of the player base is level 1500 and above?… are u debating just to debate?… with the new guaranteed enlightenment every day, if you actually play the game you will be cp 1500 in like 3/4 months, maybe less…

    So in your logic let’s penalise the core players that actually play the game and cater only to the ones that hardly do?

  • Treeshka
    Treeshka
    ✭✭✭✭✭
    They do not want to add more power creep to the Champion Point system because of the balance issues it might create. But there is also the fact that new players start the game everyday and discover Champion Point system.

    Probably some players are intimidated by the Champion Point grind already. Most old players did not need to grind their points, but any new player who wants to do veteran raiding properly or play in Gray Host needs to grind some levels. If they add more and more power to the system, new players will be more pressured to grind, which might drove them off from the game.

    When they reworked the system you needed like 2400 points in Blue Tree to complete the vertical progression. It is now 1560 They also adjusted the experience curve during the test server cycle to make grind easier.

    Additionally offensive stat bonuses are cut down by a lot. They were giving %10 damage bonus to specific type of damages and now they are reduced %6 due to how much power it gives. Critical Damage nodes were also affected.

    In my opinion current system is fine.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    NuarBlack wrote: »
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.

    Well you are wrong about a few things

    ESO has no problem getting new players it has a problem keeping them, mostly because of its horizontal progression amongst other things, which is why we are suggesting a new slot

    [...]

    So in your logic let’s penalise the core players that actually play the game and cater only to the ones that hardly do?

    Endless vertical progression is probably the single worst thing you can do to keep new players around. And as for veterans, I assure you most players I know want less power creep, not more. We've already experienced it's effects on balance and build diversity.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • spaceghost8
    spaceghost8
    ✭✭✭
    ToRelax wrote: »
    NuarBlack wrote: »
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.

    Well you are wrong about a few things

    ESO has no problem getting new players it has a problem keeping them, mostly because of its horizontal progression amongst other things, which is why we are suggesting a new slot

    [...]

    So in your logic let’s penalise the core players that actually play the game and cater only to the ones that hardly do?

    Endless vertical progression is probably the single worst thing you can do to keep new players around. And as for veterans, I assure you most players I know want less power creep, not more. We've already experienced it's effects on balance and build diversity.

    No one spoke about endless vertical progression, just 1 more slots, it wouldn’t turn everything upside down as some of you suggest… just something for the core players (majority) and something to entice vets to return…

    The complaints I hear/see from players no longer playing are overland content/story mode is too easy or they don’t like the combat… I have never heard of anyone complaining about the fact they need to level up to get stronger, ON A GAME… I hear a lot of console transfers complain about it though, if you are new you have no reason to grind cp you have tons of things to do

    It’s important to try and keep new players yes but it’s more important to keep the core players, meaning the players who play most as a result those players will have a higher cp

    I don’t know what kind of people you are around cause more damage is always welcomed… don’t lie to make a point lool
  • NuarBlack
    NuarBlack
    ✭✭✭✭
    NuarBlack wrote: »
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.

    Well you are wrong about a few things

    ESO has no problem getting new players it has a problem keeping them, mostly because of its horizontal progression amongst other things, which is why we are suggesting a new slot

    You are comparing ESO to elden ring but in elden ring you actually gain more power as you level… though over levelling is not the best thing to do in that game, especially if you want to play pvp as well

    With your math only 1% of the player base is level 1500 and above?… are u debating just to debate?… with the new guaranteed enlightenment every day, if you actually play the game you will be cp 1500 in like 3/4 months, maybe less…

    So in your logic let’s penalise the core players that actually play the game and cater only to the ones that hardly do?

    You are proving my point. Keeping new players is what I'm talking about. Primarily converting them to end game content. And yes it's been proven, most players are not that high of CP. 3-4 months of constant dedicated play isn't your average player. Check achievements/trophies.

    Telling someone they need to grind for 3 to 4 months just to slot 6% more dot damage isn't the appeal you think it is. Especially when it comes with all the gate keeping nonsense all MMO communities suffer from that further increases barriers to entry making most players decide to opt out and go play a different game. More of the same generic fluff that is the current CP system tact onto the end is not the answer sorry.

    Now if they want to add some actual build identity to the CP system it would make that grind more appealing to the players debating on leaving or staying.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    ToRelax wrote: »
    NuarBlack wrote: »
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.

    Well you are wrong about a few things

    ESO has no problem getting new players it has a problem keeping them, mostly because of its horizontal progression amongst other things, which is why we are suggesting a new slot

    [...]

    So in your logic let’s penalise the core players that actually play the game and cater only to the ones that hardly do?

    Endless vertical progression is probably the single worst thing you can do to keep new players around. And as for veterans, I assure you most players I know want less power creep, not more. We've already experienced it's effects on balance and build diversity.

    […] don’t lie to make a point lool

    I don't know what it is, but something tells me this thread of yours isn't going to go anywhere.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • spaceghost8
    spaceghost8
    ✭✭✭
    Right Nuarblack how did I prove your point? I’m confused now… I just literally said there is no need to grind as a new player, you have tons of things to do… for end game content guilds just need you to be cp 300 and you can get that in 2 weeks of casual play

    ToRelax yes we can pretend like ZOS actually takes any feedback… I was just throwing out an idea with no expectations… if you have nothing to say to further the conversation you don’t need to reply

    My point in all this is that the game was more fun when I was levelling, unlocking champion points, now that I have everything it’s kind of dull, there is nothing to look forward to… this is why some players prefer to just start a new account while others just stop playing
    Edited by spaceghost8 on 8 August 2024 16:46
  • NuarBlack
    NuarBlack
    ✭✭✭✭
    Right Nuarblack how did I prove your point? I’m confused now… I just literally said there is no need to grind as a new player, you have tons of things to do… for end game content guilds just need you to be cp 300 and you can get that in 2 weeks of casual play

    ToRelax yes we can pretend like ZOS actually takes any feedback… I was just throwing out an idea with no expectations… if you have nothing to say to further the conversation you don’t need to reply

    My point in all this is that the game was more fun when I was levelling, unlocking champion points, now that I have everything it’s kind of dull, there is nothing to look forward to… this is why some players prefer to just start a new account while others just stop playing

    More of the same isn't going to fix either problem. Veteran players(personally I'm on my 3rd account, 2nd PC, one Playstation) are not going to stick around for one more CP slot. Especially when as you claim, they have already earned it. That isn't a chase item, that's a post-hoc loyalty reward at best. I came back recently primarily cause they announced scribing. An extra CP star would not have brought me back.

    And newer players are not going to stick around when there isn't interesting chase items or skills. Leveling is fun because you get entirely new skills to use as you level. If you added interesting CP stars that did more than marginal percentage upgrades that would be worth grinding for. That would be exciting to see as a newer player and keep them invested. I remember coming back for monster sets and seeing someone proc lambris or grothdarr and thinking dang I need to get to where I can do vet hard modes cause those are awesome. Nothing noticeable will happen like that if some long time players are running around with 5 stars instead of 4. Unless those stars are as interesting as monster sets or something actually build and gameplay defining.
  • Twohothardware
    Twohothardware
    ✭✭✭✭✭
    They definitely need to add more slots and restructure the Champion Point system even if it means nerfing the extra 1K weapon/spell damage they give everyone.

    As others stated there’s no progression in the game for players any more. There’s nothing to chase at the release of the next yearly expansion for the Champion Point system. You reach a certain CP level to slot what’s needed and then you’re at max level forever with no point in grinding XP to gain more CP.

    There’s also limited build diversity with the current CP system because there’s the handful of basically mandatory CP passives everyone slots and after that there’s no room to build in anything else so there’s just tons of wasted skills in the CP trees.
    Edited by Twohothardware on 8 August 2024 20:51
  • bar_boss_A
    bar_boss_A
    ✭✭✭
    I would rather have a wider variety on slottable blue CP points than more slots. More horizontal progression instead of more vertical progression.

    Give me "add 400 weapon and spell power to x damage type" CP points. x ={physical,magical,bleeding,fire...}
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    bar_boss_A wrote: »
    I would rather have a wider variety on slottable blue CP points than more slots. More horizontal progression instead of more vertical progression.

    Give me "add 400 weapon and spell power to x damage type" CP points. x ={physical,magical,bleeding,fire...}

    Yes, this. Though randomly continuing to accumulate CP is very strange since there is no use whatsoever for them.

    Most of the current stars are very boring and straightforward. I would definitely appreciate some additional niche stars to add to build diversity and power fantasy.

    Like, how hard would it be even to add the +Frost Damage, +Shock Damage, +Bleed Damage, +Disease Damage, etc. stars? Those should have been in there since day 1.
  • DinoZavr
    DinoZavr
    ✭✭✭✭✭
    the solution is (in my humble opinion) is to make most of green tree - passives, or completely redesign the tree providing boosts to what Matt Firor once called the "tentpole" systems. like provide better excavation and scribing rewards, but, again, constantly swapping green stars, depending on what you are doing is a serious design flaw. It should not be THAT annoying.

    Right now PC players has "Jack of all Trades" addon, but its' immense popularity simply indicated that current Green tree design is very wrong and players-unfriendly. :(
    PC EU
  • Twohothardware
    Twohothardware
    ✭✭✭✭✭
    Just let people slot 6 skills per green, blue, red tree. Most of the buffs in the blue tree are small and can be counterbalanced by lowering the free 1K weapon/spell damage that ZOS recently gave everyone. There is so many skills that never get slotted simply because there isn't room to fit them into a 4 slot configuration.
    Edited by Twohothardware on 9 August 2024 19:09
  • Fischblut
    Fischblut
    ✭✭✭✭✭
    ✭✭
    Replacement of old awesome CP system with this was one of main reasons I stopped to actively play ESO few years ago :/

    I only play because of cosmetics nowadays, and even that joy might be taken away soon :'(

    But for now I hope for the best, so I will voice my opinion on old and new CP systems.

    Old system made it possible to unlock every awesome passive in time, after earning enough CPs. I always eagerly waited for every 30 CPs limit increase with some updates. Every CP I earned and put into constellations made my character more powerful and closer to eventually unlocking all passives - so the notification of earning one more CP was always a little celebration.

    On new CP system, I have ~400 unassigned CPs in blue and red constellations - and zero need to assign them, because I never feel the need to replace them at all... Also, values of many of buffs are rather weak.

    I am simple person, so I go for flat buffs first. Add some health, stamina/magicka, weapon/spell damage, bonus damage done/reduction from one type of attacks, resistances, recovery - and there are no free CP slots for anything more. No use of any fun new effects, not even those little echoes from the old CP system (no Major Heroism after taking damage at low health, no any ability cost reduction after drinking potion/breaking free - I just can't remember precisely what was triggering it in old system).

    When I earn another CP, I don't have any reason to go into CP menu thinking "Awesome, I will add this CP here and receive another awesome perk!" My NPC companions react to it with such unwarranted excitement though, it's hilarious :D

    For me, perfect solution would be: revert to old CP system. Of course, some perks in green constellation would be irreplaceable and dearly missed... Currently, only some of those perks give purpose to my earned CPs.

    More realistic solution, which might satisfy me, would be: remove requirements for slottables, simply make all CP perks active all the time, once points are assigned to them. There are nerfs and combat/set changes all the time, no matter if we only have 4 CP slottables per constellation now.

    At least there would be the feeling of my character getting more powerful with more CPs.
  • Bammlschwamml
    Bammlschwamml
    ✭✭✭
    ... free 1K weapon/spell damage that ZOS recently gave everyone...

    Did i miss something?
  • Hasenpfote
    Hasenpfote
    ✭✭✭
    Combat CP of any kind should be passive, non combat CP of any kind should be passive.

    Actually, if you farm resources, you press one button to change CP, if you have finished your farm, you press one button to switch CP for riding. If you have finished riding, you press one button to switch to resources gathering, if you reach a smith, you press one button to smelt your stuff. All these things i have written can be automated by addons.

    In summary, the CP-System needs rework and split strict between combat stuff and non-combat stuff, that can be automated by addons.
  • Hasenpfote
    Hasenpfote
    ✭✭✭
    This Forum does not support post editing. I mean combat CP should be active and non combat should be passive.
  • Quethrosar
    Quethrosar
    ✭✭✭✭
    ToRelax wrote: »
    NuarBlack wrote: »
    Quethrosar wrote: »
    this is the woke ,care bear answer lol. every mmo i have seen has a cap that gets lifted with an expansion and they do not die off.

    A.) They still set a new fixed ceiling

    B.) They do die off. They never grow outside of it happening twice for literally the biggest MMO ever. But never since. That one nosed dived the 3rd time they tried it with cataclysm. The only way they actually stemmed the bleeding was with Stat and level squishes later because they realized it was a bad idea.

    But nice bait with the woke stuff. Elden Ring is literally one of the most successful games of the last decade and really all time. And, it specifically catered to new players while keeping enough of their soul for veterans. Any game needs new blood to refresh it. ESO is failing miserably at that. And adding a mediocre marginal progression system for top 1% of players won't change that.

    Well you are wrong about a few things

    ESO has no problem getting new players it has a problem keeping them, mostly because of its horizontal progression amongst other things, which is why we are suggesting a new slot

    [...]

    So in your logic let’s penalise the core players that actually play the game and cater only to the ones that hardly do?

    Endless vertical progression is probably the single worst thing you can do to keep new players around. And as for veterans, I assure you most players I know want less power creep, not more. We've already experienced it's effects on balance and build diversity.

    power creep needs to happen, whole point of leveling is to go to old zones or what not and 1 shot everything or solo older trials etc.. that is what makes games founded upon D&D type of thinking rule. ESO doesn't ever really let a player feel like itis better at 2000 cp vs. 0 cp.
  • spaceghost8
    spaceghost8
    ✭✭✭
    NuarBlack wrote: »
    Right Nuarblack how did I prove your point? I’m confused now… I just literally said there is no need to grind as a new player, you have tons of things to do… for end game content guilds just need you to be cp 300 and you can get that in 2 weeks of casual play

    ToRelax yes we can pretend like ZOS actually takes any feedback… I was just throwing out an idea with no expectations… if you have nothing to say to further the conversation you don’t need to reply

    My point in all this is that the game was more fun when I was levelling, unlocking champion points, now that I have everything it’s kind of dull, there is nothing to look forward to… this is why some players prefer to just start a new account while others just stop playing

    More of the same isn't going to fix either problem. Veteran players(personally I'm on my 3rd account, 2nd PC, one Playstation) are not going to stick around for one more CP slot. Especially when as you claim, they have already earned it. That isn't a chase item, that's a post-hoc loyalty reward at best. I came back recently primarily cause they announced scribing. An extra CP star would not have brought me back.

    And newer players are not going to stick around when there isn't interesting chase items or skills. Leveling is fun because you get entirely new skills to use as you level. If you added interesting CP stars that did more than marginal percentage upgrades that would be worth grinding for. That would be exciting to see as a newer player and keep them invested. I remember coming back for monster sets and seeing someone proc lambris or grothdarr and thinking dang I need to get to where I can do vet hard modes cause those are awesome. Nothing noticeable will happen like that if some long time players are running around with 5 stars instead of 4. Unless those stars are as interesting as monster sets or something actually build and gameplay defining.

    I get what you mean, but at the end of the day a new toy is a new toy and I think new slots would shake up the meta (probably what most ex players are waiting for) and give more use to the niche/unused champion points

    Scribing has potential but as it stands it’s not good, the skills need to compete with our class skills to be usable as we have limited bar space… perhaps they will add class skill scribbing in the future

    Another solution to add a little excitement of gaining a cp level to everyone is to give 0.2 weapon and spell damage with each champion point u get, totalling at around 720 weapon and spell damage at cp 3600

    I’m cp 1800 so I would get like 360 weapon and spell damage

  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    Galeriano2 wrote: »
    ToRelax wrote: »
    Please don't.

    Make green stars passives all you want, but don't add power to the CP system.

    Power IS needed in the CP system.

    The more you level the more power you get, this is a basic ideology for literally every game, elder scrolls included. Why not this game?

    Also there is nothing wrong with catering to veteran players whilst also giving newer players something to look forward to.

    Power already exists in CP system.There are different types of powers though.

    In CP up until certain point You are getting vertical power increase but after reaching its limit You are getting a horizontal power which allows You to adjust Your CPs to Your liking on spot.

    Every major MMO puts a cap on vertical power increase, this included. Increasing vertical power progression too much causes power creep to go through the roof and that causes plethora of issues for the game. ESO had this issue many times already and it always ended up the same, with updates where in order to bring power creep down devs striked lots of things with nerf hammer causing massive outcries in the community.

    At the very least they should continue to add new CP stars. We've had the same ones for like two years. Or maybe longer. It feels very stale.

    This.

    When they originally announced CP 2.0, my first thoughts were:

    1. Yes! Hybridization friendly.
    2. Moving away from boring % multipliers.
    3. The promise of space to expand the system with new CP over time.

    To these points, they only really did number 1 and half of number 2, which are way better than before for sure... but almost all the CP nodes worth slotting are boring % multipliers. My expectation was to half nodes that revamped how we played, like "Forked Lightning: Have x% chance to deal y shock damage to nearby enemies."

    When I saw that there was nothing really like that at launch, I remained opitimistc that it could be added on later. Surely they would want to start with a basic template of generic bonuses anyone can use.

    Well.. like 5 years later? And it's received practically nothing. Same with Mythics, I was really hoping they wouldn't just be stat sticks, and they still are years later. The creativity on the team is severly lacking and any time we're promised something cool, like Class sets, they release content that is dead on arrival. I don't understand the teams unwillingness to design fun and creative ways to build our characters.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • FoJul
    FoJul
    ✭✭✭✭
    Quethrosar wrote: »
    CP needs more slots . I am over 2000 cp now but don't feel any progress anymore since 1500. I should have more power than a 1500 cp.

    So put each slot that already exist a CP milestone. all 12 costing 3600 CP. LMAO
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭
    Galeriano2 wrote: »
    ToRelax wrote: »
    Please don't.

    Make green stars passives all you want, but don't add power to the CP system.

    Power IS needed in the CP system.

    The more you level the more power you get, this is a basic ideology for literally every game, elder scrolls included. Why not this game?

    Also there is nothing wrong with catering to veteran players whilst also giving newer players something to look forward to.

    Power already exists in CP system.There are different types of powers though.

    In CP up until certain point You are getting vertical power increase but after reaching its limit You are getting a horizontal power which allows You to adjust Your CPs to Your liking on spot.

    Every major MMO puts a cap on vertical power increase, this included. Increasing vertical power progression too much causes power creep to go through the roof and that causes plethora of issues for the game. ESO had this issue many times already and it always ended up the same, with updates where in order to bring power creep down devs striked lots of things with nerf hammer causing massive outcries in the community.

    At the very least they should continue to add new CP stars. We've had the same ones for like two years. Or maybe longer. It feels very stale.

    This.

    When they originally announced CP 2.0, my first thoughts were:

    1. Yes! Hybridization friendly.
    2. Moving away from boring % multipliers.
    3. The promise of space to expand the system with new CP over time.

    To these points, they only really did number 1 and half of number 2, which are way better than before for sure... but almost all the CP nodes worth slotting are boring % multipliers. My expectation was to half nodes that revamped how we played, like "Forked Lightning: Have x% chance to deal y shock damage to nearby enemies."

    When I saw that there was nothing really like that at launch, I remained opitimistc that it could be added on later. Surely they would want to start with a basic template of generic bonuses anyone can use.

    Well.. like 5 years later? And it's received practically nothing. Same with Mythics, I was really hoping they wouldn't just be stat sticks, and they still are years later. The creativity on the team is severly lacking and any time we're promised something cool, like Class sets, they release content that is dead on arrival. I don't understand the teams unwillingness to design fun and creative ways to build our characters.

    Or even just take on board ideas that the community puts forward.

    There have been so many interesting ideas put forward by so many different players on the forums over the years that could have at least been explored, but 99% of the time it's just more of what they come up with in-house (mostly just more of the same) with very little new stuff.

    Another one I was hoping to see at some stage was a chain lighting type effect where the lightning arcs to nearby enemies (we sort of have it with multi hit shield throw and DW shrouded daggers), but no lightning abilities with this mechanic at all yet, despite being an obvious (and fun/thematic) mechanic for that damage type.
  • Silaf
    Silaf
    ✭✭✭✭✭
    CP need a rework.
    As it stands it feel like an uncomplete system.
    There is no reason not to make all green CP permanently active once unlocked and the wole system need a reward for players reaching milestones and 3600 cp.

    At the moment you don't even get an akivement.
  • Vulkunne
    Vulkunne
    ✭✭✭✭✭
    Should be able to use more of what's already there. 4 works but it also holds you back with certain circumstances, it's noticeable, especially when synergy is needed more than power. We have tons of options but really few options when all is said and done. It's amazing the difference between 4 slots and what adding one more could do, when there's really no reason to hold us back to 4.

    +1 slot please.
    Edited by Vulkunne on 14 August 2024 02:49
    Today Victory is mine. Long Live the Empire.
  • FlopsyPrince
    FlopsyPrince
    ✭✭✭✭✭
    ✭✭✭
    Hasenpfote wrote: »
    This Forum does not support post editing. I mean combat CP should be active and non combat should be passive.

    Yes it does, but you have to click on the "#123" in the top right of the post to then get the "Edit" option. Stupid design choice, but that is how it works.

    Just clicking on the gear icon before clicking on the number will not give the edit option. (This was edited to add the prior sentence and this comment.)
    Edited by FlopsyPrince on 14 August 2024 05:28
    PC
    PS4/PS5
  • FlopsyPrince
    FlopsyPrince
    ✭✭✭✭✭
    ✭✭✭
    I would really like more green items to be passives and not require slotting.

    I have never micromanaged my blue and red choices. I picked what seemed reasonable and use that. I don't *** them around. I am now to the point of putting blue points into things I will probably never use on one account.

    I wonder how much of the playerbase adjusts their slotted items? I have redistributed a couple I set a long time ago with "better ones" (like removing the health for ultimates" choice, but otherwise I don't adjust them. I may be missing out, but I haven't found it compelling enough to be worth the effort.
    PC
    PS4/PS5
  • LukosCreyden
    LukosCreyden
    ✭✭✭✭✭
    ✭✭
    A new CP slot would be welcome. Currently, all 4 slots are occupied by "mandatory" skills. A fifth slot that could be dedicated to some of the more interesting and creative skills would be fun.
    Struggling to find a new class to call home.Please send help.
Sign In or Register to comment.