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Any plans for uncapping CP's?

  • Hamish999
    Hamish999
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    I'd be ok with an uncapped CP "rank", but not with an uncapped CP "points".
    To get uncapped CP points would mean a reworking of the CP system again. And we don't need that again at the moment IMO.
    Edited by Hamish999 on 23 August 2025 21:06
    PC-EU
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  • shadoza
    shadoza
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    loosej wrote: »
    shadoza wrote: »
    loosej wrote: »
    One solution could be to turn xp earned beyond the cap into a currency people can use for vanity rewards. Crown gems would be a good candidate for this in my opinion.

    Wouldn't this action increase the XP farming that already interferes with lower players just trying to enjoy the game?

    I've honestly never experienced xp farming interfere with lower lvl players, so I can't agree with your premise. If anything, it's the lower level players who are farming xp to reach CP1600 so they can catch up with the veterans.

    But let's say it does.

    You need about 1.3 million xp to go from CP3599 to CP3600, so that would probably be the amount you need to get a reward. Let's say you get 1 or 2 gems every time you do this (could be a handful of seals of endeavor as well since you use them for the same thing). The gains would be so small that in reality, even if you work a minimum wage job, it would be a much more efficient use of your time to just go to work for a couple of hours and buy crates for the gems.

    Additionally, you'd need to reach CP3600 to even start gaining this benefit. The amount of time invested to get there is huge, I've logged over 10k hours to reach CP2700. This isn't something you actively farm, unless you want to burn out entirely.

    Finally (and this is just personal experience so that could be different for other people), by the time you reach that point you honestly don't care enough anymore. Unlocking a new mount skin with gems or endeavors is nice, don't get me wrong, but at that point you've collected enough skins, styles and other visual modifiers that it's just that, nice.

    So no, I don't think that it would.

    Not to long ago, I was in Crimson Cove with a low level testing their build choices. There was not one, but TWO, CP2k+ inside the dungeon. One appeared to be running with a friend of lower level. The other was alone and spamming magic while hoping in a set pattern for over 30 minutes. This form of mindless mob herding is seen as harmless by some upper levels but it is viewed as intrusive by those that are trying the dungeon for the first time and are unable to fight a single mob to the end because someone of higher level keeps aggroing them away. The experience is not that great for one so high but they still do it because, apparently, it can be done without them paying attention.
  • loosej
    loosej
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    shadoza wrote: »
    loosej wrote: »
    shadoza wrote: »
    loosej wrote: »
    One solution could be to turn xp earned beyond the cap into a currency people can use for vanity rewards. Crown gems would be a good candidate for this in my opinion.

    Wouldn't this action increase the XP farming that already interferes with lower players just trying to enjoy the game?

    I've honestly never experienced xp farming interfere with lower lvl players, so I can't agree with your premise. If anything, it's the lower level players who are farming xp to reach CP1600 so they can catch up with the veterans.

    But let's say it does.

    You need about 1.3 million xp to go from CP3599 to CP3600, so that would probably be the amount you need to get a reward. Let's say you get 1 or 2 gems every time you do this (could be a handful of seals of endeavor as well since you use them for the same thing). The gains would be so small that in reality, even if you work a minimum wage job, it would be a much more efficient use of your time to just go to work for a couple of hours and buy crates for the gems.

    Additionally, you'd need to reach CP3600 to even start gaining this benefit. The amount of time invested to get there is huge, I've logged over 10k hours to reach CP2700. This isn't something you actively farm, unless you want to burn out entirely.

    Finally (and this is just personal experience so that could be different for other people), by the time you reach that point you honestly don't care enough anymore. Unlocking a new mount skin with gems or endeavors is nice, don't get me wrong, but at that point you've collected enough skins, styles and other visual modifiers that it's just that, nice.

    So no, I don't think that it would.

    Not to long ago, I was in Crimson Cove with a low level testing their build choices. There was not one, but TWO, CP2k+ inside the dungeon. One appeared to be running with a friend of lower level. The other was alone and spamming magic while hoping in a set pattern for over 30 minutes. This form of mindless mob herding is seen as harmless by some upper levels but it is viewed as intrusive by those that are trying the dungeon for the first time and are unable to fight a single mob to the end because someone of higher level keeps aggroing them away. The experience is not that great for one so high but they still do it because, apparently, it can be done without them paying attention.

    Agreed that this isn't a great experience for a new player, but I don't think that it's caused by high level players farming xp. The problem here is one that has existed forever, namely that the game doesn't give enough incentives to high level players to queue for veteran dungeons instead of normal ones. With a proper reward structure situations like this would be far less common.

    Edit: apologies, I overlooked that you were talking about a public dungeon. In public dungeons and anything overland that's something you unfortunately won't be able to avoid. Experienced players just go faster through those places than new ones, and you can't blame one group or the other for playing it "wrong". You got unlucky to be there at a bad time for your friend to test their build, but it's not impossible to look for a different location with less activity in that scenario.
    Edited by loosej on 23 August 2025 22:02
    Consistency: It's only a virtue if you're not a screwup (source: despair.com)
  • Necrotech_Master
    Necrotech_Master
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    dk_dunkirk wrote: »
    At the very least we need some new stars to choose from, especially in the Blue tree.

    Not having specific elemental damage stars in 2025 is absolutely wild.

    I think there ought to be a whole meta-game around damage types and resistances, almost like Pokemon. You know, like fire is better against ice atronachs, and vice versa. But balancing the existing stuff is already an absolute joke. There's no way they could deal with the added complexity. So that'll never happen.

    actually thats how it was around game launch

    fire atros back in the early days had a slight resist to fire dmg and slight negative resist to frost dmg

    they opted for simplicity and just went to a single resistance system, and so stuff like that didnt shaft over certain builds (like it was actually panelizing you for playing DK in a dungeon with a lot of fire resist enemies)

    personally i like the way the game is now where its not penalizing any specific build (unless you count a ranged vs melee debate)

    Being "penalized" is only in the mind of the player.

    Like how literally everyone is "penalized" if not using a copy-pasted metabuild. Except that they aren't if they are still doing the content that they want to do. It's just a matter of shifting your perspective.

    Especially in the era of Scribing and Subclassing those concerns are even less valid. And even if a Sorcerer were better, say, at Halls of Fabrication because Shock -> bonus damage to Automatons, who cares? That's highly cool and could have given underdog classes and specs a venue to shine in instead of simply preserving the meta hegemony where every piece of content is exactly the same.

    i only state "penalized" because if an enemy resists fire dmg, and 80% of the dmg your dealing is fire dmg (being a DK), thats effectively penalizing you compared to someone running a sorc (80% physical/shock dmg)

    so in an instance of an enemy having fire resistance, someone running a DK is inherently "penalized" by dealing X% less dmg than someone running another class

    due to the subclassing nowadays classes themselves are bit more muddled, but the example would still stand if you were focusing specifically on the ardent flame skill line, picking that line and running say city of ash dungeon, your losing a good % of your dps due to having a line resisted by most enemies

    another example if things had specific resists would be running any kind of frost build in something like direfrost keep where theres mostly frost enemies (someone running a lot of frost dmg would be penalized where someone running ardent flame is "meta")

    that would just force people who did want to play meta to have specific elemental setups for every content in the game, and everyone who didnt want to play meta would in a sense be penalized
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • YandereGirlfriend
    YandereGirlfriend
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    dk_dunkirk wrote: »
    At the very least we need some new stars to choose from, especially in the Blue tree.

    Not having specific elemental damage stars in 2025 is absolutely wild.

    I think there ought to be a whole meta-game around damage types and resistances, almost like Pokemon. You know, like fire is better against ice atronachs, and vice versa. But balancing the existing stuff is already an absolute joke. There's no way they could deal with the added complexity. So that'll never happen.

    actually thats how it was around game launch

    fire atros back in the early days had a slight resist to fire dmg and slight negative resist to frost dmg

    they opted for simplicity and just went to a single resistance system, and so stuff like that didnt shaft over certain builds (like it was actually panelizing you for playing DK in a dungeon with a lot of fire resist enemies)

    personally i like the way the game is now where its not penalizing any specific build (unless you count a ranged vs melee debate)

    Being "penalized" is only in the mind of the player.

    Like how literally everyone is "penalized" if not using a copy-pasted metabuild. Except that they aren't if they are still doing the content that they want to do. It's just a matter of shifting your perspective.

    Especially in the era of Scribing and Subclassing those concerns are even less valid. And even if a Sorcerer were better, say, at Halls of Fabrication because Shock -> bonus damage to Automatons, who cares? That's highly cool and could have given underdog classes and specs a venue to shine in instead of simply preserving the meta hegemony where every piece of content is exactly the same.

    i only state "penalized" because if an enemy resists fire dmg, and 80% of the dmg your dealing is fire dmg (being a DK), thats effectively penalizing you compared to someone running a sorc (80% physical/shock dmg)

    so in an instance of an enemy having fire resistance, someone running a DK is inherently "penalized" by dealing X% less dmg than someone running another class

    due to the subclassing nowadays classes themselves are bit more muddled, but the example would still stand if you were focusing specifically on the ardent flame skill line, picking that line and running say city of ash dungeon, your losing a good % of your dps due to having a line resisted by most enemies

    another example if things had specific resists would be running any kind of frost build in something like direfrost keep where theres mostly frost enemies (someone running a lot of frost dmg would be penalized where someone running ardent flame is "meta")

    that would just force people who did want to play meta to have specific elemental setups for every content in the game, and everyone who didnt want to play meta would in a sense be penalized

    People penalize themselves every day by simply not being good at the game.

    Fact is, only a select few are out there actually doing 180k DPS in content. So folk worrying about falling short of that number and thinking that anything that doesn't achieve it is trash or a nerf or unusable or whatever are just robbing themselves of any enjoyment that they otherwise might get out of the game.

    Doing 10% less damage to a Flame type enemy because you're using Ardent isn't going to make-or-break the play experience for literally anyone outside of those select few at the very top. Just becoming a better player will nearly always reap greater gains than chasing gear or bar arrangements.
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    dk_dunkirk wrote: »
    At the very least we need some new stars to choose from, especially in the Blue tree.

    Not having specific elemental damage stars in 2025 is absolutely wild.

    I think there ought to be a whole meta-game around damage types and resistances, almost like Pokemon. You know, like fire is better against ice atronachs, and vice versa. But balancing the existing stuff is already an absolute joke. There's no way they could deal with the added complexity. So that'll never happen.

    actually thats how it was around game launch

    fire atros back in the early days had a slight resist to fire dmg and slight negative resist to frost dmg

    they opted for simplicity and just went to a single resistance system, and so stuff like that didnt shaft over certain builds (like it was actually panelizing you for playing DK in a dungeon with a lot of fire resist enemies)

    personally i like the way the game is now where its not penalizing any specific build (unless you count a ranged vs melee debate)

    Being "penalized" is only in the mind of the player.

    Like how literally everyone is "penalized" if not using a copy-pasted metabuild. Except that they aren't if they are still doing the content that they want to do. It's just a matter of shifting your perspective.

    Especially in the era of Scribing and Subclassing those concerns are even less valid. And even if a Sorcerer were better, say, at Halls of Fabrication because Shock -> bonus damage to Automatons, who cares? That's highly cool and could have given underdog classes and specs a venue to shine in instead of simply preserving the meta hegemony where every piece of content is exactly the same.

    i only state "penalized" because if an enemy resists fire dmg, and 80% of the dmg your dealing is fire dmg (being a DK), thats effectively penalizing you compared to someone running a sorc (80% physical/shock dmg)

    so in an instance of an enemy having fire resistance, someone running a DK is inherently "penalized" by dealing X% less dmg than someone running another class

    due to the subclassing nowadays classes themselves are bit more muddled, but the example would still stand if you were focusing specifically on the ardent flame skill line, picking that line and running say city of ash dungeon, your losing a good % of your dps due to having a line resisted by most enemies

    another example if things had specific resists would be running any kind of frost build in something like direfrost keep where theres mostly frost enemies (someone running a lot of frost dmg would be penalized where someone running ardent flame is "meta")

    that would just force people who did want to play meta to have specific elemental setups for every content in the game, and everyone who didnt want to play meta would in a sense be penalized

    People penalize themselves every day by simply not being good at the game.

    Fact is, only a select few are out there actually doing 180k DPS in content. So folk worrying about falling short of that number and thinking that anything that doesn't achieve it is trash or a nerf or unusable or whatever are just robbing themselves of any enjoyment that they otherwise might get out of the game.

    Doing 10% less damage to a Flame type enemy because you're using Ardent isn't going to make-or-break the play experience for literally anyone outside of those select few at the very top. Just becoming a better player will nearly always reap greater gains than chasing gear or bar arrangements.

    not being good at the game is not "penalizing" anything as thats tied to player skill, that has absolutely nothing to do with elemental resistances numerically penalizing builds

    im looking at it purely from the numbers standpoint: 10% less dmg to fire is still penalizing someone who plays a fire based build, thats 10% less overall dmg compared to another spec, 2 players of same skill level would see that difference

    yes it wont matter for most people, but the people that will care about that are the meta people, 10% is a massive difference to them

    10% is also a hypothetical resistance, they could make those much stronger, like 30 or 50% in which case that would be a huge penalization for playing specific playstyles, so i rather not gives the devs ideas

    in other games i seen, there could be certain enemies that are say straight up immune to certain dmg types, so i really dont want to open that can of worms of variable dmg resists
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • YandereGirlfriend
    YandereGirlfriend
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    ✭✭✭✭✭
    dk_dunkirk wrote: »
    At the very least we need some new stars to choose from, especially in the Blue tree.

    Not having specific elemental damage stars in 2025 is absolutely wild.

    I think there ought to be a whole meta-game around damage types and resistances, almost like Pokemon. You know, like fire is better against ice atronachs, and vice versa. But balancing the existing stuff is already an absolute joke. There's no way they could deal with the added complexity. So that'll never happen.

    actually thats how it was around game launch

    fire atros back in the early days had a slight resist to fire dmg and slight negative resist to frost dmg

    they opted for simplicity and just went to a single resistance system, and so stuff like that didnt shaft over certain builds (like it was actually panelizing you for playing DK in a dungeon with a lot of fire resist enemies)

    personally i like the way the game is now where its not penalizing any specific build (unless you count a ranged vs melee debate)

    Being "penalized" is only in the mind of the player.

    Like how literally everyone is "penalized" if not using a copy-pasted metabuild. Except that they aren't if they are still doing the content that they want to do. It's just a matter of shifting your perspective.

    Especially in the era of Scribing and Subclassing those concerns are even less valid. And even if a Sorcerer were better, say, at Halls of Fabrication because Shock -> bonus damage to Automatons, who cares? That's highly cool and could have given underdog classes and specs a venue to shine in instead of simply preserving the meta hegemony where every piece of content is exactly the same.

    i only state "penalized" because if an enemy resists fire dmg, and 80% of the dmg your dealing is fire dmg (being a DK), thats effectively penalizing you compared to someone running a sorc (80% physical/shock dmg)

    so in an instance of an enemy having fire resistance, someone running a DK is inherently "penalized" by dealing X% less dmg than someone running another class

    due to the subclassing nowadays classes themselves are bit more muddled, but the example would still stand if you were focusing specifically on the ardent flame skill line, picking that line and running say city of ash dungeon, your losing a good % of your dps due to having a line resisted by most enemies

    another example if things had specific resists would be running any kind of frost build in something like direfrost keep where theres mostly frost enemies (someone running a lot of frost dmg would be penalized where someone running ardent flame is "meta")

    that would just force people who did want to play meta to have specific elemental setups for every content in the game, and everyone who didnt want to play meta would in a sense be penalized

    People penalize themselves every day by simply not being good at the game.

    Fact is, only a select few are out there actually doing 180k DPS in content. So folk worrying about falling short of that number and thinking that anything that doesn't achieve it is trash or a nerf or unusable or whatever are just robbing themselves of any enjoyment that they otherwise might get out of the game.

    Doing 10% less damage to a Flame type enemy because you're using Ardent isn't going to make-or-break the play experience for literally anyone outside of those select few at the very top. Just becoming a better player will nearly always reap greater gains than chasing gear or bar arrangements.

    not being good at the game is not "penalizing" anything as thats tied to player skill, that has absolutely nothing to do with elemental resistances numerically penalizing builds

    im looking at it purely from the numbers standpoint: 10% less dmg to fire is still penalizing someone who plays a fire based build, thats 10% less overall dmg compared to another spec, 2 players of same skill level would see that difference

    yes it wont matter for most people, but the people that will care about that are the meta people, 10% is a massive difference to them

    10% is also a hypothetical resistance, they could make those much stronger, like 30 or 50% in which case that would be a huge penalization for playing specific playstyles, so i rather not gives the devs ideas

    in other games i seen, there could be certain enemies that are say straight up immune to certain dmg types, so i really dont want to open that can of worms of variable dmg resists

    Right, but the people who care about that are also the people to have toons of every class, have maxed subclassing, etc. and who are willing to do whatever it takes to reach the highest damage. So jumping through extra hoops is nothing to them. They are used to it and accept it as normal.

    Meanwhile, the average ESO player won't even notice the difference.
  • madman65
    madman65
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    If anything that ESO/ZOS could do is give a Sub-Slot for one of the Sub-Tree perks. It just seems like there is not enough to go around and having a sub-slot would make sense.
  • Sarannah
    Sarannah
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    To add to uncapping CPs: Would love it if some things in the CP system were a surprise, like hidden passive stars which unlock at a certain CP number. For example: reaching 1k, 2k, 3k, 4k, 5k, 10k, 15k, 20k, 50k CPs all unlock a new hidden passive CP star. Maybe with small but infinite bonusses like: +0.001% bonus exp from all sources, +0.001% bonus gold from all sources, +0.001% enlightenment each day, +0.001% extra chance for double resources from a harvesting node, +0.001% AP gain, etc. Bonusses that can take thousands of points, but do not add anything major nor give any combat advantage.
    Edited by Sarannah on 25 August 2025 09:47
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