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How would you feel about raising gear cap to cp 170, and introducing perfected dungeon sets?

Ordinator199
Ordinator199
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Raising all gear to cp 170, and only way to acquire perfected dungeon sets (similar to perfected trials sets with extra 5th line bonus) is by lighting a "challenge banner" or something similar at the start of a vet dungeon, that would:
A) Make everything in the dungeon hit 20-30% harder
B) Have 20-40% more health
C) Place a constant dot on every player in the group as soon as its activated, enough so groups would have to co-ordinate with healer/tank and not run around like chickens.

How would you feel about raising gear cap to cp 170, and introducing perfected dungeon sets? 194 votes

Yes to all.
4%
Lord_HevOreoTheDjMyGTXVvwvenomwvVUrvothamig186lostineternityThumbless_BotOrdinator199 9 votes
No to raising cp cap, yes to dungeon suggestions.
5%
AttorneyatlawlJames-WayneFruity_NinjalagrueFinisherofwarcoop500playsforfunYandereGirlfriendIshtarknowsZhuJiuyinyNiriel 11 votes
No to raising cp cap, yes to some of the dungeon suggestions.
9%
vailjohn_ESOCosmicSwirlyStrawsGedericNumber_51PossToanisKiyakotariRaptorRodeoGodAScarlatoJimmyTortelliniMalyoreSoaroraPalumtraBasPLunaFlorathatnewcatsmellFieryPhoenixThoriorzMSattrtand 19 votes
No, I like it the way it is.
79%
tohopka_esoDaveMoeDeeNemesis7884SilafZephiran23flizomicaivaylo.krumoveb17_ESOJasonSilverSpringLarsSDenverRalphyTX12001rwb17_ESOHatchetHaroElvenheartSheridankip_silverwolfAvalonRangerDagoth_RacSmokedpyrotechSilverBrideBergisMacBride 155 votes
  • Soarora
    Soarora
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    No to raising cp cap, yes to some of the dungeon suggestions.
    I’m a believer in a new difficulty level above Veteran (not HM, a new level like normal and veteran is. Otherwise it’d be like… Normal, Vet, HM, HM+…?). Not just more health and more damage, but also new or altered (or mechanics the dungeons had on release that have since been changed) mechanics that make it hard to burn through.

    Your DoT idea is interesting for validating the healer role but I also am not the biggest fan of healers just needing to heal better. I’m not opposed though.

    Changing gear cap to 170 makes EVERYONE remake all their gear for no good reason. Waste of materials.
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  • bmnoble
    bmnoble
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    No, I like it the way it is.
    The game having a gear cap is one of the things I love about ESO, your old gear remains usable, just not best in slot, no stupid having to fully re gear, every year.

    As for the dungeon one, feels like it could be used by trolls, you just get to the end of a dungeon your about to finish it, someone activates, this extra hard mode and the random group wipes and wipes until people start leaving, wasting the run.

    If something like that were implemented it should require a full group vote to activate none of this one player setting it off like the current hard mode.
  • AScarlato
    AScarlato
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    No to raising cp cap, yes to some of the dungeon suggestions.
    I am not in favor of the CP caps.

    I would be interested in ways to get an extra line on gear from challenging 4-man comment. But it's not a big deal to me. But it could be something to do.
  • Alp
    Alp
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    No. I don't even like it the way it is. Champion point gear is a holdover from Veteran Levels, and we "got rid of those". I would much rather have everything currently in the game scaled down to 50. Like, take cp160 and make that the new 50 and scale everything in between accordingly.
    Make ebony a strong material again, instead of every material between like level 40 and CP150 being completely useless once you hit CP160 for the first time.

    It also feels bad that gear gets worse as you level, and once you hit level 50 for the second time, your gear suddenly becomes much worse.

    I say redo it all. Remove levels from gear completely and have it scale with the player. Maybe have some gear that you can't use to its full extent till you hit certain levels. Keep perfected versions, something to grind for.

    Change all level materials to be used in some other way, or just replace them all with like low to high quality "wood", etc. Or spread rare materials like ebony out in the world and have certain sets require it.

    I don't know. I don't like levelled gear. I don't like gear getting worse as you get better. I don't like only seeing rubedite and rubedo in the world when we have so many materials that were well established in the lore beforehand.
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  • tsaescishoeshiner
    tsaescishoeshiner
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    No, I like it the way it is.
    Something harder than vet for certain dungeons would be nice, but I feel like hardmodes already give coordinated groups a good challenge.

    But making everyone's gear not max level, even only in name, would feel terrible and be pretty discouraging. It would take all the convenience away of making max level gear that you can keep, even if you change builds. Because if they raise it once, why wouldn't they maybe raise it again? So it would cause uncertainty.
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  • aLi3nZ
    aLi3nZ
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    I’m ok with it, provided existing gear is raised from 160 to 170? Like common all that gold to max out gear. I am not made of money over here.

    At least I have lots of transmutation stones after I took up alt characters
  • Ordinator199
    Ordinator199
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    Yes to all.
    bmnoble wrote: »
    The game having a gear cap is one of the things I love about ESO, your old gear remains usable, just not best in slot, no stupid having to fully re gear, every year.

    As for the dungeon one, feels like it could be used by trolls, you just get to the end of a dungeon your about to finish it, someone activates, this extra hard mode and the random group wipes and wipes until people start leaving, wasting the run.

    If something like that were implemented it should require a full group vote to activate none of this one player setting it off like the current hard mode.

    Well its been like 11 years since they raised the cap from vr14 to vr16 (which became cp 160).
    And true on the group vote for sure.
    Soarora wrote: »
    I’m a believer in a new difficulty level above Veteran (not HM, a new level like normal and veteran is. Otherwise it’d be like… Normal, Vet, HM, HM+…?). Not just more health and more damage, but also new or altered (or mechanics the dungeons had on release that have since been changed) mechanics that make it hard to burn through.

    Your DoT idea is interesting for validating the healer role but I also am not the biggest fan of healers just needing to heal better. I’m not opposed though.

    Changing gear cap to 170 makes EVERYONE remake all their gear for no good reason. Waste of materials.

    I don't think ZoS would go over every single dungeon and add new mechanics to bosses, its a lot of work. As for wasting resources, there are tons of "dead" materials and "dead" gold, right now.


    Alp wrote: »
    No. I don't even like it the way it is. Champion point gear is a holdover from Veteran Levels, and we "got rid of those". I would much rather have everything currently in the game scaled down to 50. Like, take cp160 and make that the new 50 and scale everything in between accordingly.
    Make ebony a strong material again, instead of every material between like level 40 and CP150 being completely useless once you hit CP160 for the first time.

    It also feels bad that gear gets worse as you level, and once you hit level 50 for the second time, your gear suddenly becomes much worse.

    I say redo it all. Remove levels from gear completely and have it scale with the player. Maybe have some gear that you can't use to its full extent till you hit certain levels. Keep perfected versions, something to grind for.

    Change all level materials to be used in some other way, or just replace them all with like low to high quality "wood", etc. Or spread rare materials like ebony out in the world and have certain sets require it.

    I don't know. I don't like levelled gear. I don't like gear getting worse as you get better. I don't like only seeing rubedite and rubedo in the world when we have so many materials that were well established in the lore beforehand.

    The resources between 50 and cp 160 are certainly a relic of the past.
    Something harder than vet for certain dungeons would be nice, but I feel like hardmodes already give coordinated groups a good challenge.

    But making everyone's gear not max level, even only in name, would feel terrible and be pretty discouraging. It would take all the convenience away of making max level gear that you can keep, even if you change builds. Because if they raise it once, why wouldn't they maybe raise it again? So it would cause uncertainty.

    They could raise it every 3-5 years or so, idk about you but I have 5 characters with multiple setups, and those recreation gems are not really going down, even with 3k cap.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    No, I like it the way it is.
    And make my +100,000 Ancestor Silk, Rudedite Ore, Sanded Ruby Ash and Platinum Dust worthless?
  • Ordinator199
    Ordinator199
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    Yes to all.
    And make my +100,000 Ancestor Silk, Rudedite Ore, Sanded Ruby Ash and Platinum Dust worthless?

    Wouldn't have to introduce new materials necessarily, and someone having 100k of each resources is exactly the point of doing it, resources are meant to be used not sit in a crafting bag collecting dust.
  • Taarente
    Taarente
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    No, I like it the way it is.
    the last thing this game needs is yet more overpowered gear. 99.99% of perfected items aren’t needed as is.
  • Renato90085
    Renato90085
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    challenge banner still too easy
  • Hapexamendios
    Hapexamendios
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    I don't see a reason why the cap should be raised. As for perfected dungeon gear, I don't think we need it, but if it was implemented, it should be at the same max level we already have.
  • DoofusMax
    DoofusMax
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    No, I like it the way it is.
    Seriously? The difference between CP150 and CP160 is something like 20 points of base value (about 1%) at the same quality level. Planning to go back and rework all the crafting lines, all of the crafting mats, and whatever else is currently underpinning the CP160 cap for another 1% at CP170? No thank you. Min-maxers might like the idea, but backfitting something like that is just asking for a multitude of "It doesn't work" followed by long-delayed fixes, followed by "Why don't we raise the cap to CP180?"
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    No, I like it the way it is.
    There is entirely way way way too much damage with Subclassing. It needs to be removed, they will NEVER be able to balance it. They need to institute a dps cap. Just like there are armor and crit caps. There are also many other problems with combat and gear, this would make them even worse.
  • LunaFlora
    LunaFlora
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    No to raising cp cap, yes to some of the dungeon suggestions.
    i do not want to reconstruct and recraft all my equipment.


    Perfected Dungeon item sets seem fine, but seems better to have them drop in Veteran mode just like in Trials.


    Damage Over Time on every player would just make it tedious to do as you would not be able to stand close together, which makes some boss fights more annoying.


    An extra difficulty mode is not a bad idea, but why not have it selectable in the menu like Normal and Veteran?
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  • Lord_Hev
    Lord_Hev
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    Yes to all.
    I'm more interested in just the increased gear cap. We should have horizontal level cap updates come back.

    Permanent dot is obnoxious, and that method of heal check is consistently overblown in so much content already. Dungeons don't need an extra hm mode. But I'm not completely opposed to making perfected versions of all the existing dungeon sets.
    Edited by Lord_Hev on 27 April 2026 07:19
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  • frogthroat
    frogthroat
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    ut1oqngtibp0.pngOther

    I don't understand the point in raising the gear cap to CP170. What benefit would that bring? Both normal and perfected would have the same cap anyway. If it's more power creep you are after, just wait for the class rework to be finished.

    Perfected dungeon gear would be interesting, though. But why would you want the implementation to be completely different from trials? In trials doing just vet gives you perfected. HM would give you 2 perfected instead of one.

    I don't understand why you would want dungeons to work differently, but if perfected dungeon gear would happen I would prefer it to be the same as trials: normal difficulty -> standard gear. Veteran -> one perfected item per boss. Vet HM -> 2 perfected items per boss.
  • GloatingSwine
    GloatingSwine
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    I don't think they should change the gear cap, that's not really an interesting way to change up gearing.

    I think they should introduce perfected monster sets, not general dungeon sets, just the monster hat and shoulder.

    They should be awarded by a third tier of dungeon difficulty which reworks older dungeons with more interesting mechanics and boss encounters.
  • ghastley
    ghastley
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    None of the poll options work for me. The old veteran levels need to disappear, not have another one added. And I do not think dungeons are the mechanism for making the change, which needs to be more pervasive.

    Some of these questions need to be asked separately:
    Is a gear cap desirable?
    Should there be tiers of gear, or should it be continuously upgraded without replacement?
    If material no longer represents level, what else could it do? e.g different mats confer different resists.

    I'll probably think of more.
  • ivaylo.krumoveb17_ESO
    No, I like it the way it is.
    We have a good source for perfected gear already, vet trials. And, frankly, almost 100% of the dungeon sets with very few exceptions are really bad and not viable for endgame. They should be considered staple gear only.

    Please don't try to divert ZOS from their more important work, like bugfixing and developing new content - overland zones, new dungeons and trials and (fingers crossed) PVP. Only a small fraction of the playerbase would really enjoy new, more sweaty dungeon difficulty. If you want sweaty content, do trifectas or vets solo. Those are considered HM+.
  • heimdall14_9
    heimdall14_9
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    No, I like it the way it is.
    Note: I used AI to help me structure and write out my thoughts for this post due to my disabilities.

    My Vote: No to raising the cap / Yes to better sets for harder content
    I have very mixed feelings about this proposal because it tackles two very different issues: actual gameplay progression and arbitrary resource sinks.

    The Problem with a CP 170 Gear Cap:
    I am firmly against raising the gear cap to CP 170. Doing so doesn't actually add "content" to the game; it simply creates a useless, artificial grind. Forcing players to re-farm, re-craft, or re-gold their entire inventory just to reach a new arbitrary number is a slap in the face to the years of work people have put into their builds. Furthermore, getting enough transmute stones is already a major pain point and a massive "time-sink" issue for a huge portion of the player base. We shouldn't be forced to dump thousands of stones into gear we already own just to stay relevant.

    Making Materials Matter Again:
    I am, however, in favor of a system where all materials in the game actually matter for more than just one day of leveling. Right now, everything between level 1 and CP 160 is essentially "trash" once you hit the cap. I would support a system that revitalizes lower-tier materials—perhaps by requiring them for specific upgrades, unique set bonuses, or new types of consumables—so that the entire crafting economy has value again, rather than just the top-tier "meta" mats.

    Support for Perfected Dungeon Sets:
    I am actually okay with the idea of introducing better sets that require you to complete harder content. If someone wants to tackle a "challenge banner" or a harder tier of Veteran dungeons to earn "Perfected" versions of dungeon sets, that represents a genuine reward for skill. It gives us something to strive for without making our existing non-perfected gear useless. It adds a "horizontal" goal rather than a "vertical" power creep that invalidates everyone’s current inventory.

    Summary: Let's find ways to make the existing materials and world more relevant, and give us harder challenges for better rewards, but do not force us into a mindless grind for a higher level cap that adds zero depth to the actual game.
  • Destai
    Destai
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    No, I like it the way it is.
    No, we have over 400 gear sets in this game and most of them are unusable. I'd rather see that effort put into making those gear sets more relevant and fun to use.

    Also, the whole stickerbook mechanic where weapons only drop on a boss would need to change so people don't have to run the dungeons 100s of times again.
  • BergisMacBride
    BergisMacBride
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    No, I like it the way it is.
    Big no from me on this one. I have zero interest in having to remake PvE and PvP sets for all of my 18 characters. The level/gear cap is a huge plus for eso imo. Every mmo I ever left it was because they kept raising the level/gear cap. What’s to keep them from raising it again in the future? In some games it becomes a vicious cycle.

    The only thing I could see them possibly raising in the future might be the CP cap and add some more stars to the trees while keeping the slotted limit to 4 per constellation.
  • Nemesis7884
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    No, I like it the way it is.
    i think one of the main attractiveness of eso is the horizontal progression that allows you to engage the content you want and doesnt push you into a gear treadmill

    Edited by Nemesis7884 on 27 April 2026 13:35
  • OsUfi
    OsUfi
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    No, I like it the way it is.
    Heck no. I also like that this game is so horizontal progression. I don't even use meta gear. For the three years I was a necro main I mostly used Oblivions Foe for the soul magic, Soulcro vibe. My Magblade is my current main, and she lives in Hist Sap and War Maidens with all named quest pieces. I'd still be annoyed if I had to get all that gear again for the sake of 10cp.
  • o_Primate_o
    o_Primate_o
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    No, I like it the way it is.
    i'd like to see DLC dungeon leader board for daily undaunted.
    Edited by o_Primate_o on 27 April 2026 13:57
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  • Mojey87
    Mojey87
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    No, I like it the way it is.
    like we dont have enough sets in the game to add even more!!
  • heimdall14_9
    heimdall14_9
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    No, I like it the way it is.
    i'd like to see DLC dungeon leader board for daily undaunted.

    i never understood why from the start there wasnt one with dungeons being the majority of the end game content leading up to crag trials that finally gave us a leaderboard system
  • The Uninvited
    The Uninvited
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    I'd like to see something else, namely remove the gear cap. Level 50 is the highest you can get, but wait, there's a gear cap after that?

    Why is the gear cap there? I know it's a leftover from veteran ranks, because back in the day Veteran rank 16 was the highest before they removed that and introduced CP.

    So what they did was give us all 160 CP (meaning 1 veteran rank equalled 10 CP) and upgraded the gear to the same level. I never understood that last part however, would have been easier to just cap the gear at level 50.

    And yeah, I do realize there's no way back now as it would mean removing a lot of the crafting materials for 1 to 160 CP.
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  • Alp
    Alp
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    I'd like to see something else, namely remove the gear cap. Level 50 is the highest you can get, but wait, there's a gear cap after that?

    Why is the gear cap there? I know it's a leftover from veteran ranks, because back in the day Veteran rank 16 was the highest before they removed that and introduced CP.

    So what they did was give us all 160 CP (meaning 1 veteran rank equalled 10 CP) and upgraded the gear to the same level. I never understood that last part however, would have been easier to just cap the gear at level 50.

    And yeah, I do realize there's no way back now as it would mean removing a lot of the crafting materials for 1 to 160 CP.

    Just scale it all down. Spread the materials out between the levels or use them for something else.
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