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Why is this new patch still does not increase 501 cp cap ???

  • potirondb16_ESO
    potirondb16_ESO
    ✭✭✭
    You also have to take into consideration the bias which has been introduce with CP because since player can upgrade most of their value with CP increasing the cap would also mean increasing unevently playable classes such as dk for example who fully benefits from the thraumarthurge bonus as well as from the mighty, thus creating a full time imbalance the stronger the CP impact becomes inside the game.

    Raising the cap of cp without adjusting the overall performance of the cp system would lead to overall imbalance inbetween classes which Zos cannot live with. At this point, I would agree that increasing the current cap with the current CP system would lead to a huge imbalance inbetween classes, thus leaving Direct domage classes such as Sorc and Nightblade far behind the Dot classes.

    If we want a good balance to come back we will need a new champion system that looks a bit more as the one we had in Skyrim where you unlock passive specific to different aspect of the game instead of unlocking overall performance bonus. This might end up with more theocrafting and a little bit less versatility for player but would also end up giving more control over class balance.

    Example each passive cost 10/20/30 per rank and turn out to be split inside different categorie such as weapon/class/general offense/general defense/ alchemy/ crafting/ guild. And be extansion of the actual passive one class receive as an exemple

    General offense:
    - Deal : 5/10/15% more domage with (physical)
    - Deal : 5/10/15% more domage with (magic)
    - Deal : 5/10/15% more healing
    - Deal : 5/10/15% more domagr with critical hit

    General defense:
    - Receive : 5/10/15% less domage from (physical)
    - Receive : 5/10/15% less domage from (magic)
    - Reveive: 5/10/15% less domage from single target hit
    - receive : 5/10/15% less domage from area of effect

    Weapon:
    Bow//
    -Deal 5/10% more domage with bow ability
    -Reduce bow ability cost by 5/10/15%
    - Increase the duration of rapid expedition by 1/2/3 s. After executing a roll-dodge
    - Gain minor berzebeker while using a bow (30pts)

    Dual wield//
    - Deal 5/10% more damage with dual wield ability
    - Adds 1753 physical penetration while dual wield weapon are equip
    - Receive 1/2/3% more critical chance while dual wield weapon are equip
    - Receive 2/3/5% more healing while dual wield weapon are equp

    Two-Hands
    -Deal 5/10% more domage with two-hand ability
    - Lower the Snare/Stun duratuon by 1/1,5/2s.while two-hand weapon are equip
    - increase the duration of follow up passive by 2/3/5s. After killing someone
    - Receive a domage shield equivalent to 3% of your domage dealt while having a two-hand equip

    And so on.

    This would oblige specialise build but also increase the overall balance inbetween classes since most tree could be analyse and be given ways to affect specific built and not the overall performance which mean that increasing the cap would benefit player but also would ask them to specialise even more thus leaving a lot of room for improvisation while one would never be able to max out his overall peeformance. Notice that 120cp are required in that model to boost only the overall domage and 2 weapon skills to 30% while in the current system 120pts allow you to get 25% from all domage and 35% more for dots
  • potirondb16_ESO
    potirondb16_ESO
    ✭✭✭

    Docmandu wrote: »
    @OP because nobody wants 25% extra magicka / stamina damage, 25% more dot damage (including Radiant Destruction), 25% more crit damage, 5k regen per second, abilities costing 5 magicka / stamina, infinite block, ...

    #remove-cp

    or.. other people have a life and you're actually a very small percentage of the player base (but a large percentage of the forum) that has actually capped CP.

    You are probably right, but I know that a lot of invested player, player who'd come back after champion point introduction, are now almost at cap even if they never had an immense gaming time per day, I also have friend who've been playing for less then 2 month who are already talking about being near the cap or at less then 25% to reach it.

    I don't mean that every player is max or that the cap should be increase with the current cp system but simply saying that by now an increase of the current cap should not be an issue if you look at overall accessibility of champion point nowaday.

    On the other hand an increase of the "gear level" might be a worst solution since most player are already complaining about the lack of content at endgame which with DB release will be, 2 trial and 2 dongeon and half. A major DLC might become necessairy at that point even if this one is a mandatory purchase.

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