Player levels and monster levels are all Dynamic Adjusting cap should not force any issues with the game. Remember NPC level is 160 most players are already 500 or better. What players should be concerned with is the incoming drop sets. What will happen when monster levels scale up does that mean gear scales up as well and omg the farming will never end.
In light of this eventuality RNG needs to be heavily looked at and dare I say please please please remove the crap traits or at least cut the chance of getting them in half. We are all tired of countless hours of farming because of them.
I looked this weekend at the listings of my Guilds. A rough Estimate is 10% to 20% of the players are at the Cap, based on the guilds I am in. I am not in any PvP or Trials Guilds, those may have a higher percentage. As for the players who are not at the Cap? Most of them are not over 300CPs right now. There is no urgency from a population stand point to increase the cap.
As much as I would like an increase myself, it is more to spend the points than any inherent need for more power. Mobs are Melting just fine as it stands right now. There is no real urgency from the Player Power aspect to increase the cap.
So, raising the cap is fine, but the first question to be asked, is why and the second is, what benefit would it bring to the player base as a whole?
At this time, it would only serve to increase the gap between players.
Seido_Tensei_ wrote: »
Conclusion: PVP is handled by no CP campaigns, PVE will only be made more accessible. So again, what problem is the cap solving?
VinyParsley2016 wrote: »
Seido_Tensei_ wrote: »
But to be honest, you didn't address my comments or question at all in your last response:
Yes I get having a cap should technically "increase build diversity" but lets be honest. Having maxed CP (3600) would not change build diversity one bit in the current game.
[This is what the Cap Serves. It also forces, or should force a diversity of game play as we can't max out all the constellations and make ourselves a jack of all trades. But the Sheeple and the Meta still funnel everyone into two or three cookie cutter builds for the game.
Rune_Relic wrote: »STOP!
Before we continue...what exactly would you accomplish with more CP than you already have ?
Rune_Relic wrote: »STOP!
Before we continue...what exactly would you accomplish with more CP than you already have ?
Other than just melting stuff quicker...and making the power gap even bigger.
Will this make the content more challenging and less boring ?
Seido_Tensei_ wrote: »@Nestor My bad, saw the recent responses and didn't realize this was a necroed thread. My apologies for responding to something 5+ months old.
But to be honest, you didn't address my comments or question at all in your last response:
Yes I get having a cap should technically "increase build diversity" but lets be honest. Having maxed CP (3600) would not change build diversity one bit in the current game. Players will do as they do now and build they way they want. The only requirements we have for "builds" is that healers are only considered healers if they have a heal, tanks can only be a tank if they have a taunt. Other than that there is no part of theory crafting that was be negatively affected by removing the CP cap.
Increasing build diversity isn't connected to CP. In the current meta, many people are opting for 4 DD to clear veteran dungeon content because a dedicated healing / tanking is not always necessary. Many builds can already fill multiple roles.
So any limiting of build diversity can be attributed to other game mechanics as builds are already limited to a few viable configurations in the current game in spite of the CP cap.
@Nestor I also agree nothing much changes with increased CP except for larger numbers, but character progression is important to keeping a game interesting. If the larger numbers don't actually change anything, why not let us have our larger numbers?