SirCritical wrote: »I like round numbers, and a connection with the actual CP-level. It's just dumb that gear-level remained on the same for such long, so you can't feel any improvements.
SirCritical wrote: »I like round numbers, and a connection with the actual CP-level. It's just dumb that gear-level remained on the same for such long, so you can't feel any improvements.
MLGProPlayer wrote: »SirCritical wrote: »I like round numbers, and a connection with the actual CP-level. It's just dumb that gear-level remained on the same for such long, so you can't feel any improvements.
Since One Tamriel launched, higher level gear doesn't make you stronger.
If you do 30k DPS now, you'll do 30k DPS at CP 200, CP 2000, or CP 20,000.
Why? Because enemy stats scale to the gear cap. Your damage output and your resistance will be identical at any gear level.
Then there is the issue of CP (champion point) level. I mean, you technically get more powerful and can eventually "over-level" the simplest content in the game, but what else do you do with it? Lower cp characters will still get battle-leveled up to whatever content players attempt, and while being over-leveled is an advantage being under-leveled isn't a huge issue since One Tamriel.
You can get better gear, up to champion level 160, but then what? The current cap for investing champion points, however many you may have earned, is sitting at 630 as of this writing. Why no gear increase for gear grind? I am at the cap of CP 630 but I wear CP 160 gear. The reason for no gear chase is that you get battle-leveled, so even when new content comes out, it doesn't matter what number you set the max gear level at. ZOS could eliminate gear level like they did for mobs and it would make no meaningful difference.
So what else could players get that might mean something? Other than over-leveling content with investing their points, what advantage could a player get for being CP 300 rather than CP 100? And given that ZOS keeps making it faster to earn CP every time the cap is raised, how would that advantage not be trivialized?
The system isn't just broken in terms of power creep, it lacks a solid purpose or identity.
I can only scratch the surface here right now, but, consider how the following suggestions could be specifically defined and expanded or used as inspiration for similar types of changes:
- stop giving free boosts to the earning CP point curve when the CP cap is raised
- start allowing players to earn such boosts in the game (opens up new rewards for in-game activities and achievements)
- tie such boosts to key achievements in the game; you earn a key achievement, like completing Cadwell's Silver or Gold, or getting zone exploration and delve achivements, or getting dungeon achievements, get a boost toward earning CP
- spread these boosts around and decide their strength to still allow players to catch up in a reasonable amount of time
- start unlocking options outside of investing in champion system stars; you hit CP 100 you get access to something whether you bother to spend the points or not; focus here on lateral progression ideas
Best to start with that last bullet. Maybe you get more bag space. Increased mount speed. Better drop rates on rare items. A unique mount. I mean, you already technically get some costumes for reaching certain cp levels as a hold-over from the bonuses of reaching certain veteran ranks, so put your thinking caps on, ZOS. And if you revamped the crafting system, you could add some bonuses for that as well...