Shadowasrial wrote: »Of course CP can be removed and it probably will be at some point, but it has to be replaced with something else. If all character development ended with lvl50 and unlocking sklil lines, that wouldn't be enough.
But do we really need a separate system? I actually have a wonderful idea that would replace the system and would actually benefit players and keep a difference between pvp and pve while allowing you to allow for more class distinctions and maintain balance. And that’s a champion tree that doesn’t effect player vs player. Instead the cp would be aimed at npcs and bosses and core mechanics. And here’s that system in detail.
You have a pvp tree. This tree allows more damage with siege, damage vs npcs. More defense against said npcs and siege. Passives that would allow for more range on siege etc so while it doesn’t make a player more powerful against other players this tree would enhance your ability to play in pvp.
The next tree pve tree. This tree same concept as above. Adds perks that allows you to take more damage from bosses less damage from mechanics. Allows for better luck in drops. Skills that enhance the damage done against bosses and mobs. This tree would have a few passives that would give that extra push and utility for all classes to make all classes viable in pve. Perks like more burst against a boss if hit from stealth. More perks for stunning a boss and trapping him in a pile of dots like your destro ultimate.
There could be a tree that allows for more returns on crafting. And for the economy. Perks that allow you to have a chance to return all materials when deconstructing an object? I’m sure there are some armor you don’t use anymore but you don’t Decon it because it cost way too much to make in the first place. So how about perks that allow you to get more from your craft? There are trees in our skill lines yes but the cp can be used to enchance non combat skills against other players. These perks would offer greater quality of life for all players and get rid of the balance changes that affect both pvp and pve builds. You wouldn’t need to nerf class skills as much because every class has been dumbed down to a more basic level but the champion tree makes up for it by having a more direct affect on the type of content your playing without ruining the balance of both. Your thoughts on this system?
Look at Diablo 3 ( even is not a MMO)
@GreenHere it woudln't be balance if they were just gutted from the game no, it would require a balance pass on the game again (like when VR levels were removed).Personally I would want to see it removed or at least changed to a system which gives non-combat based buffs only.
Not intended to sound snarky or anything:
Turelus, do you think the game is well balanced enough that if all CP combat bonuses were removed entirely that things would be balanced enough?
Lots of us struggle enough as is. Can't imagine how annoying vMA would be with no CP...
@GreenHere it woudln't be balance if they were just gutted from the game no, it would require a balance pass on the game again (like when VR levels were removed).Personally I would want to see it removed or at least changed to a system which gives non-combat based buffs only.
Not intended to sound snarky or anything:
Turelus, do you think the game is well balanced enough that if all CP combat bonuses were removed entirely that things would be balanced enough?
Lots of us struggle enough as is. Can't imagine how annoying vMA would be with no CP...
However that might also be a good time to go through and rebalance the world and game so content has some level of challenge outside group play and bring the damage creep back down to a place where the combat and design teams can keep up.
The thing for me though is CP already doesn't feel like progression. I am a 100 or so over the cap so I just wait for an update, spend 30 more points, go back to playing.GreenHere it woudln't be balance if they were just gutted from the game no, it would require a balance pass on the game again (like when VR levels were removed).Personally I would want to see it removed or at least changed to a system which gives non-combat based buffs only.
Not intended to sound snarky or anything:
Turelus, do you think the game is well balanced enough that if all CP combat bonuses were removed entirely that things would be balanced enough?
Lots of us struggle enough as is. Can't imagine how annoying vMA would be with no CP...
However that might also be a good time to go through and rebalance the world and game so content has some level of challenge outside group play and bring the damage creep back down to a place where the combat and design teams can keep up.
In that context, I like the idea. If CP were replaced with a more interesting and less unwieldy system, along with the game as a whole getting the tune up to match where we all land capabilities-wise, I'm onboard with this.
What of progression, though? After hitting CP cap, any sense of progression (on the game/UI side, anyway) kind of stalls. It takes a while, but a heck of a lot longer than just getting to level 50. Anyone got good ideas for what could keep us busy earning imaginary ranks/points/numbers/whatevers?
That false sense of accomplishment in earning CP and the like are pretty crucial to the longer term playtimes that games like this thrive on, right?
The thing for me though is CP already doesn't feel like progression. I am a 100 or so over the cap so I just wait for an update, spend 30 more points, go back to playing.GreenHere it woudln't be balance if they were just gutted from the game no, it would require a balance pass on the game again (like when VR levels were removed).Personally I would want to see it removed or at least changed to a system which gives non-combat based buffs only.
Not intended to sound snarky or anything:
Turelus, do you think the game is well balanced enough that if all CP combat bonuses were removed entirely that things would be balanced enough?
Lots of us struggle enough as is. Can't imagine how annoying vMA would be with no CP...
However that might also be a good time to go through and rebalance the world and game so content has some level of challenge outside group play and bring the damage creep back down to a place where the combat and design teams can keep up.
In that context, I like the idea. If CP were replaced with a more interesting and less unwieldy system, along with the game as a whole getting the tune up to match where we all land capabilities-wise, I'm onboard with this.
What of progression, though? After hitting CP cap, any sense of progression (on the game/UI side, anyway) kind of stalls. It takes a while, but a heck of a lot longer than just getting to level 50. Anyone got good ideas for what could keep us busy earning imaginary ranks/points/numbers/whatevers?
That false sense of accomplishment in earning CP and the like are pretty crucial to the longer term playtimes that games like this thrive on, right?
I don't really know how to handle progression to be honest, part of me wonders if we even need it (Guild Wars 1 did fine without) the other part would miss aspiring to something.
They queue in group finder, come into a group after waiting time and get immediately kicked because of their low CP rank.
Would a rebalance be a bad thing, how many threads complain about content difficulty being too hard or too easy?WuffyCerulei wrote: »Both PvE and PvP would have to be completely rebalanced, skills altered, and so much more.
Not to mention CP is a major incentive to progress past lvl 50.