I am well over the CP cap, but the truth is I hardly notice the 30 point increases every update. As terrible as the VR grind was, the feeling of progress was a lot more distinct. Guess that has also something to do with Zone Layout before 1T though.
I agree with that.prototypefb wrote: »healing increases and received and phisical and magickal dmg all should be on same CP tree to further separate dedicated roles/builds aka healer, dd, tanks.
same goes for critical healing increase, critical resistance, increase in physical critical dmg ,increase in magickal critical dmg. there is not a lot of tradeoff for role seperation, passives also could be better in some cases.
lucky_dutch wrote: »CP needs to disappear. There is no reason for it to be in the game
This.
I can get why people may want to keep it: you’ve invested a lot of time in earning it and you don’t want to see others get for free what you’ve had to work for. It’s a natural human reaction and one I feel myself.
However, being completely pragmatic and thinking about the long-term health of the game, having a (nearly) thousand hour grindwall stand in the way of a new player having a maxed character that can compete in Cyro or vet trials just doesn’t make sense. Most people will be put-off by that kind of investment when coming in late.
I felt it myself around the 300 CP mark. You can now do all the vet dungeons, I quickly had my trial gear and everything golded yet before me lay hundreds of hours more of playtime to reach max CP. Just didn’t make any sense!
Either get rid of it entirely or cap it at 300 (as at least up until then there is a logical progression).