CatchMeTrolling wrote: »At this point I’m starting to notice that my last 10 to 30 cp are pretty much a toss up. Of course this depends on class, stam, magic and whether you’re playing pve or pvp. I mostly play pvp , so I feel there’s naturally more cp spent for it. Keeping that in mind that means that’s less cp that needs to be spent in pve and more toss up points.
In my opinion, I think it’s that time again to make some changes to the cp trees. It doesn’t need to be something complex, it could be something like switching things around or adding simple quality of life changes like inventory space.
Eventually we will have too much CP and, I’m already starting to see that happen in some cases. Thoughts?
People are too attached to their cp so support for this will be minimal. It makes up for their builds weaknesses and makes imbalance in pvp even worse. Balancing around cp is the worst thing that has happened to this game and it needs to be replaced with something else.
Tan9oSuccka wrote: »People are too attached to their cp so support for this will be minimal. It makes up for their builds weaknesses and makes imbalance in pvp even worse. Balancing around cp is the worst thing that has happened to this game and it needs to be replaced with something else.
I agree. Back to VR ranks?
Only half kidding.
Many new players look at the amounts us old timers have and think it will take forever, or even forever just to hit the cap. The exp it takes you to hit cap now from scratch is the same or slightly less than it took us to hit 500cp before catch up mechanics were introduced. I have no pitty towards people thinking 200m(817cp from 0cp currently, 500cp from pre Wrothgar DLC) exp is too much.
The way the CP is frontloaded and has diminishing returns also narrows down the advantage, but there is still advantage.
I am personally fine with it as it is but at this point I would rather have them completely change it to remove every bit of combat advantage it has just to shut people up. Change it to give other bonuses, such as ones towards earning gold, loot, guild kiosk listings, and a ton of other things that would essentially put us all on equal footing(other than skill) during combat.
Daedric_NB_187 wrote: »The only change I want to CP is for them to stop adding to it. When I started in September last year, the max was 660. I just finally got to that and the max is 810 now. It seems like a carrot I will never reach.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »
Yeah, I think the game would be better without cp, at least in pvp.
If only there were a no-CP campaign....
Understand that cp also affects no cp because while CP serves as a “counter” to certain things you don’t get that luxury in no cp. Damage for one is out of control in no cp. You lose stats. Not only that, nerfs like the ones in Morrowind outside of cp (armor nerfs for example) content hurt no cp more.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »
Yeah, I think the game would be better without cp, at least in pvp.
If only there were a no-CP campaign....
Understand that cp also affects no cp because while CP serves as a “counter” to certain things you don’t get that luxury in no cp. Damage for one is out of control in no cp. You lose stats. Not only that, nerfs like the ones in Morrowind outside of cp (armor nerfs for example) content hurt no cp more.
So I'm a bit confused. You want no CP, but no CP is no good?
BlazingDynamo wrote: »Expand the CP tree vastly. Give greater amounts of choices to invest in and more passives so that selecting what you invest in suits your play style or gives more meaning to your choices.
Diminish certain CP perks so it's not a clear "dump everything in here and nothing else matters".
Simply just expand it. I don't think it's a bad design I just think we've gotten so far ahead in CP that most of what's available doesn't even really matter anymore. I don't feel like I'm getting any more powerful with each increase because I've already got all my points into where they need to be.
Wrong question.CatchMeTrolling wrote: »Is it time to change the CP system?
CatchMeTrolling wrote: »
- Add more customization so their character feels more unique and choices are more impactful. This also includes non combat options such as crafting and loot
- Open to roles and character specialization
- Don’t make choices so obvious. Narrow down the options so players can’t choose whatever they want; creating a “jack of all trades” scenario
if you look at most builds they are very min maxed at least for pve, for pvp you would want an more spread out layoutKaiDynasty wrote: »In my opinion they should rework the cp system and make it to provide a vertical progression and not a horizontal progression.
Right now more cp you have, more you will be tanky, more you will healing, more you will deal damage. Yes you can put all of the cps just in some perk to be full tank / full healer / full dps at once but imo that's not good because as the cp are "spreaded" you can gain more of these attributes (because cps are limited in blue, red, green tree, so you are forced to gain resistances in addition to sustain and damage).
They should spread cp in a way where players aren't forced to put cps in the 3 trees, but if they want to fully go sustain, being able to put all the cps in that direction. This is just a way to change the system.
It is clear that more the cps are, more the differences on builds are less because cps compensate for them, so in a long future, cps will make all just the same thing, and that's not good.
No, doing an random dungeon or 3-4 quests will use up your enlightenment and the 4x xp gain bonus.CatchMeTrolling wrote: »Many new players look at the amounts us old timers have and think it will take forever, or even forever just to hit the cap. The exp it takes you to hit cap now from scratch is the same or slightly less than it took us to hit 500cp before catch up mechanics were introduced. I have no pitty towards people thinking 200m(817cp from 0cp currently, 500cp from pre Wrothgar DLC) exp is too much.
The way the CP is frontloaded and has diminishing returns also narrows down the advantage, but there is still advantage.
I am personally fine with it as it is but at this point I would rather have them completely change it to remove every bit of combat advantage it has just to shut people up. Change it to give other bonuses, such as ones towards earning gold, loot, guild kiosk listings, and a ton of other things that would essentially put us all on equal footing(other than skill) during combat.
It’s easy to catch up if you grind for it and play a lot of pve content that reward good xp. If someone plays casually they’ll take forever to hit cap, even if they log a few hours everyday. Seen a bunch players in that scenario, You also have to consider the fact it’s more than just about how much exp it takes. Their knowledge, skill, gold, gear accessibility, friends, time etc. can all play a factor when it comes to reaching cap. Although this might be an entirely different discussion.
The system is fine the way it is.
I am at the CP cap and have been for quite some time. When I reached the point of diminishing returns, I started to look at the CP system in a different way - I saw the opportunity to create a hybrid build that could deal damage on par with a pure magica or pure stamina build. Right now it's not possible, but as the CP cap continues to rise, that possibility gets closer and closer. I am very excited about this - it will open the door to a lot of new possibilities.
chaoseater99 wrote: »CatchMeTrolling wrote: »
- Add more customization so their character feels more unique and choices are more impactful. This also includes non combat options such as crafting and loot
- Open to roles and character specialization
- Don’t make choices so obvious. Narrow down the options so players can’t choose whatever they want; creating a “jack of all trades” scenario
This is something I really wish for. The game feels too saturated, with too few classes, and due to the balancing scenario there are barely 5 or 6 different builds the majority playerbase keep following. And the system sort of allows creating Jack of all Trades, with so little customization.
I wish they could change it in a way that would offer more unique playstyles and builds. A lot more variety in general. Tired of seeing everyone just running around as a Stamblade/MagSorc/Stamden.
Remove the CP cap let us use what we have earned!
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Daedric_NB_187 wrote: »The only change I want to CP is for them to stop adding to it. When I started in September last year, the max was 660. I just finally got to that and the max is 810 now. It seems like a carrot I will never reach.
Spreading game into CP and noCP to balance is simply impossible. Game should be unified, it will make balancing much easier.
CatchMeTrolling wrote: »KaiDynasty wrote: »In my opinion they should rework the cp system and make it to provide a vertical progression and not a horizontal progression.
Right now more cp you have, more you will be tanky, more you will healing, more you will deal damage. Yes you can put all of the cps just in some perk to be full tank / full healer / full dps at once but imo that's not good because as the cp are "spreaded" you can gain more of these attributes (because cps are limited in blue, red, green tree, so you are forced to gain resistances in addition to sustain and damage).
They should spread cp in a way where players aren't forced to put cps in the 3 trees, but if they want to fully go sustain, being able to put all the cps in that direction. This is just a way to change the system.
It is clear that more the cps are, more the differences on builds are less because cps compensate for them, so in a long future, cps will make all just the same thing, and that's not good.
A concept mmos typically use. This stops players from being jack of all trades in a sense, that’s the direction it’ll ultimately go, again. I was for something like this early on. Damage, mitigation, sustain and healing for example should probably be in the same tree. Or like you said remove the trees and add a point system where you are force to invest in multiple areas but not all. So you can be good at damage and healing but subpar when it comes to mitigation.
I agree with this. Ultimately CP will kill class individuality and homogenize the game since we'll all have maxed resists, maxed damage, and maxed healing. They should either put a lock in place, or re-align passives so you can't have them all. Most MMO's lock progression in one way or another, and CP is the current progression system in place. Class levels are really just there for skill points at this point...skills are unlocked by use, and real power is all in the CP.
At the same time, I would also be for adding more QoL variances to the trees. run speed, sprint speed, CD reduction, AoE range increases, Duratiob increases...they could add a ton of stuff that would change how skills worked, and thin out the point investments at the same time.