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https://forums.elderscrollsonline.com/en/discussion/668861

Is it time to change the CP system?

  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    JinMori wrote: »
    temjiu 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.

    The cp system is not what homogenizes the game, this is where i think most people are wrong, you look at it superficially, the problem is not cp, the problem is that zos made a system, but they don;t fully commit to it, they didn;t make new harder modes to counterbalance the cp power gain, so, this is ultimately a money problem, zos would rather spend money making new content and crown store items rather than bettering the game, because that is not a direct way to make money.

    Ultimately it's laziness, it's greed, it's the fact that they don;t really care about making a good game, only about making as much money as they can, fine if that is the case i won't be part of this farce much longer.

    I already play this game a lot less.

    I find this way of thinking, cp is the problem as very superficial.

    Collectively it does add to the homogenization that takes place in the game. For example, most cp layouts are practically the same generic point placements.

    I can agree that there wasn’t enough investing, that’s why it needs to be reworked or removed completely. Although I think at this point it’s more convenient to introduce a healthier overhaul of the current system.

  • JinMori
    JinMori
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    ✭✭
    Other (Explain)
    JinMori wrote: »
    temjiu 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.

    The cp system is not what homogenizes the game, this is where i think most people are wrong, you look at it superficially, the problem is not cp, the problem is that zos made a system, but they don;t fully commit to it, they didn;t make new harder modes to counterbalance the cp power gain, so, this is ultimately a money problem, zos would rather spend money making new content and crown store items rather than bettering the game, because that is not a direct way to make money.

    Ultimately it's laziness, it's greed, it's the fact that they don;t really care about making a good game, only about making as much money as they can, fine if that is the case i won't be part of this farce much longer.

    I already play this game a lot less.

    I find this way of thinking, cp is the problem as very superficial.

    Collectively it does add to the homogenization that takes place in the game. For example, most cp layouts are practically the same generic point placements.

    I can agree that there wasn’t enough investing, that’s why it needs to be reworked or removed completely. Although I think at this point it’s more convenient to introduce a healthier overhaul of the current system.

    I think that it's more convenient that zos starts taking thing aside from content and crown store seriously.

    Cp, and incremental systems in general can be good, but only if fully committed to, i stand by what i said before, i do not think that cp homogenizes, it's the result of a neglected aspect of the game that is the homogenizing factor.
  • Inklings
    Inklings
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    The system needs a change
    My main account has 1,400cp, my second has 900 and if tomorrow they announced they are completely removing the CP system i wouldnt care and would be happy. With that said i think it really should be moved to a quality of life system and away from combat. More bag/bank space, special mount options, housing bonuses stuff like that. I stopped playing the game for 7 months when the CP system was released cause i seen what a *** show it would be and the balance problems it would cause down the road. Came back cause a friend convinced me too, but still hold the same feelings about this system.
  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change
    Inklings wrote: »
    My main account has 1,400cp, my second has 900 and if tomorrow they announced they are completely removing the CP system i wouldnt care and would be happy. With that said i think it really should be moved to a quality of life system and away from combat. More bag/bank space, special mount options, housing bonuses stuff like that. I stopped playing the game for 7 months when the CP system was released cause i seen what a *** show it would be and the balance problems it would cause down the road. Came back cause a friend convinced me too, but still hold the same feelings about this system.

    That’s not a bad idea but where would players get their power from afterwards? Zos would need to rework multiple parts of the game for it to work. I’ve seen a few games use specializations and gear for progression. While possible, I’m not confident the devs want to do THAT much work, then again I don’t think rescaling is that hard.

  • Abigail
    Abigail
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    The System is fine as it is
    Maybe ZOS should simply blow the game to smithereens and force all of us to start from scratch.

    I honestly think that would be preferable to busting my hump improving characters only to have them weaker with each patch -- or living under the continual threat that this will happen.

    I like the game environment, much of overland content is fun, and I enjoy doing delves and public dungeons, but the main reason I continue playing is a sense of advancing my characters. Take that away even one more time and I'll happily return to GW2, FFXIV, or even WOW.
  • xxthir13enxx
    xxthir13enxx
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    Other (Explain)
    Aye...just scrap the whole thing.... have a selection of 5premade characters to select from and drop them into the environment with gear sets scattered around in random locations and call it gd....... .... .... .... ... .. .
  • Arthg
    Arthg
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    Remove CP
    Ditch CP.

    Make proc sets consume resources.

    Give players the choice to adjust proc chance and effect against resource cost.
    For example : default Blood Spawn has 6% chance to give 6.5k resists and ulti.
    Make that cost stam (3k?), and give us the choice to decide whether for a progressive increase in cost, we want to increase the proc chance (to 7%, 8%, etc.) and/or the effect (more resists and ulti).
    Like if I want to pay 15k in stam for a 12% proc chance to get 12K resists, let me do it.

    Something along those lines.

    $0.02
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    Abigail wrote: »
    Maybe ZOS should simply blow the game to smithereens and force all of us to start from scratch.

    I honestly think that would be preferable to busting my hump improving characters only to have them weaker with each patch -- or living under the continual threat that this will happen.

    I like the game environment, much of overland content is fun, and I enjoy doing delves and public dungeons, but the main reason I continue playing is a sense of advancing my characters. Take that away even one more time and I'll happily return to GW2, FFXIV, or even WOW.

    If you’re capped right now what advancement is there for you via cp? You should already have everything you need.

    What’s your ideal progression system? Because things get taken, overhauled, nerfed and buffed in mmos, including the ones you named

  • karekiz
    karekiz
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    ✭✭
    The System is fine as it is
    Arthg wrote: »
    Ditch CP.

    Make proc sets consume resources.

    Give players the choice to adjust proc chance and effect against resource cost.
    For example : default Blood Spawn has 6% chance to give 6.5k resists and ulti.
    Make that cost stam (3k?), and give us the choice to decide whether for a progressive increase in cost, we want to increase the proc chance (to 7%, 8%, etc.) and/or the effect (more resists and ulti).
    Like if I want to pay 15k in stam for a 12% proc chance to get 12K resists, let me do it.

    Something along those lines.

    $0.02

    I can't wait to upgrade zaan's. I got 60K mana to spare, and could easily have more than that.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    Arthg wrote: »
    Ditch CP.

    Make proc sets consume resources.

    Give players the choice to adjust proc chance and effect against resource cost.
    For example : default Blood Spawn has 6% chance to give 6.5k resists and ulti.
    Make that cost stam (3k?), and give us the choice to decide whether for a progressive increase in cost, we want to increase the proc chance (to 7%, 8%, etc.) and/or the effect (more resists and ulti).
    Like if I want to pay 15k in stam for a 12% proc chance to get 12K resists, let me do it.

    Something along those lines.

    $0.02


    That’s a first. The issue I see with that is the fact making the proc chance higher would hurt more than it would help, more so in pvp areas. Could make builds that have no need for sustain broken as well.

    I’d be for adding a base cost to proc sets but even then it would have to be small amount or they’d have to buff the damage, healing or utility given. Who knows though, with the removal of cp and stats returned; people might be more inclined to use them with a change like that.
  • Arthg
    Arthg
    ✭✭✭✭✭
    Remove CP
    karekiz wrote: »
    Arthg wrote: »
    Ditch CP.

    Make proc sets consume resources.

    Give players the choice to adjust proc chance and effect against resource cost.
    For example : default Blood Spawn has 6% chance to give 6.5k resists and ulti.
    Make that cost stam (3k?), and give us the choice to decide whether for a progressive increase in cost, we want to increase the proc chance (to 7%, 8%, etc.) and/or the effect (more resists and ulti).
    Like if I want to pay 15k in stam for a 12% proc chance to get 12K resists, let me do it.

    Something along those lines.

    $0.02

    I can't wait to upgrade zaan's. I got 60K mana to spare, and could easily have more than that.

    You're at 60K with CP.

    It's just an idea that could add some depth to theorycrafting, and that would clearly need fine-tuning and careful thought when implemented.

    Your Zaan wouldn't proc if you're low on resources, and if your enemy survives, you'd be caught OOM with your pants down ready to be spanked.
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • Arthg
    Arthg
    ✭✭✭✭✭
    Remove CP
    Arthg wrote: »
    Ditch CP.

    Make proc sets consume resources.

    Give players the choice to adjust proc chance and effect against resource cost.
    For example : default Blood Spawn has 6% chance to give 6.5k resists and ulti.
    Make that cost stam (3k?), and give us the choice to decide whether for a progressive increase in cost, we want to increase the proc chance (to 7%, 8%, etc.) and/or the effect (more resists and ulti).
    Like if I want to pay 15k in stam for a 12% proc chance to get 12K resists, let me do it.

    Something along those lines.

    $0.02


    That’s a first. The issue I see with that is the fact making the proc chance higher would hurt more than it would help, more so in pvp areas. Could make builds that have no need for sustain broken as well.

    I’d be for adding a base cost to proc sets but even then it would have to be small amount or they’d have to buff the damage, healing or utility given. Who knows though, with the removal of cp and stats returned; people might be more inclined to use them with a change like that.

    Well I've got no pretention to come with a full-fledged system.
    I strongly dislike free damage, so I think that RNG-based damage should cost something.
    Increasing (progressively, as in: front-loaded) the proc chance and the effect for higher resource cost would IMHO add some depth to making builds and playing.

    My suggestion is nothing more than food for thought (hopefully), but I've been thinking about it for a while :)
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • Odovacar
    Odovacar
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    ✭✭
    The system needs a change
    I do a fair amount of BG's so I don't really care one way or the other but I do feel it needs a tweak or two, or three...
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    Arthg wrote: »
    Arthg wrote: »
    Ditch CP.

    Make proc sets consume resources.

    Give players the choice to adjust proc chance and effect against resource cost.
    For example : default Blood Spawn has 6% chance to give 6.5k resists and ulti.
    Make that cost stam (3k?), and give us the choice to decide whether for a progressive increase in cost, we want to increase the proc chance (to 7%, 8%, etc.) and/or the effect (more resists and ulti).
    Like if I want to pay 15k in stam for a 12% proc chance to get 12K resists, let me do it.

    Something along those lines.

    $0.02


    That’s a first. The issue I see with that is the fact making the proc chance higher would hurt more than it would help, more so in pvp areas. Could make builds that have no need for sustain broken as well.

    I’d be for adding a base cost to proc sets but even then it would have to be small amount or they’d have to buff the damage, healing or utility given. Who knows though, with the removal of cp and stats returned; people might be more inclined to use them with a change like that.

    Well I've got no pretention to come with a full-fledged system.
    I strongly dislike free damage, so I think that RNG-based damage should cost something.
    Increasing (progressively, as in: front-loaded) the proc chance and the effect for higher resource cost would IMHO add some depth to making builds and playing.

    My suggestion is nothing more than food for thought (hopefully), but I've been thinking about it for a while :)

    Oh I completely understand that it’s just a thought. I don’t like free damage either, I didn’t start to use damage procs until Morrowind. Eventually gave in. I still believe they don’t belong in the game but I understand why they are still here.

  • richo262
    richo262
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    Other (Explain)
    CP, or worthwhile leveling is required. Nothing after level 50 would be bleak.



    Step 1: Items
    I think they should rework the leveling system, instead of level 50 CP160 gear, it should be rejigged to be level 100 gear.

    Have it so toons level to 100, not 50. They level faster to factor that in. 100 attribute points (of same total value of 64). Same skill points awarded as standard. This will effectively remove CP from items. 10 crafting mats, one for each 10 levels.

    It shouldn't be too difficult to implement. If this was to roll out, ZOS would just need to double the level of every toon.

    So if you have a level 50 toon wearing CP160 gear. You'll log on to find it Level 100, and all gear Level 100.
    Your alt that you were level, if he was level 20, he is now level 40. However, it shouldn't take the same time to get to level 100 as it does 50, this is just to help players transition away from CP items by giving them a double boost.



    Step 2: Cashing in Champion points
    Two things to consider, players need a sense of progression, and players like having the ability to customize.

    I'd like it for the player to be able to spend their first 100 CP points as per usual in the CP trees, but at 100 it automatically cashes them in for an unlock and a fixed perk. This allows players to customize and vary their toons but at a certain point their character will have all those benefits withdrawn to prevent the CP system going too OP. So the power curve goes upward, then balances back down and resets, then starts to climb again, then gets set back at certain CP intervals. The setback also comes with additional perks and rewards. For instance:

    Tier 1 for 100cp unlocks (The players first 100 CP points)
    CP Skills
    Light Armor focus
    Medium Armor focus
    Heavy Armor focus
    Perks
    Invigorating Bash
    Critical Leech
    Field Physician
    Additional Perk
    Lunch box - Crafted and Crown foods now have their own bag similar to the craft bag

    No toon would ever use more than one of those at any given time, so they would never put more than 100CP in those.


    Tier 2 for 200cp unlocks (When the player has acquired 300 total CP points)
    CP Skills
    Spell Precision
    Shattering Blows
    Precise Strikes
    Perks
    Foresight
    Butcher
    Exploiter
    Additional Perk
    Azuras Star - Soul Gems, Crown Soul Gems, Empty Soul Gems now have their own bag similar to the craft bag (pretty PVP useless I know)

    No, or very few, toons would ever use more than two of those at any given time. Spell Precision or Precise Strikes are either Mag / Stam.


    Tier 3 for 300cp unlocks (When the player has acquired 600 total CP points)
    CP Skills
    Sprinter
    Tenacity
    Tumbling
    Perks
    Inspiration Boost
    Master Gatherer
    Treasure Hunter
    Additional Perk
    Alchemy Bag - Crafted and Crown Potions and Poisons now have their own bag similar to the craft bag.

    Every toon can use those points, so it costs 300CP.

    *To nerf the CP benefit, and it potentially worthwhile in PVP, the perks awarded when unlocked should probably be 50% of what they are now.

    ---

    The end result of this, would be, for 600 CP points, 1/4 of the entire CP system would be removed. The perks are fixed, and somewhat trivial, noticeable, but only 50% of what they are now. Players also gets to customize their CP points in between the milestones.

    If this system was in effect right now, if you were max (CP810), you would only have 210 CP points in your discretion to spend on the remaining perks. The next cash in milestone would be at CP900 and another 3 perks would be pulled from the Warrior trees and possibly a siege bag rewarded.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    Odovacar wrote: »
    I do a fair amount of BG's so I don't really care one way or the other but I do feel it needs a tweak or two, or three...

    I too predominantly do bgs, I care because whatever changes they make to the overall combat system is done with CP in mind.

    So this creates problems in no cp, such as when proc sets could crit and did even more damage than they do now. A recent buff that is very noticeable in bgs is the light attack buff. Something like 4K plus light attacks is bad when you consider the average health a player has is 20k. Combined with procs some builds simply light attack and heavy attack for their main spammable.

    Even the glyph proc change is more noticeable in bgs.
  • rexagamemnon
    rexagamemnon
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    The System is fine as it is
    I prefer the previous CP system, but im ok with this
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    I prefer the previous CP system, but im ok with this

    You mean the one before Morrowind?
  • lagrue
    lagrue
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    Other (Explain)
    Too many reasons not to touch it:
    1. Alot of us have invested into this system for years, any chance will be seen as unfavourable by many
    2. Anything ZOS does will result in an equally imperfect system
    3. Many people like the CP system as it is, we don't all think it's broken or an issue
    PSN ID (NA only): Zuzu_With_a_Z
    *GRAND MASTER CRAFTER*

    "You must defeat me every time. I need defeat you only once"
  • TBois
    TBois
    ✭✭✭✭✭
    Remove CP
    I'm for removing it, but if they keep it allow us the option to trade our cp for something, cosmetics maybe. It would allow those above cap to use cp for something. It would also give a reason to keep playing the game while not screwing with your power against static content.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • lagrue
    lagrue
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    Other (Explain)
    KaiDynasty wrote: »
    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 exactly how CP used to be before they added diminishing returns to deter us from pooling into only a select few stars. As much as I agree with you, it will never happen because they got rid of that format already, because they believed it was a bad design.
    Edited by lagrue on December 1, 2018 2:51AM
    PSN ID (NA only): Zuzu_With_a_Z
    *GRAND MASTER CRAFTER*

    "You must defeat me every time. I need defeat you only once"
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    lagrue wrote: »
    Too many reasons not to touch it:
    1. Alot of us have invested into this system for years, any chance will be seen as unfavourable by many
    2. Anything ZOS does will result in an equally imperfect system
    3. Many people like the CP system as it is, we don't all think it's broken or an issue

    1. I thought many would want to keep it because they’re accustomed to it but it turns out now more people are open to change. Definitely more than a year ago.
    2. Doesn’t need to be perfect, just need more investing put into it. Should at least try tweaking it every 2-3 updates.
    3. While true, I think it’s more so veteran pride since capped players are barely progressing. 9 out of 10 you have to wait every update just to get 1 percent out of your cp.
  • Mureel
    Mureel
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    ✭✭✭
    I'd just like people to stop making sh!t stirring topics when we have ENOUGH OTHER ISSUES!

    Do not give ZOS weird ideas! Will you never learn?
    ZWrdro0.jpg
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    TBois wrote: »
    I'm for removing it, but if they keep it allow us the option to trade our cp for something, cosmetics maybe. It would allow those above cap to use cp for something. It would also give a reason to keep playing the game while not screwing with your power against static content.

    Trading them for special perks would be ideal. Could be class perks, combat perks, crafting perks and general quality of life perks.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    richo262 wrote: »
    CP, or worthwhile leveling is required. Nothing after level 50 would be bleak.



    Step 1: Items
    I think they should rework the leveling system, instead of level 50 CP160 gear, it should be rejigged to be level 100 gear.

    Have it so toons level to 100, not 50. They level faster to factor that in. 100 attribute points (of same total value of 64). Same skill points awarded as standard. This will effectively remove CP from items. 10 crafting mats, one for each 10 levels.

    It shouldn't be too difficult to implement. If this was to roll out, ZOS would just need to double the level of every toon.

    So if you have a level 50 toon wearing CP160 gear. You'll log on to find it Level 100, and all gear Level 100.
    Your alt that you were level, if he was level 20, he is now level 40. However, it shouldn't take the same time to get to level 100 as it does 50, this is just to help players transition away from CP items by giving them a double boost.



    Step 2: Cashing in Champion points
    Two things to consider, players need a sense of progression, and players like having the ability to customize.

    I'd like it for the player to be able to spend their first 100 CP points as per usual in the CP trees, but at 100 it automatically cashes them in for an unlock and a fixed perk. This allows players to customize and vary their toons but at a certain point their character will have all those benefits withdrawn to prevent the CP system going too OP. So the power curve goes upward, then balances back down and resets, then starts to climb again, then gets set back at certain CP intervals. The setback also comes with additional perks and rewards. For instance:

    Tier 1 for 100cp unlocks (The players first 100 CP points)
    CP Skills
    Light Armor focus
    Medium Armor focus
    Heavy Armor focus
    Perks
    Invigorating Bash
    Critical Leech
    Field Physician
    Additional Perk
    Lunch box - Crafted and Crown foods now have their own bag similar to the craft bag

    No toon would ever use more than one of those at any given time, so they would never put more than 100CP in those.


    Tier 2 for 200cp unlocks (When the player has acquired 300 total CP points)
    CP Skills
    Spell Precision
    Shattering Blows
    Precise Strikes
    Perks
    Foresight
    Butcher
    Exploiter
    Additional Perk
    Azuras Star - Soul Gems, Crown Soul Gems, Empty Soul Gems now have their own bag similar to the craft bag (pretty PVP useless I know)

    No, or very few, toons would ever use more than two of those at any given time. Spell Precision or Precise Strikes are either Mag / Stam.


    Tier 3 for 300cp unlocks (When the player has acquired 600 total CP points)
    CP Skills
    Sprinter
    Tenacity
    Tumbling
    Perks
    Inspiration Boost
    Master Gatherer
    Treasure Hunter
    Additional Perk
    Alchemy Bag - Crafted and Crown Potions and Poisons now have their own bag similar to the craft bag.

    Every toon can use those points, so it costs 300CP.

    *To nerf the CP benefit, and it potentially worthwhile in PVP, the perks awarded when unlocked should probably be 50% of what they are now.

    ---

    The end result of this, would be, for 600 CP points, 1/4 of the entire CP system would be removed. The perks are fixed, and somewhat trivial, noticeable, but only 50% of what they are now. Players also gets to customize their CP points in between the milestones.

    If this system was in effect right now, if you were max (CP810), you would only have 210 CP points in your discretion to spend on the remaining perks. The next cash in milestone would be at CP900 and another 3 perks would be pulled from the Warrior trees and possibly a siege bag rewarded.

    Something like this would be a decent idea. Fits what some others have said. If ZOS decides to make a change I’d assume this approach would be the the most convenient because it’s still offers progression with some new customization options.

    The part I want to focus on is the part about 1-50 , I always thought it was outdated. It should be something like 1-159 cp, which of course you’d have to relevel when you make a new character. All your cp would automatically unlock when you reach 160.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    The system needs a change
    Mureel wrote: »
    I'd just like people to stop making sh!t stirring topics when we have ENOUGH OTHER ISSUES!

    Do not give ZOS weird ideas! Will you never learn?
    ZWrdro0.jpg

    Participate in the discussion or don’t but don’t derail a simple discussion about the current progression system.
  • LeHarrt91
    LeHarrt91
    ✭✭✭✭✭
    LeHarrt91 wrote: »
    I like a lot of the passives that are in the CP tree like wind runner, master harvester etc, so maybe removing the 15%/25% etc buff to damage, healing and replace them with more less potent passive would be ideal.

    I’m for this. This is what I meant by quality of life changes. Although I’m not sure they could remove damage and healing percentages but they could give more incentive to spread points out.

    Or maybe turn the 15%/25% constellations into passives like the others, so instead of spending 65 in Mighty to get 12% you can spend 60 CP in that tree to grant 10%.
    So basically add more passives in addition to the ones you get at 10, 30, 75 and 120.
    PS NA
    Have played all classes.
    Warden Main
  • Kalante
    Kalante
    ✭✭✭✭✭
    Remove CP
    this entire game needs a complete overhaul. Broken trials are the last straw, vet hof cloudrest, hel ra, asylum, they're all broken.
  • BoneShatterer
    BoneShatterer
    ✭✭✭
    Remove CP
    i started playing ESO in 2014 long before CP was added, vr14 was the cap and that was it.we did absolutly fine and we had to master our classes and roles perfectly. even elitists couldnt be considered good since they had no way to be picky mouthed princesses about the player choices. nothing to make them feel so elite compared to now exept for their skills and that was it.

    gears and dungeons //world bosses were also adjusted to this reality
    you had level 1-49 gears
    level 50 gears being broken since you could never get there since 50 was a free level up to VR1
    then you had VR1 to VR14 gears to be found in level specific zones; craglorn being vr12 iirc and a few vr14 spots i forgot, been so long...
    vr1-vr13 were instance based and vet mode instances
    VR14 gears was the weekly quest raid,helra, aetherian archives and pvp gears

    now the gears are just meh at best, all the low level gears have an insane dmg output and you barely need to change them every 30-40 levels at best and it also affect crafting since we never need to change gears. level 1-4 gears to start level 30 to 40 then ding cp160.
    ALSO please take note that we barely need to change gears because the gears have been upsacled to match the CP160 dmg output, yes it also comes into the calculation, because gears are not outleveled or so to speak. we wont see a cp160 with level gear dmg because everything was scaled to this level when orsinium came out.

    cp only allowed customisation of a specific role up to a point, wich was fine but again... lame players and the elitist princesses complained so much that it was increased and increased and increased. I OPENLY ADMIT THAT 3600 CP AT THE START WAS MENTAL but oh so hilarious to look at, my former account had 430 something cp .
    With cp always going up and content getting way too easy its a very vicous circle that turned into a cash grab and to allow the elite to have more elitism in their life they willing spend money to get that....

    in my opinion CP should be removed just to make the game actually challenging but then again i will get hate from die hard , elite and lame players because i said so.

    and when i say removed i mean PERMANENTLY! no loopholes, no work around to buy the right. PERMANENTLY ERASED FROM THE BETHESDA AND ZENIMAX CORE SYSTEM

    and no matther how you look at it
    level 1-49
    no level 50 since zenimax and bethesda ran out of money to make this level and had to prompt us a free level up to VR1//cp10
    vr1-vr16 or the elite cp10 cp160 but CP no more reverts to VR16 and hone your skills.



    personnaly i would be ok with getting rid of CP and adding a few more levels to the cap. from vr16 to lets say vr20 or even vr25 with content being more adjusted for the levels
    Edited by BoneShatterer on December 3, 2018 1:47AM
  • BoneShatterer
    BoneShatterer
    ✭✭✭
    Remove CP
    Aliyavana 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.

    Yeah, I think the game would be better without cp, at least in pvp. Albeit, I don’t see them removing cp anytime soon simply because the player base is too accustomed to cp. But they could remove cp and give players the power back in other ways.

    if we offed the cp and added a level increase from vr16 to lets vr20 would you feel ok about it? it couldbe a decent way to keep the game going while removing something that is completly out of control
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