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.
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.
CatchMeTrolling wrote: »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.
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.
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.
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.
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
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
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 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.
CatchMeTrolling 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
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...
rexagamemnon wrote: »I prefer the previous CP system, but im ok with this
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..
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
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.
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 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.
CatchMeTrolling 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.