thatlaurachick wrote: »CatchMeTrolling wrote: »
Content has gotten noticeably easier, that’s why you see more cheap mechanics in group content.
I agree, there should be an option to hide it. This would also lessen new players being targets in pvp. Plus, there could be less elitism and new players being put off by the big numbers they see.
Why do you think content has gotten easier? It's because you're OP with CP. I'm having a blast leveling a new toon without CP. It IS easier, but that's a nice change from being roadkill until 50, and traveling overland was just a long slog through every mob.
CP has a place, but there's way too much of it now.
MasterSpatula wrote: »I vote leave as is, for now at least, but stop raising the cap (or reduce the amount it's raised dramatically).
Then create some content specifically designed to be challenging to players with CP whatever-the-hell-cap-is-now-I-can't-remember-anymore so the people really struggling to find challenges due to power creep have something they enjoy.
Am I convinced this is a good idea? No. But it's at least worth thinking about. 120 CP a year is a lot when all the mobs in game are stuck at 160.
thatlaurachick wrote: »600 CP felt like a good balance of power upgrades vs. challenge. CP bonuses made trials easier, but overland wasn't quite as "dead healfway through 1 skill execute" like 810.
And please hide our actual CP from everyone. There is no reason anyone needs to see it.
BoneShatterer wrote: »thatlaurachick wrote: »600 CP felt like a good balance of power upgrades vs. challenge. CP bonuses made trials easier, but overland wasn't quite as "dead healfway through 1 skill execute" like 810.
And please hide our actual CP from everyone. There is no reason anyone needs to see it.
braggign about how powerfull you are is the american way.
CP also strongly affected PvE. Zos forced to make every new dungeon dlc to be harder than previous simply coz cp cap increase and people become stronger. But I do remember old dungeons with their funny mechanics like remember when you fought Bogdan and to block/use shields, kills healind adds and time you Nova before he will use his jump move. Nowdays this majority of old dungs left behind just to be done by low cp new player that doing it for the first time, while leveled ones are just burn through it. Or Maw of Lorkhaj hardmode was insanely challenging and interesting but nowdays Rakkhat wont even survive till gold phase. More CP = more easily to melt through npcs on your way, forcing new dungs to be harder but leaving all previuos PvE content in dust.
And as was mentioned with nowdays amount of CP you can get what you want without being forced to choose where do you want your points to be invested and sacrifice other parts.
Every update cons become less noticable while pros overshadowing it.
CatchMeTrolling wrote: »CP also strongly affected PvE. Zos forced to make every new dungeon dlc to be harder than previous simply coz cp cap increase and people become stronger. But I do remember old dungeons with their funny mechanics like remember when you fought Bogdan and to block/use shields, kills healind adds and time you Nova before he will use his jump move. Nowdays this majority of old dungs left behind just to be done by low cp new player that doing it for the first time, while leveled ones are just burn through it. Or Maw of Lorkhaj hardmode was insanely challenging and interesting but nowdays Rakkhat wont even survive till gold phase. More CP = more easily to melt through npcs on your way, forcing new dungs to be harder but leaving all previuos PvE content in dust.
And as was mentioned with nowdays amount of CP you can get what you want without being forced to choose where do you want your points to be invested and sacrifice other parts.
Every update cons become less noticable while pros overshadowing it.
I agree, I was saying that the dungeons get “harder” but more like in an annoying sense. The reason they have to do that is mainly because of the amount of cp available. So with every dungeon or trial dlc, people are turned away more than they are excited. You can see with the undaunted event how many people rather avoid dlc dungeons or they want the option to remove them from the queue.
Right now, as you said old content is a complete joke while newer content is “harder” but not satisfying to the average player. Sure there will always be players that breeze through content , although as of right now dlc dungeons can be unpugable. DLC should get you excited, not make you want to back out or port to an easier dungeon.
Wifeaggro13 wrote: »CatchMeTrolling wrote: »CP also strongly affected PvE. Zos forced to make every new dungeon dlc to be harder than previous simply coz cp cap increase and people become stronger. But I do remember old dungeons with their funny mechanics like remember when you fought Bogdan and to block/use shields, kills healind adds and time you Nova before he will use his jump move. Nowdays this majority of old dungs left behind just to be done by low cp new player that doing it for the first time, while leveled ones are just burn through it. Or Maw of Lorkhaj hardmode was insanely challenging and interesting but nowdays Rakkhat wont even survive till gold phase. More CP = more easily to melt through npcs on your way, forcing new dungs to be harder but leaving all previuos PvE content in dust.
And as was mentioned with nowdays amount of CP you can get what you want without being forced to choose where do you want your points to be invested and sacrifice other parts.
Every update cons become less noticable while pros overshadowing it.
I agree, I was saying that the dungeons get “harder” but more like in an annoying sense. The reason they have to do that is mainly because of the amount of cp available. So with every dungeon or trial dlc, people are turned away more than they are excited. You can see with the undaunted event how many people rather avoid dlc dungeons or they want the option to remove them from the queue.
Right now, as you said old content is a complete joke while newer content is “harder” but not satisfying to the average player. Sure there will always be players that breeze through content , although as of right now dlc dungeons can be unpugable. DLC should get you excited, not make you want to back out or port to an easier dungeon.
Blame that on zos . It was poor game design to let you light attack your way naked through all the levels and vanilla content with no reguard to build or equipment. then require you to communicate and have some what of an idea of how to play your role for the DLC content.pugs can easily be brought up to speed by just simple third party voice com. But the majority of this community is a churn base that could care less about making friends and having a social environment. Give me my participation trophy and I'll be on my way
I think it needs to be removed. not only does it continually feed power creep into the game, it has also fostered extreme toxicity in regards to dungeon grouping, i.e. CP gatekeeping.
Not only would it remove power creep, it would also do a lot to kill that toxicity by removing CP from the game and coming up with a different system.