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Is it time to change the CP system?

  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change


    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.

    Content is easy because npcs aren’t really getting stronger. We have 810 cp when the game is capped at 300. I have leveled multiple accounts, at some point pve still gets easy to play. Once you learn mechanics it’s all the same really.

    Right now we have too much and adding to it is giving little benefit. So if this is our progression system something needs to be adjusted so it continues to act like a progression system. Albeit, any tweak made doesn’t have to give more power. It just needs to add longevity.

  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change
    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.


    The issue I see with this is they’ll just add one shot mechanics or things that’s just frustrating rather than hard. The average pve player already despise new dungeons, see people complain about them all the time. So there will need to be content designed for the average player too or else you risk losing players. There’s hard mode but that gets old because it’s mostly bullet sponging and one shots.
  • BoneShatterer
    BoneShatterer
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    Remove CP
    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.
  • AbysmalGhul
    AbysmalGhul
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    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.

    Is it?


    On topic
    I think the current system is fine. I enjoy playing the game and haven't found a reason why it's ruining it.
  • Cinbri
    Cinbri
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    Remove CP
    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
    CatchMeTrolling
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    The system needs a change
    Cinbri 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
    Wifeaggro13
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    The system needs a change
    Cinbri 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
  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change
    Cinbri 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

    Well there is a lack of tutorials in the game, I feel that’s why there’s normal and hard versions. Even then some players struggle with the normal versions of dlc dungeons. What they could do is add a dungeon tutorial that explains mechanics, roles and what to expect. This could be a regular dungeon or dungeons that players queue up for.

    Mics are cool but that’s usually not the problem. I typically see people that are completely oblivious or they don’t want to learn/listen.

  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change
    With 300 plus votes, it’s a 4% difference between the top two votes. Interesting results.
    Edited by CatchMeTrolling on January 16, 2019 12:03AM
  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change
    Well looks like Zos isn’t raising the cap for the foreseeable future. Knew this was had to happen eventually. Now I’m interested to see what they do with the cp system.
  • RebornV3x
    RebornV3x
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    The system needs a change
    What they need to do is what they did in Skyrim have a bunch of skill trees from blocking, two hand, blacksmithing, destruction, conjuration, etc and make it so you can power up individual skills etc

    so lets say someone puts 1000 "CP" into the Destruction skill line there pretty much be a glass cannon or lets say I put 500 CP into making Liquid Lighting do 20% more damage

    or if someone puts alot of points into Blacksmithing there will be a +1 to whatever quality of gear they make and will depend on how many points they have put into Blacksmithing so someone that has lets say 500 "CP" into Blacksmithing can craft or improve the best gear in the game. With the right limits and lock outs they could really make something that works and unique.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • JJBoomer
    JJBoomer
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    Remove CP
    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.
  • CatchMeTrolling
    CatchMeTrolling
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    The system needs a change
    JJBoomer wrote: »
    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.

    Grouping will always be toxic. I find in most mmos there’s always some form of elitism or meta that everyone is forced to follow. But hopefully they find a way to diminish that and make dlc content more enjoyable for the average player.

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