Maintenance for the week of December 15:
• PC/Mac: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• Xbox: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

How to rework the CP system

ToRelax
ToRelax
✭✭✭✭✭
✭✭
According to ZOS, they intend to put CP cap increase on hold while figuring out what to do with this system. I figure we should try to give them some feedback on what exactly we would like to see in a possible rework/adjustment then, since most feedback on it seems to be either negative (what we don't like) or very unspecific ("horizontal progression", "non-combat perks" etc.).
My priority here lies in outlining what kinds of perks I would like to see and between which ones you might have to choose, more so than redesigning the system by which CP are acquired or allowed to be spent, but please feel free to comment on that as well if you feel the current system is lacking in that regard in some way.

So, let me begin by first outlining the issues I have with the current system:

1.) The individual passives are too powerful.
While it may be possible to balance this way between players of close or identical CP levels, and design content for a certain level, I feel the difference in power level between players of different levels of CP is much larger than it needs to be. Especially damage and defense passives quickly add up to unholy amounts.

2.) The passives are largely uninteresting, not changing the gameplay in meaningful ways other than making your character harder to kill and their opponents quicker to die.

3.) There is no choice in which stars to pick to specialize your character in the way you'd like. There is a correct way to distribute your points for your existing playstyle, and as you progress and earn more CP, ever fewer ways to build your character remain competitive, rather than opening more options.


So how to address these issues? Here are some ideas:

- Simply reduce their scaling/amount of stats that certain stars provide. (1.)

- Convert certain force multipliers into summands, such as turning Arcanist/Mooncalf into flat regen bonuses which do not effect the balance between regeneration and other forms of sustain. (1.)

- Replace both existing force multipliers and flat stat increases with more engaging mechanics that can still scale with invested points. For example, add critical damage against enemies affected by a disabling effect, or increase spell resistance while blocking. These can be played around by other players and they only affect your own character when you actually use the mechanics they are tied to. (1., 2., 3.)

- Remove certain stars altogether or replace them with non-combat related passives. (1., 2., 3.)

- Remove the base stat increases from the CP system and add them back to character base stats, not effecting any other source of base stats. This would bring CP and no CP closer together again, making balancing that much easier. (1.)

- Divide the system into a combat and non-combat part to allow players to choose non-combat perks without compromising their character's combat ability. (2., 3.)

- Make sure combat passives do not force the players to choose a certain playstyle, but rather complement their choice whatever it may be. For example, if you introduce a passive that increases penetration, let it be both physical and spell penetration so that the player can mix the skills and effects they may want to use as well as before unlocking this passive. Make the passives work with all damage dealt, or all healing done, or affect all skill costs. Let the dividing factor between two stars that increase your damage be the way to trigger the effect, rather than the effect itself. (2., 3.)

- Make players choose between different types of combat related passives, rather then dividing them into a sustain, damage and healing constellation into which everyone can invest the same amount of CP. Make them choose something that will actually make the character feel different depending on the choice, rather than choosing between less incoming damage at all times and less incoming damage at all times. (3.)


These are just my current thoughts on this so far, if you have different ideas you wish to share, please do so. Also please note that to my knowledge ZOS hasn't actually stated they intend to rework the CP system, this is just an attempt at gathering some constructive feedback in case they do.
If this post gains a lot of traction I may add more thoughts of other commenters to this post.
DAGON - ALTADOON - CHIM - GHARTOK
The Covenant is broken. The Enemy has won...

Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • RebornV3x
    RebornV3x
    ✭✭✭✭✭
    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 I put 500 "CP" into the Two Hand line to make wreaking blow do 20% more damage etc.

    or if someone puts alot of points into Blacksmithing, Enchanting etc... 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.
Sign In or Register to comment.