Personally I feel like CP should only affect non combat things such as gold amount and experience gained etc. it would help balance PvP a lot more because you wouldn’t have to worry about specific sets having to strong of synergy with CP. for PvE they would just have to evaluate if the content can still be cleared effectively and if it can’t then do a blanket buff for trials and 4 mans dungeons similar to battle spirit.
the progression is very poorly designed. I think that is the issuePeople don't do maths well. CP is heavily front loaded. It's certainlynot the driver from 20K dps to 50k dps in anyone's wildest dreams, but yes, this is an RPG, and progression is a staple of the genre since day one. Don't like progression? Don't allocate your CP.
Do you really think the player base at large is going to be happy about that? People worked for their champion ranks. After 13 months, I'm nearly at the cap. If they suddenly turn around and scrap the system, removing every bit of progress I earned, I'm not sure I'd continue to play the game. Change it if they must. They already did before, back when they removed the ability cost reductions from the CP system. But don't scrap it.I vote to scrap the whole system or make it have nothing to do with combat in any form.
Not trying to detract from your hard work, I honestly think cp Is bad for the game in the long run.
ZOS_GinaBruno wrote: »Champion Points
We spent a fair amount of time discussing the Champion Point system because it is our belief that the power creep in this system is responsible for many of the issues ZOS is trying to address in the first place (such as players being able to avoid mechanics, not have to make difficult build choices, and the feeling that healers are not needed). The Devs indicated that the CP system is intended to counter-balance itself, that is, I can get X% buff, but that is negated by your -X% buff. The Devs indicated the way multipliers and other mechanics currently work means that counter-balance is not quite right. The class reps agreed and added the problem goes deeper; since Bosses don’t have CP, they aren’t getting the -X% modifiers. The end result is that players quickly out-scale and become too strong for any PvE content that gets released.
We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
Power creep is a fake problem. I want to get more powerful. I want to progress. If the designers can't wrap their heads around that then it's time for me to move on to greener pastures.
Joy_Division wrote: »I think you put a lot of thought into this and I do see you are trying to improve the existing system to be more in line with ZOS's stated goals.
I, however, am of the opinion the the CP system is at its core is flawed and unimaginative, unworthy of being a system in the game in the first place. It's mostly just flat percentage boosts that just augment the player's character. That's hardly inspiring as far as character progression goes since all that's happening is that I'm doing a little more damage and taking a little less; the way my character plays is pretty much the same, so what's the point?
Seeing all those players with 810 CP when someone thinking about returning to the game or for newer players who supposedly hit max level is no doubt unhealthy.
I do think there should be end-game progression, but it I'd like to see it the way most progression systems in RPGs and fantasy games work: provide us with interesting options where we have to make choices of what we get and don;t get, which improve and alter how our character plays. I think ZOS would be wise to ensure not too power is put in such as system as technically we are already at max level.
the whole thing should be more simple but also free in choice
joaaocaampos wrote: »Editing... 1: Although I suggest percentage, rework can also work with absolute numbers (see Racial changes)!
- When you deal damage with a Light or Heavy Attack, you decrease the enemy's Stamina resource restore and Recovery by [0-10]% [0-129] for 6 seconds.
- Reduces the cost of Bash by [0-20]% 243.
- Increases your Stamina Recovery by [0-10]% [0-129].
- Increases your Spell Critical by [0-10]% 2191.
- Etc...
I am confused at @ZOS_GinaBruno 's comments because which players are affected by this power increase from CP? Are the High level trials players concerned or is it the more casual PvE player concerned? And what should these players be able to clear as content with the right balance of time and effort in working on content and difficulty?
I have done many pickup veteran dungeons as a tank with CP810 damage dealers who had a really hard time to kill simple bosses. I think when you see that we can Out-DPS mechanics it is because the players involved are highly optimized in gear and in skills rotation for PvE content. CP is a minimal factor for damage output compared to Skill Optimization, Mechanics knowledge and Gear. This must be particularly true on PC compared to Console, where add ons significantly help DPS or gathering knowledge on improving DPS.
And when you see the clear contrast in difficulty between killing a world boss, Fungal Grotto last boss and the new Hardmore trials, I don't think CP is the cause to this imbalanced difficulty, but the content itself should be revisited and adapted to the player base. When One Tamriel was released, everything outside of trials has become much easier because difficulty was meant to be adapted for everyone instead of keeping levels of difficulty.