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I found a way to balance cp! And somewhat keep pvp and pve nerfs separate.

Shadowasrial
Shadowasrial
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So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.

Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.

Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.
Edited by Shadowasrial on July 2, 2019 1:08AM
  • Chelo
    Chelo
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    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    Why every solution have to be removing CP? Why not give a BG or Campaign where everyone is Max CP? The answer is simple, they just want to make the game more simple for casual players, make building less depth, and make it easier for anyone to start trying PvP without actually spending most of their time in a learning curve (like all the other traditional MMOs), and as someone who has been playing this genre for a very long time, this entitlement from causals, it's wrong...
  • Shadowasrial
    Shadowasrial
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    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    Honestly I think you have it backwards. Having tons of cp to buff your stats only make you more powerful but not necessarily skilled. And yes bad players with bad cp will suffer since they didn’t put points properly but with all the guides out there that’s an easy fix. And truth be told it is cp that causes some builds to be unkillable without a Zerg fighting them. Iv got 1200+ Cp that I can’t even use. By making cp only work on NPCs zenimax could actually remove the cap and allow players to utilize all their Cp for dungeons and trials which would be nice to finally be able to use all those cp points.
  • Demra
    Demra
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    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    Why every solution have to be removing CP? Why not give a BG or Campaign where everyone is Max CP? The answer is simple, they just want to make the game more simple for casual players, make building less depth, and make it easier for anyone to start trying PvP without actually spending most of their time in a learning curve (like all the other traditional MMOs), and as someone who has been playing this genre for a very long time, this entitlement from causals, it's wrong...

    Without the casuals who would you fight against? The pvp community is not that big as it is. Having pvp to complicated with a high ceiling de-incentivizes people from sticking with it for too long.
    Edited by Demra on July 2, 2019 2:40AM
  • MartiniDaniels
    MartiniDaniels
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    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.

    Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
    Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.
  • idk
    idk
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    To OP. there is a no-CP campaign since that seems to be what you are interested in.

    Your idea has at least one very simple flaw. That is it is designed so the tooltips are lying to us. Either it will be designed to provide us false data for what our skills do against players or it will be intended to provide the erroneous data vs NPCs. This is an issue since in Cyrodiil there are both players and unfriendly NPCs. Lesser experienced players will grow to think such data is not to be trusted under any circumstances.

    That alone casts doubt it would be a good idea.

    The idea also ignores that most players active in PvP want to be able to use their CP. It is why a minority of players go to the no-CP campaign. So the idea does not solve anything other than try to create a world you like without regards to everyone else.

    So you want to play non-CP then be our guest and enjoy BGs and the non-CP campaign.
  • Emma_Overload
    Emma_Overload
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    ZOS needs to either:

    1) Balance CP so that EVERYONE likes it and then apply it in all game modes, including Battlegrounds.

    or

    2) REMOVE CP completely from the game, including ALL PvE and PvP modes.

    I'm sick of the hodge-podge, patchwork application of CP througout the game, and I'm sick of all the arguing on the forums. As someone who has leveled TWO accounts to max CP, I would be sorry to give up my hard earned progression, but I am willing to do so for the overall health of the game.

    OP's suggestion that we apply CP only in certain circumstances is just as bad as what we have now. I want to see balance across the WHOLE game, starting with PvP.
    #CAREBEARMASTERRACE
  • Casul
    Casul
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    I would prefer they scrap CP and just replace it with stuff that effects non-combat related things. Such as gold amounts when killing enemies or chance to find temper when you refine materials.

    I am at 1010 and I just think it isn't worth the trouble.

    But I definitely respect the opinions of those who like CP. I can agree it makes a huge difference in a build.
    PvP needs more love.
  • BigBragg
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    So basically you just want two more noCP campaigns. That is the big change?
  • Lokey0024
    Lokey0024
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    How would you address recovery and mitigation bonuses?
  • Jeremy
    Jeremy
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    So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.

    Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.

    Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.

    I prefer none CP to CP PvP as well. That being said - the option to do none CP is there - not only in battlegrounds but in zergodil and Imperial City also. So why not just do none CP PvP?
  • Chelo
    Chelo
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    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.

    Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
    Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.

    As I said before, why not give Max CP to anyone who enters a PvP Zone?

    The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.

    So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.

    Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.

    Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...

    You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but removing it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.
    Edited by Chelo on July 2, 2019 5:49AM
  • Jeremy
    Jeremy
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    Chelo wrote: »
    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.

    Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
    Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.

    As I said before, why not give Max CP to anyone who enters a PvP Zone?

    The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.

    So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.

    Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.

    Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...

    You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.

    My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.

    I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.
    Edited by Jeremy on July 2, 2019 5:49AM
  • xeNNNNN
    xeNNNNN
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    So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.

    Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.

    Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.

    Fix Bleeds in non-CP then we can talk. I dont play no-cp PvP for this exact reason.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Jeremy
    Jeremy
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    xeNNNNN wrote: »
    So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.

    Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.

    Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.

    Fix Bleeds in non-CP then we can talk. I dont play no-cp PvP for this exact reason.

    Have you played it recently? They don't seem to be as bad as they used to be. They might have nerfed them.
  • Chelo
    Chelo
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    Jeremy wrote: »
    Chelo wrote: »
    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.

    Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
    Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.

    As I said before, why not give Max CP to anyone who enters a PvP Zone?

    The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.

    So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.

    Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.

    Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...

    You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.

    My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.

    I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.

    That's the most egoist reason I have read here. So if I play the game for the whole reason to destroy other people, and you play PvP casually, Should I get nerfed to give you an opportunity to fight me?... (I consider removing CP a nerf to good players). Think about it... I think that if you want to be on the same level as someone who breathes PvP, you should put the same effort, not hope for a handicap...

    And for the other thing, CP surely adds more depth, what happend with No CP is that people can use dumbest builds and don't get too much punishment for that. For example you can still use some procc builds in No CP and still manage to get kills, BUT you will never kill a good player in CP, you using a procc build, that's simply not going to happend.

    In CP you actually have to kill the people, the proccs are not going to the job as easier as they do in No CP.


    Edited by Chelo on July 2, 2019 3:00PM
  • Jeremy
    Jeremy
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    Chelo wrote: »
    Jeremy wrote: »
    Chelo wrote: »
    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.

    Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
    Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.

    As I said before, why not give Max CP to anyone who enters a PvP Zone?

    The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.

    So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.

    Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.

    Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...

    You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.

    My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.

    I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.

    That's the most egoistic reason I have read here. So if I play the game for the whole reason to destroy other people, and you play PvP casually, Should I get nerfed to give you an opportunity to fight me?... (I consider removing CP a nerf to good players). Think about it... I think that if you want to be on the same level as someone who breathes PvP, you should put the same effort, not hope for a handicap...

    And for the other thing, CP surely adds more depth, what happend with No CP is that people can use dumbest builds and don't get too much punishment for that. For example you can still use some procc builds in No CP and still manage to get kills, BUT you will never kill a good player in CP, you using a procc build, that's simply not going to happend.

    In CP you actually have to kill the people, the proccs are not going to the job as easier as they do in No CP.


    How on earth is my preference for none CP PvP due to it being cheaper to transition to PvE activites advancing my ego? ....

    I'll just ignore that odd observation for now.

    My point was for those of us who build our characters for PvE and still like to do PvP activities it can get expensive to change our CP allotment all the time. Otherwise it can put you a distinct disadvantage since certain builds and CP allotments favor one activity over the other.

    As far as my latter comment - I said it was hearsay. I don't do CP PvP so maybe it is as deep and varied as you say. But from what I read on these forums - I certainly don't get that impression.
    Edited by Jeremy on July 2, 2019 6:36AM
  • EdoKeledus
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    Ok I see your point OP but what about just extend the Battle Spirit passive from PvP, if this passive gets more options, we could imagine some skills having different effect according to what part of the game you play(PvE or PvP).

    I think it's easier and safer to modify Battle Spirit than the CP system for now. About the unbalance of CP campaign, despite the fact we can read a lot of complaints here but the 30 days CP campaign is very popular.

    Just Battle Spirit.
    DC PC EU Vivec
    Daggerfall Convenant Loyalist


  • Girl_Number8
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    Nah, casuals have lowered the ceiling too far past the ground at this point. If you don't understand how to theory craft and use cp to maximize your build that is on you.

    There is Cp PvP and Non-Cp + Bgs, it is a fair spilt to meet everyones needs. Balance is not a reality because what you are really asking for is players that are more skilled to be punished for your lack of it.

    The learning curve is part of the game, if you don't like there is Skyrim....or Zergs

    With how horribly lazy Zos has been with their fixes, they are not capable of adjusting Cp. They can't even keep the EU megaserver working or fix the game performance as it is.

    That needs to be first during this Year Of Lies
    Edited by Girl_Number8 on July 2, 2019 7:37AM
  • Qbiken
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    Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get

    Stopped reading here since that is a straight up lie.
  • idk
    idk
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    Further, we do not know what Zos will do with CP as they are currently reviewing it. As such suggestions, even good ones,
    Chelo wrote: »
    Jeremy wrote: »
    Chelo wrote: »
    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    I'll replace word "players" for word "builds" here. If it was "players", then all potatoes will be sitting in no-CP which is obviously not the real case.

    Overall CP greatly hurts any not min-maxed build which decreases selection of viable builds and playstyles both in PVE and PVP. Given that ESO combat is positioned like "skill-based" and not "grind-based", I'll say it's time to get rid of CP and introduce non-combat incentives for long play (i.e. high experience accumulated), like cheaper repair prices, higher resource yields, more potions crafted etc
    Current CP combat bonuses may be kept, but simply provided as default to everyone with 75 points at every tree or something like that.

    As I said before, why not give Max CP to anyone who enters a PvP Zone?

    The answer it's simple... If you are potato, you will still be a potato, doesn't matter if you are Max CP or Zero CP. But if you give Max CP to a Good Player, he will totally destroy all those potatos easier than before.

    So basically CP only make bigger the gab between good and bad players, and give a huge learning curve to newbies.

    Removing CP from PvP is only for making the game more casual friendly with less depth in builds. Because like it or not, in every MMO out there, there's always going to be some kind of "meta" in PvP, not like a 100% strict meta that you have to follow like it was the Bible, but something that will guide you to some level of effectiveness.

    Take some basic mechanics from this game as an example. For example if you go to PvP without Impenetrable Trait in your gear, you are probably going to get 1 shot. So that means if you want to survive at least to give a fight, you will have to use Impenetrable like it or not...

    You simply can't go to PvP with a brainless/fun build and expect to be competent, and if you take CP in consideration, that's even more depth to the build, more stuff to think about. I can see why this isn't appealing to a casual community, but it will make the game boring for those who spend hours practicing and theory crafting to make the best possible build for their playstyle.

    My issue with CP as it relates to PvP is it gives players who are focused on PvP an advantage over players who are built for PvE - and a lot of us aren't rich enough to pay gold every time we want to hop into PvP - and then more gold again to change back when we want to hop into a dungeon.

    I'm also skeptical that CP adds more depth or variety in builds. From what I read - CP PvP seems to be pretty conformed. But that's hearsay I'll admit.

    That's the most egoistic reason I have read here. So if I play the game for the whole reason to destroy other people, and you play PvP casually, Should I get nerfed to give you an opportunity to fight me?... (I consider removing CP a nerf to good players). Think about it... I think that if you want to be on the same level as someone who breathes PvP, you should put the same effort, not hope for a handicap...

    And for the other thing, CP surely adds more depth, what happend with No CP is that people can use dumbest builds and don't get too much punishment for that. For example you can still use some procc builds in No CP and still manage to get kills, BUT you will never kill a good player in CP, you using a procc build, that's simply not going to happend.

    In CP you actually have to kill the people, the proccs are not going to the job as easier as they do in No CP.


    I agree. I change my CP when I go between PvP and PvE. Heck, in PvE I change my CP depending on the trial which is very common for players on the more serous side.

    I do not look down on those who are not as serious about aspects of the game as I do. I think it is great that there is a no-CP campaign for those who do not want to go up players who are CP capped or optimize their CP based on their activity. However, it does seem the CP enabled campaigns are the most popular so I think it would be a bad idea to change the game in favor of the minority.

    Regardless, everyone is entitled to their opinion. Fortunately, as previously stated, there is a non-CP campaign for those who do not favor CP in PvP.
  • angeleda
    angeleda
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    Chelo wrote: »
    What if I like CP... Honestly CP only make good players better and bad players worse...

    If you are a good player, CP will allow you build more in depth. Totally the opposite for a bad player, if you are a bad player from the start, CP will be a nightmare to work with, you will have no idea how to build or what the hell are you doing?

    Why every solution have to be removing CP? Why not give a BG or Campaign where everyone is Max CP? The answer is simple, they just want to make the game more simple for casual players, make building less depth, and make it easier for anyone to start trying PvP without actually spending most of their time in a learning curve (like all the other traditional MMOs), and as someone who has been playing this genre for a very long time, this entitlement from causals, it's wrong...

    ..."CP only makes good players better and bad players worse"...

    ...k
  • Skwor
    Skwor
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    Oh look effectivly another remove CP thread. Ya I know you said NPC only but your hidden agenda is obvious, basically scrap CP

    NO. Most who have earned CP want it AND do not want it turned into some sort of non game impacting costume or flavor buff (another lame idea thrown around here)
  • Skwor
    Skwor
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    Qbiken wrote: »
    Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get

    Stopped reading here since that is a straight up lie.

    QFT

    Everytime I read someone blaming CP for class balance and/or power creep I immediatly dismiss that post as ignorant and lacking critical thinking.
  • VerboseQuips
    VerboseQuips
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    Whatever they do, I hope they keep the perks in. I like to move slightly faster, to get better loot in chests, and I couldn't stand taking twice as much time again to collect any resource node.
    My characters:
    Main and crafter: A Breton magicka templar named Erwann Sorril
    Alt 1: A Bosmer sorcerer named Tuuneleg
    Alt 2: An Imperial dragonknight named Gaius Tullius Hastifer
    Alt 3: An Argonian vampire/nightblade named Observe-le-Xanmeer
    Alt 4: A Nord werewolf/dragonknight named Sigurd Hurlevent
    Alt 5: A Breton sorcerer named Gilian Sorril (he's Erwann's younger brother)
    Alt 6: A Khajiit nightblade named Jolan-dar
    Alt 7: A Nord warden named Sigurmar Hurlevent (he's Sigurd's younger brother)
    Alt 8: An Altmer templar named Oioriel
    Alt 9: An Argonian stamina Warden named Danse-avec-les-Rainettes
    Alt 10: A Redguard templar named Neemokh af-Corelanya
    Alt 11: A Nord stamina sorcerer named Olga Écoute-Vent
    Alt 12: A Breton magicka Warden named Ian Sorril
    Alt 13: A Dunmer magicka necromancer named Ilmoran Dren
    Alt 14: An Orc stamina necromancer named Norgol gro-Borziel
    Alt 15: A Nord magicka necromancer named Thorgen Givresang
    Alt 16: An Imperial magicka dragonknight named Publius Valeirus Hastifer (Just call him "Valerio" - he's Gaius younger troublemaker of a brother)
    Main in NA (For collaborative events): A Breton magicka nightblade named Titouan Sorril (long-lost brother of Erwann and Gilian)
  • Volckodav
    Volckodav
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    And in addition, even if you have no idea what to do with your CP, just copy a build from any experience players that will nicely share it online (and generally give video a video explaination of how to use it and all needed detaisl to go in depth), so really no excuse there.
  • Juhasow
    Juhasow
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    Yeah good luck with implementing mechanics that will make Your CPs turned on and off at the same time based on who is getting hit by You and who are You getting hit by. Servers will definietly love that additional checks and calculations lol. I think there is also one point being missed here. What with CPs that are not effecting directly dmg input or output between You and enemy but other things ? What with CPs for example reducing break free cost ? How would those work ? Like for example stun from guard in Cyro would have lowered cost but from player it wouldnt ? What about stam/mag recovery perks sprint cost reduction etc ? What about perks like bastion ? The same shield will have 10k value gainst guards and 8k against players ? How would that work ? Seriously that idea raises more questions and issues then it solves.

    Also Yeah good luck with redesigning whole CP system because with champion points not affecting players at all , perks like resistant , siphoner , shattering blows or befoul will have no use since those are purely PvP related perks so ZoS will have to replace them and design new replacements that will work in PvE. That will of course create certain imbalances in PvE so they'll have to adjust rest of the CPs to balance that out so at the end that change would still affect PvE. Sorry @Shadowasrial but it looks like You havn't thought Your idea through.
    Edited by Juhasow on July 2, 2019 1:39PM
  • xeNNNNN
    xeNNNNN
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    Jeremy wrote: »
    xeNNNNN wrote: »
    So it’s a simple change really all your cp points only apply to NPCs. It’s simple. With cp only working with NPCs it essentially turns pvp into a non cp campaign ( yes I know booo hooo I hate non cp I want to be a unkillable god) the damages and the resistance perks would be used for against guards but your base stats would be against players. Yes I know again it hurts but honestly if you ever play in a non cp campaign you will realize that if your a skilled player you kick far more ass than in a cp camp. Yes your stats are lower but so is everyone else’s.

    Cp ultimately is what causes a lot of class imbalances that cause skills to be nerfed and the class identies to be blurred since all these extra % buffs we get. And the best part is that this change leaves pve alone allowing all these cp buffs to allow you to take on all the hard trials and dungeons. Without the bonus of co damage and resistance in pvp people will actually have to build for a certain type of build whether it’s damage or healing or tanking.

    Battlegrounds is non cp and it works just fine. Yes you get hit with pre made groups but if your finding someone by yourself it’s usually a decent balanced fight so long as your not totally being carried by your team. It would be similar to how we had pvp back at launch when no one but the pc transfers had cp. you took more damage you dealt more damage you actually needed a healer half the time.

    Fix Bleeds in non-CP then we can talk. I dont play no-cp PvP for this exact reason.

    Have you played it recently? They don't seem to be as bad as they used to be. They might have nerfed them.

    tbh I hop in to BGs occasionally to check if anythings different usually with every other balance patch, did so after the axe nerfs and still feels a bit too strong tbh. I also take issue with ZoS adding an increase damage to bleeds set when in the same patch they nerfed bleeds, like.....its an incredibly viable set....even in CP-Camps its very strong if used in the right build.

    (Rant incoming btw xD)

    My core dislike for them comes from the fact that they simply go through everything I mean I know its "bleeding" obviously armor doesn't bleed and thats a very realistic out look for the devs to take on it for it to make sense but in terms of gameplay its incredibly obnoxious. I can't stand it, At least in CP orientated campaigns I can mitigate it to an extent by reducing damage from DoT effects. Outside of that? there is litterally nothing :/

    I know someone is going to just say "just heaaal" but really I can accept oblivion damage as it isn't available in weapon or class skills but bleeds are readily available across multiple weapon skills making them nearly unavoidable in most non-CP instances. Most CP-camps are using 2H weapons for stam builds dont see many duel wield builds tbh apart from the Steel Tornado Wardens who didnt get the memo lol.

    Its extremely tiresome fighting something with barely any counter-play

    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Eraldus
    Eraldus
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    This would just dumb down PvP, and calling it a "fix" is cute to say the least.
  • Defilted
    Defilted
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    I like CP. I do not want see it removed. CP PVP is just as balanced and not balanced as non CP. There has been many discussions about how CP is not the bad guy and shows what the real inbalances are such as armor sets for an example.

    CP PVP is way more diverse IMO.

    XBOX NA
    XBOX Series X

    #NightmareBear
  • Shadowasrial
    Shadowasrial
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    Armor sets are powerful yes but it’s the cp that ultimately cause the unbalanced issues. Most sets don’t give % increases to your stats that stack on top of class skills
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