Marshall1289 wrote: »I'd like to add to my previous comment, the current iteration of the cp system is not solely responsible for power creep like many have suggested and hopefully ZOS understands, so moving the bonuses to the classes is almost mandatory if removed, at least to some extent. Since the game has been balanced around CP for years, I doubt they're prepared to re-balance EVERY dungeon and trial effectively.
The real issue is new sets, scaling like LA change, systems like Mundus/5pc with 20% scaling and skill changes.
So with that in mind. The major flaw of the CP system is it NEVER felt rewarding to me. It feels like a system designed to throttle the player. At CP160, you just feel weaker than everyone else and content in the game and earning CP doesn't make you feel like your getting stronger because all the stars are statistical advantages, with diminishing returns in mind, this results in TINY differences between builds of 2-5% Crit damage on a scale of 85% vs 90%.
I'd like a cp system closer to something that augments your abilities slightly with new effects, once again, giving the player more ways to specialize there class in to thematically interesting builds.
Eg. poison damage has 10% chance to spread to a target within 4m.
Something more active than passive if that makes sense.