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CP replacement

Thannazzar
Thannazzar
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Rich commented on a recent interview that the ZOS team were working on a replacement for CP.

It strikes me this is an opportunity ro address a couple of other issues at the same time. CP are currently a set of passive buffs that enhance base combat and other stats in the game. 9 trees with 3 each ties to an attribute.

Within the rework of these a replacement system could also be worked in to address;

A. Fake rolls in PUG queues.

B. PvP balance issues.

By locking tanking, healing and DPS traits within separate single trees and setting thresholds within those trees {ie must have x points in tree X to queue as a given role}. With the tank tree containing heavy attacks counting as taunts, taunt cooldown etc.

The same is true of PVP, with a specific tree addressing battlespirit, crit resistance etc that essentially takes over in PVP environments and replaces other trees.

In other words in PVE you have a CP system that enhances endgame role. In PVP this is replaced with PVP specific CP enhancements.

Nothing to stop an additional tree with the QoL improvements ie treasure finding, inspiration etc.

What do people think.
Edited by Thannazzar on June 7, 2020 9:11AM
  • Oathunbound
    Oathunbound
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    I think honestly its going to ammount to a fundamental relaunch of tbe game since its been in place for so long and its also a big contributor to overall sever preformance. I would like to see a simplified version of what we currently have but honestly its such a huge task that its impossible to think how they will tackle this.
  • Mindcr0w
    Mindcr0w
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    So a few things.

    First they've been talkinging about possibly maybe considering making changes to cp for years now. Who knows when or if it'll ever happen.

    Second having requirements re: spec or cp allotment to queue for a certain role would contradict the "play how you want" philosophy the devs claim to care about and therefore isn't likely.
  • ScardyFox
    ScardyFox
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    I think its going to end in utter diaster....
  • Troodon80
    Troodon80
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    What you suggest would make tanking (an already much sought after role for dungeon queues) even less desirable. Most tanks I know, myself included, respec when they want to do solo content since tanking something to death is this game is tiresome at best. No one wants to spend an hour killing a world boss. Setting a CP replacement to lock in those roles means even more expense than there already is for respeccing on a regular basis. Damage dealing and healing roles being the least hit since they already spec into a certain amount of damage related CP, but even healers would likely be hit if you want some sort of lock-in.

    Time and again, the simple solution to fake roles in queues is to simply find friends or a guild to do content with.

    To be honest, outside of some basic tweaks to the system (like jump points -- and inconsistent ones, at that -- being terrible design), I think it works fine as it is. If you want a more balanced PvP, go no-CP. If you want a dungeon queue without fake roles, go as a pre-made group. No matter what system they come up with -- unless it completely removed damage bonuses -- there will always be players who outperform in whatever mode of play you prefer, and that's without even looking at the skill gap (like comparing people who only spam light attacks to those who actually have a proper, practiced rotation/combo).
    @Troodon80 PC | EU
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