Hi all, I'd like to suggest a different CP system - one that is somewhere between CP 1.0 and CP 2.0
Let's call this CP 1.5.
Many people have concerns that CP 2.0 feels rushed-conceived and is more contrived than the first, so it probably shouldn't be pushed to live after only a few weeks of testing.
Since the new CP revamp will determine the endgame progression of ESO for years to come, I think it should be examined again, and questioned whether some things are better/worse or even necessary.
ESO won't get another chance to re-envision its endgame content, so now is the time to take a look at what it's doing well, what it could do better, and how much sense it makes compared to other games' endgame progression systems.
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tl;dr version:
- Keep power shifted from CP more towards levelup as you did, to reduce the power gap
- Improve the UI to be less busy and more clear
- Divide 3 constellations into 9 sensible constellations again
- Remove linear gating requirements - the 4-slot limit is enough
- Re-evaluate passive bonus vs. slottable perk division, and add diminishing returns
- Add a loadout system, and consider impact on min-maxing
- Reduce CP from ridiculous 3600 to 360
- Consider the future of the system with regards to expandability, power creep, horizontal vs vertical progression
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1. The shifting of player power from cp gain towards level-gain was a good change.
This reduces the gap between 0cp and 3600cp players into a more manageable degree. The reduction of overall bonuses you can get from most CP stars (e.g. max 10% instead of max 25%) is also a good step to make the power curve less steep. However, this rebalancing of stats could have been done with the current CP system too, so it's not a recommendation for the CP tree revamp itself.
2. Performance and UI Improvements
You mentioned the strain that the CP system had on your servers due to the many calculations that were needed, so I'm not going to debate that, you know best what changes were needed for that.
The CP 1.5 suggestion below will therefore use your own CP 2.0 perks only (with changes to arrangement, requirements and point distribution, etc). I didn't add my own suggestions here, or remove any of the perks (even if I think some of them won't ever be used since they need to be slotted but others will be better to slot over them in any scenario).
That said,
whatever else you may or may not change, the UI needs to be better. The sub-constellations are super clunky (more below on whether they are really necessary), the background image is far too intense, the requirement lines are almost invisible (more on below whether they are really needed at all), slotted and passive stars should be more distinct (consider large circles for slottable perks - since the bar has circle slots on it - and smaller squares or something for passive bonuses).
3. Untangle the mushed-up 3 constellations into reasonable divisions
The issue with CP was never the fact that there were 9 separate constellations. The change from 9 constellations to 3 resulted in great many mixed bags, with a loss of sense and cumbersome solutions like sub-constellations within constellations.
It's jumbled, busy, and not a friendly UI. The linear constellations and their complicated path is similar to Skyrim, but the actual theme of the trees makes much less sense than Skyrim. I suggest some more reasonable division, like we had in Skyrim. For example, Destruction, Restoration and Block could have dps-oriented, healing-oriented and defense-oriented constellation rather than having them in the same Blue tree. The green points I divided into Augmentation, Mercantile, and Crafting. And for Red I tried to add most things that could fall under the category of Fitness. Though of course
I think the functionality and logic of an endgame progression system is more important than the looks or keeping three arbitrary colours coded or having lore-appropriate symbolism - but I just copy-pasted the Skyrim Perk symbols, lol.
I might also be worth considering to move some perks around. In the new system most super-useful perks are all in blue, red has the second-best ones, and green is marginally useful. This will heavily favour 1 type of CP point, rather than all of them contributing equally. Having every 2nd or 3rd CP levelup
do nothing to catch you up to your friends who are way ahead of you in power thanks to their piles of extra blue points isn't going to make people feel better about a bonus in merchant item sales, you know. Below is a tentative suggestion of how to separate the mixed bag of 3 constellations into more focused trees. I tried to group perks together sensibly, and tried to add something useful for every CP point colour (so green isn't that useless). This grouping is of course just an example, I'm free to suggestions, this is just my opinion.
I just
think it would be better to have separate trees instead of the constellations within constellations in only three.
It is also somewhat strange that you have DLC-specific bonuses in the core CP tree (not even somewhere separate, but in the middle of a line); Blade of Woe is not a core mechanic. GW2 also has bonuses dedicated to DLC content,
but they have separate Mastery Lines for that (and frankly, you have separate DLC Skill Lines for that). It can also be a fun idea to include this in CP as horizontal progression - allowing us to do more things in more parts of the world. But if you will add DLC-specific perks into the core progression system instead of their specific Skill Lines, then please do so as a SEPARATE stand-alone perk, not built into linear requirements.
4. Reconsider whether linear progression is needed at all
It feels terrible to know that I will HAVE to take a perk I don't want, and spend 75 stars (having to wait for over 225 cp levels !!!) just to progress past it to get what I DO want. CP 1.0 didn't need such restricted linear pathing, and consider that those were all passives. Now, most CP perks need to be slotted to even activate, so
the restriction of only being able to use 4 at a time should be enough to restrict our free choices, so all perks should be freely levelable without predetermined paths. Skyrim's linear system made sense because they were incredibly focused (e.g. Novice Destruction, Adept Destruction, Master Destruction) and built upon each other, while ESO's perks are more spread out.
5. Reconsider passives and must-slot perks, and add diminishing returns to prevent power gaps
The hypothetical cut-off point in performance, after which cp gains don't matter that much is far higher than advertised, due to passive perks that don't require slotting. Sure, 15% to all healing done doesn't seem like a big power move for a DD, but when every DD and Tank in a group has that in addition to the healers, and they don't require slotting, differences like that add up in group content. Let's assume that a 810CP and a maxCP player choose the same slottable perks:
The 810CP player will spend their 270 blue points, and slot: 165 Spell dmg, 10% Crit dmg, 10% ST dmg, 10% DoT dmg, and will have some CP left for passives, and choose 800 Crit rating, and 700 Pen. The maxCP player will have CP left over to spend on passives on top of that. So in addition to all the above, they get extra 1050 Pen, 150% chance to apply status effects, 100 Spell dmg, 1300 Magicka, 5% Healing taken, 5% less phys dmg taken, 5% less mag dmg taken, 15% less dmg taken from NPCs, 5% more healing done, 10% AoE healing bonus, 10% ST healing bonus, 10% HoT healing bonus. The maxCP player will then spend further 100 blue points in the 10% AoE damage slottable, and the one that explodes dying targets with status effects on them for 4000 dmg to enemies around them, so they can switch their slottables for those in high-AoE fights (the 810CP player will ofc not have enough points to unlock such options and will perform subpar to players who have unlocked those options too).
If I made a mistake in those calculations, I apologize - but straightup bonuses don't seem to be better with the 3600 CP system at all, when now there are no dimishing returns and most combat bonuses are all in blue so it takes higher overall CP to get the same bonuses we got at lower levels in CP 1.0 spread-out version.
Many of the perks mentioned above are passives, to everybody with enough CP will just have them all the time, and will add continuous bonuses over time without having to branch out or choose between them.
For flat-out passive bonuses, the required CP is 2940 in total, and 'branching out' only happens after that (so for example getting 4 maxed slottable skills and maxed passives will take 980 Blue; and then branching out into the AoE setup option in addition to the ST setup will take 1080). This is of course insane. Flat-out power gains should not continue up to and over 3000cp!!! And if you insist on having a mix of actives and passives,
they should at the bare minimum have diminishing returns to flatten the power curve.6. If you stay with the 'must slot to activate' bar system, you need to have a loadout system in the core game at the very least.
Since you switched away from passives to perks that need to be slotted, this will create huge inconvenience for most players.
Honestly, most non-combat bonuses should be passives that are always enabled like they were in CP 1.0 (surely a flatout passive increase to Treasurefinding isn't overly hard for your calculations). Otherwise, people will have to have a loadout for harvesting, for treasure looting and merchant-selling which they switch constantly. Since it is free to switch these any time, the bad feeling from not having the right ones equipped will outweigh the bad feeling of having to micromanage loadouts every time - it won't be bad enough that people won't do it, but it will feel bad to have to do it (in order to be efficient). So PC players will have yet another inconvenient mandatory
AddOn to manage, and console players will be left frustrated.
Not to mention to issue with freely-switchable actives.
Horizontal progression isn't truly horizontal when having more CP makes players BiS in every scenario. Sure the 810cp and the 3600cp player have the same 4 maxed out ST dmg slottables, but (even ignoring the extra passive bonuses they have) the maxCP player will switch to their BiS AoE setup on the AoE boss, and the self-sustain self-heal setup on the 'you-need-to-solo-some-mob-separately' or the 'do-some-special-mechanic' boss, while the low-CP player will be stuck with their suboptimal ST loadout because they have no other options unlocked.
This is the issue that happened with WoW's Soulbind and Conduit system, where the 'right way to play' (and what was expected) was to have a BiS setup on an encounter basis, which further widened skill gap. This is the reason why WoW disabled Talent switching outside of rested areas, and why they have a weekly cooldown on respeccing Soulbinds, and why you can only switch your active perks once per day. That's the same reason there is a CP respec cost: expecting people to respec for every encounter was unreasonable with diminishing returns and the respec cost; but the freely switchable slottable perks and the huge impact of having several slottables maxed out available for any situation will become a reasonable expectation, becoming yet another thing that noobs can't do that allows good players and highCPplayers to pull ahead.
7. Reduce the number of CP from the pointlessly inflated 3600.
Before, we had 36 passives available and could dump 100 points in each (theoretically, spendable CP was of course capped at 810), and each of these points increased the % by some amount. In CP 2.0 however, most perks need 10 / 25 / 50 points to activate their stages, with some requiring 100 to even unlock their one effect. It takes a 100 points to increase fish biting speed by 25%. 50 points increase single-target dmg by 10% overall.
These bloated numbers are entirely arbitrary. Just reduce CP and CP costs to a tenth, and it will be much more reasonable.
This will reduce the insane 'void' that results from having 75 - 100 - 120 points needed to unlock the next star (which would take up to 360 CP levels with nothing to show for it to get 120 points of the same colour). This will be much more friendly for new players too, because trust me
'Welcome to ESO, Grats on max level, you only have 3590 CP left to farm now, woohoo! is a terrible, terrible inflated system in any game. Consider that WoW reduced its max level from 120 to 60 to make it more reasonable, and GW2 has a max level of 80 with 351 mastery points (which they keep adding to, so that doesn't prevent them from having an expandable system for the future). You can also adjust CP XP acquisition so the speed with which people level up 1 CP is the same as the time it took to level up 10 CP in your 3600 system. But the system will seem less inflated, levelups will feel more impactful (rather than nothing for the next 100 points), and it will make point distribution (those plus minus signs, ugh) a better experience. But honestly, just let go of the 3600 number idea please.
8. Consider whether the 3 colours and 4 active perks bar is the best way to expand the game going forward.
For example if you're going to allow the slotting of 5 perks instead of 4, or allow spending of more CP into perks themselves to make them scale higher, this will increase vertical progression not horizontal one, just like when we were getting an increase in the cp cap every patch before. But if you don't do that, then any blue points we continue to earn will be useless. Ideally, combat-related bonuses should be maxed out first, then utility stuff, then roleplay npc nonsense.
So performance gap should be closed earlier in the cp curve, with smaller bonuses trickling in later and just horizontal progression towards the end. In GW2 for example, the mastery system is entirely horizontal progression, and i
t's still very popular and continues to be expanded on, WITHOUT adding a 3month-grind-gap between 0 mastery and 351 mastery players. So while CP 2.0 with the Mage /Thief / Warrior divide and the different coloured CP points is lore-friendly I guess, doing what's best for the game is more important than hanging on to older models.
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These are just some suggestions which (in my opinion) would be more player-friendly, more sensible and would meet the goal of reduced vertical power curve. Of course, these are just initial ideas - it's certainly far from perfect, and there are other things to consider (such as revising many possibly useless traits, and balancing issues of some CP perks giving far too much power relative to others, and the speed it takes to level up to max CP). But I'm interested in hearing other people's opinions.
What do you think CP 2.0 does better? What do you think is a change for the worse compared to CP 1.0?
Do you agree with any of my 'CP 1.5' suggestions, and do you have other ideas?