CP 2.0 FAQ
Hey everyone,
The following FAQ is based on questions that our official ESO Stream Team members recently asked during a meeting on February 16 (Week 4 of PTS testing) with developers and ESO Community Managers. The most common questions have been reflected here for public use. Note that some questions that refer to "future testing" may already have been scrapped or are still being tested before it reaches Live.
As a reminder, CP 2.0 will be on the Live Servers on March 8 for PC/Mac and on March 16 for PS4/Xbox One. Numbers are always subject to change based on feedback and Live balance.
1. Will the CP 2.0 cap raising to 3600 mean all our CP from 1.0 will scale up? Is the experience growth in CP2.0 different from CP1.0?
No, your CP will not scale up. However, we will be changing the experience growth scale so that players under CP 1800 will grow very quickly. Compared to CP1.0, a fresh new player would need 56% LESS experience to reach max CP cap in CP2.0 (3600). As a reminder, you don’t need to be max CP to do well!
CP 1800 is the new expected curve for diminishing experience, but Enlightenment is the same.
Around CP 2000, there are no more passives to unlock, but you will have access to Quality of Life changes.
An 810 on CP1.0 will feel just as strong walking into CP2.0.
2. If the current meta in CP1.0 is for a player to be around CP 300+ to complete a competitive veteran trial, what is the equivalent CP that players should try to “hit” for CP2.0? Is any of the dungeon content harder to reflect the higher CP2.0 cap?
We didn’t change the difficulty requirements for dungeon finder. 300-600 CP is where ideally, you should be able to do vet content.
If you’re aiming for a leaderboard CP, you’ll probably need to be around 800-1100. The majority of the player-base right now sits around CP 410.
If you’re at CP1.0 810, you should be able to do all of the exact same content with CP2.0.
There is also no affect to the battlegrounds with the CP changes.
The cap on gear has been at 160 forever, and we don’t foresee that changing anytime soon either.
3. There have been concerns about players having very high HP and HP regen with the new CP system… How does CP2.0 balance this?
Back in Update 28 we reached better balance with Majors and Minors, which reduced the total amount of Healing obtained from Major and Minor Mending + Vitality. We've also recently reduced Major and Minor Recovery related bonuses, including Fortitude, which should help take some of the edge off Health Recovery. We're also investigating leveraging Battle Spirit for future adjustments to Health Recovery as well, if need be.
4. How will you combat the gap between low CP and high CP players?
In CP 2.0, you will have a finite number of passives but an infinite number of slottables. With this new system, we as developers can continue to build and add more active or slottables to give more choices for players. With a smaller number of passives and cool and exciting things in slottables, this should help control the power gap.
5. Total DPS output seems lower in CP2.0. What’s the reasoning for this? Will tanks/healers get more utility in CP2.0?
The overall goal was to reduce the power of high end damage and efficiency by 15-20% with CP 2.0, as there is a significant delta in power between many players. However, due to the penetration bug we saw on LIVE and PTS, we didn't fully reach that goal, and will continue investigating solutions, such as potentially reducing passive power from the CP system further, as well as looking into more outlying problems.
For healers, we recognize that the healing tree is limited right now. We do have plans to try and expand the healing tree further in terms of slottable nodes. (see #7)
For tanks, no large changes from CP1.0 to CP2.0 at this time.
6. Will there be new tutorials covering the CP2.0 changes?
The new tutorial will not talk about CP, but there will be in-game tutorials covering it. We’ve also talked about adding in a CP advisor, like the skill advisor, but we have nothing planned at the moment.
7. Will there be more crafting trees or skill lines in the future?
It’s possible to add more! Something we’re happy with in CP 2.0 is that the crafting tree, non-combat system will play a larger role in CP now, which reflects what all players participate in. This will also let us tie those aspects of the tree into other aspects of the game.
We’ll also be monitoring the economy with the new crafting bonuses very closely.
Edited by ZOS_SamL on March 3, 2021 7:18PM