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History of champion point soft caps? It was 810, now its 1800, when was it what?

Ek1
Ek1
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So soft cap was risen to 1800 along with the Flames of Ambition although the patch notes failed to mention about it. Now as every internet hero is scrambling to update their sites and USEP has botched its history of it I was wondering if there is anyone able to remember when the soft caps were increased? Especially the 300cp mark. This much I have gathered this far.

2018/10 Murkmire/4.2.5 to 810
2015/10 Orsinium/2.2.4 to 501
Ek1@EU@PC.

Best Answer

  • SeaGtGruff
    SeaGtGruff
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    IIRC, the cap used to be raised by 30 CP each time a new DLC or chapter came out, at least during the time that I was playing, meaning from Morrowind on. I don't know what it was like before Morrowind. The patch notes for each Update might say.

    The following is taken or extrapolated from patch descriptions at the UESP wiki. The rows that include "[?]" did not have info about the CP increase or cap in the patch notes, so those were extrapolated where possible based on info for other patches.

    Patch 1.6.5 (U6: Justice System, Champion System) -- introduction of CP
    Patch 2.0.1 (Tamriel Unlimited) [?]
    Patch 2.1.4 (U7: Imperial City) [?] -- maximum VR increased to VR 16
    Patch 2.2.4 (U8: Orsinium) [?] -- CP now capped at 501 CP
    Patch 2.3.5 (U9: Thieves Guild) [?] -- CP system improvements
    Patch 2.4.5 (U10: Dark Brotherhood) [?]
    +30 CP -- Patch 2.5.5 (U11: Shadows of the Hist) -- raising it to 531 CP
    +30 CP -- Patch 2.6.4 (U12: One Tamriel) -- raising it to 561 CP [?]
    +39 CP -- Patch 2.7.5 (U13: Homestead) -- raising it to 600 CP
    +30 CP -- Patch 3.0.5 (U14: Morrowind) -- raising it to 630 CP [?] -- and a reworking of the CP system
    +30 CP -- Patch 3.1.5 (U15: Horns of the Reach) -- raising it to 660 CP
    +30 CP -- Patch 3.2.5 (U16: Clockwork City) -- raising it to 690 CP
    +30 CP -- Patch 3.3.5 (U17: Dragon Bones) -- raising it to 720 CP
    +30 CP -- Patch 4.0.5 (U18: Summerset) -- raising it to 750 CP
    +30 CP -- Patch 4.1.5 (U19: Wolfhunter) -- raising it to 780 CP
    +30 CP -- Patch 4.2.5 (U20: Murkmire) -- raising it to 810 CP

    https://en.uesp.net/wiki/Online:Patch

    Click "show" in the Date cell to expand the list, then click the patch numbers for each Update for detailed descriptions.
    Edited by SeaGtGruff on March 24, 2021 9:28AM
    I've fought mudcrabs more fearsome than me!
    Answer ✓
  • Romo
    Romo
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    Ek1 wrote: »
    So soft cap was risen to 1800 along with the Flames of Ambition although the patch notes failed to mention about it. Now as every internet hero is scrambling to update their sites and USEP has botched its history of it I was wondering if there is anyone able to remember when the soft caps were increased? Especially the 300cp mark. This much I have gathered this far.

    2018/10 Murkmire/4.2.5 to 810
    2015/10 Orsinium/2.2.4 to 501

    There is no "soft" cap now, only a hard cap of 3600.

    1800 is the most quoted point where peeps believe they will be back to the same level they were at 810, before the nerf of CP.
  • lillybit
    lillybit
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    Romo wrote: »
    Ek1 wrote: »
    So soft cap was risen to 1800 along with the Flames of Ambition although the patch notes failed to mention about it. Now as every internet hero is scrambling to update their sites and USEP has botched its history of it I was wondering if there is anyone able to remember when the soft caps were increased? Especially the 300cp mark. This much I have gathered this far.

    2018/10 Murkmire/4.2.5 to 810
    2015/10 Orsinium/2.2.4 to 501

    There is no "soft" cap now, only a hard cap of 3600.

    1800 is the most quoted point where peeps believe they will be back to the same level they were at 810, before the nerf of CP.

    1800 is the number used by zos for the cp gain calculations, not just people's perceptions. It's not really a cap any more because you can still use cp after that, but it's the point where earning cp becomes harder
    PS4 EU
  • Xuhora
    Xuhora
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    lillybit wrote: »
    Romo wrote: »
    Ek1 wrote: »
    So soft cap was risen to 1800 along with the Flames of Ambition although the patch notes failed to mention about it. Now as every internet hero is scrambling to update their sites and USEP has botched its history of it I was wondering if there is anyone able to remember when the soft caps were increased? Especially the 300cp mark. This much I have gathered this far.

    2018/10 Murkmire/4.2.5 to 810
    2015/10 Orsinium/2.2.4 to 501

    There is no "soft" cap now, only a hard cap of 3600.

    1800 is the most quoted point where peeps believe they will be back to the same level they were at 810, before the nerf of CP.

    1800 is the number used by zos for the cp gain calculations, not just people's perceptions. It's not really a cap any more because you can still use cp after that, but it's the point where earning cp becomes harder

    ergo a softcap
  • SeaGtGruff
    SeaGtGruff
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    Ek1 wrote: »
    Especially the 300cp mark.

    I couldn't find any reference to a cap of 300 CP, so as far as I could understand there was no initial soft cap on CP when the CP system was introduced with patch 1.6.5.

    I'm not sure whether there was a hard cap of 3600 CP from the very beginning of the CP system, or if it came later.

    The very first soft cap seems to have been the cap of 501 CP that was introduced with patch 2.2.4 (Orsinium). Those patch notes clearly stated that anyone who'd already earned more than 501 CP would not be losing any CP, so presumably that was when the difference between "earned CP" and "spendable CP" first came into being.
    I've fought mudcrabs more fearsome than me!
  • lillybit
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    SeaGtGruff wrote: »
    Ek1 wrote: »
    Especially the 300cp mark.

    I couldn't find any reference to a cap of 300 CP, so as far as I could understand there was no initial soft cap on CP when the CP system was introduced with patch 1.6.5.

    I'm not sure whether there was a hard cap of 3600 CP from the very beginning of the CP system, or if it came later.

    The very first soft cap seems to have been the cap of 501 CP that was introduced with patch 2.2.4 (Orsinium). Those patch notes clearly stated that anyone who'd already earned more than 501 CP would not be losing any CP, so presumably that was when the difference between "earned CP" and "spendable CP" first came into being.

    There wasn't a cap originally, with 3600 being the number needed to unlock everything so was the cap by default more or less!
    PS4 EU
  • Kalik_Gold
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    3600 makes you able to have one character switch between / healer, tank, damage dealer.

    I think 1200- 1800 makes you excel in one role.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Ek1
    Ek1
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    SeaGtGruff wrote: »
    Click "show" in the Date cell to expand the list, then click the patch numbers for each Update for detailed descriptions.
    Thanks for help. I did but only few major revisions had any notes about champion points or the soft caps so was unsure about the timeline. Frankly haven't cared about the whole system after hitting the cap so umm ...five years now.

    Do you come up any (old) website that might have those infos? Kinda feels silly to try dig old info up but I am interested and is tragic comic that the patch notes are so lacking about them.
    I update the CP history to wiki if I would get something to reference to.
    Ek1@EU@PC.
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
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    IRC, the Imperial City DLC in summer of 2015 was the implementing of CP. You got 10 CP for each Vet Rank you had, so max VR was 16 so we started with 160 cp. Each quarter they would raise it 30 points and there was no cap. Just 3600 total available. But at that time the dev's thought it would be YEARS before anyone maxed them. Lol...
    I'm not sure exactly when the CP Cap was instituted tho. Sorry. Hope this helps a little... :)
    Huzzah!
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • Ek1
    Ek1
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    IRC, the Imperial City DLC in summer of 2015 was the implementing of CP. You got 10 CP for each Vet Rank you had, so max VR was 16 so we started with 160 cp.
    [...]
    I'm not sure exactly when the CP Cap was instituted tho. Sorry. Hope this helps a little... :)
    It actually does. I will search discussions/forums/notes from that time.
    But at that time the dev's thought it would be YEARS before anyone maxed them.
    Never under estimate peoples dedication to do mindless stuff e.g. this thread :-D
    Ek1@EU@PC.
  • SeaGtGruff
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    Ek1 wrote: »
    SeaGtGruff wrote: »
    Click "show" in the Date cell to expand the list, then click the patch numbers for each Update for detailed descriptions.
    Thanks for help. I did but only few major revisions had any notes about champion points or the soft caps so was unsure about the timeline. Frankly haven't cared about the whole system after hitting the cap so umm ...five years now.

    Do you come up any (old) website that might have those infos? Kinda feels silly to try dig old info up but I am interested and is tragic comic that the patch notes are so lacking about them.
    I update the CP history to wiki if I would get something to reference to.

    I'm not sure, but I think the patch notes at the UESP wiki might be "straight from ZOS," meaning just a copy of whatever ZOS posted, including the outline of major topics, but perhaps with hyperlinks added or modified by UESP.

    I focused on the patches that corresponded to DLC releases and other numbered "updates," since my memory was that the cap was increased by 30 points with each new DLC or chapter, until eventually the cap was left at 810 CP. I started with the notes for "Morrowind" and went forward from there.

    Several patch notes, such as Morrowind's, didn't mention anything about the cap being increased or what it currently was at that time, but "Horns of the Reach" mentioned an increase of 30 CP, then "Clockwork City" mentioned another increase of 30 CP bringing the new cap to 690, so from that I was able to deduce the caps for "Horns of the Reach" and "Morrowind."

    But I didn't scan through the notes-- instead, I looked for any mention of Champion Points or the Champion System within the topic outline, then used the hyperlink to jump to that portion of the patch notes-- so it's possible that some of the other ones made passing mention of CP but didn't have a specific section devoted to CP changes that was listed in their outlines.

    Then I started working backward through the updates that preceded "Morrowind," editing my initial post to add those.

    By that time I noticed a nice summary at the bottom of each patch notes page that grouped all of the patches by category, such as "Tamriel Unlimited," "One Tamriel," "Morrowind," "Summerset," etc., with all patches having the same first (major) number grouped on the same line along with the Update number and the name of the corresponding DLC or chapter, or other descriptive text if the Update wasn't a chapter or DLC per se. So I started using the hyperlinks in that summary to navigate backward through the Updates to U6, which was specifically "titled" as being the introduction of the Justice System and the Champion System.

    The patch notes for U6 gave a description of how everyone's CP would be calculated based on their VR level and their XP amount within that particular VR level, but I didn't try to understand it. There weren't any references to CP numbers after that, but there was a mention of the maximum VR being raised to VR16 with U7, and then the introduction of a CP cap at 501 CP with "Orsinium," with the next reference to CP amounts being an increase of 30 CP in U11 or "Shadows of the Hist," thereby raising the cap to 531 CP.

    If you want to add some information to the UESP wiki's deprecated page about the CP system, I'd recommend doing a similar search through the patch notes using the convenient list at the bottom of each page, beginning with the patch notes for U6 and working forward from there.
    IRC, the Imperial City DLC in summer of 2015 was the implementing of CP. You got 10 CP for each Vet Rank you had, so max VR was 16 so we started with 160 cp. Each quarter they would raise it 30 points and there was no cap. Just 3600 total available. But at that time the dev's thought it would be YEARS before anyone maxed them. Lol...
    I'm not sure exactly when the CP Cap was instituted tho. Sorry. Hope this helps a little... :)
    Huzzah!

    The Champion System began before "Tamriel Unlimited" with U6, not after that with U7 or "Imperial City." And the maximum VR wasn't raised to VR16 until U7, so it must have been at VR15 when CPs were initially calculated for U6.

    But I didn't start playing ESO until a month or more after the "Morrowind" chapter was released, so I'm just going by what I've dug out of the patch notes. :)
    I've fought mudcrabs more fearsome than me!
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
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    Ok. I looked it up.
    I have played since 2013, so I was around then and remember hitting VR16. What a day!!! Lol.
    Champ Points replaced VR with UD 1.6 in early 2015. They didn't have VR and CP at the same time.
    But the rest is as I remember, 10CP for each VR, with 160 max, (at that time). Then they increased 30 CP per quarter.
    Huzzah!
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • SeaGtGruff
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    Champ Points replaced VR with UD 1.6 in early 2015. They didn't have VR and CP at the same time.

    The U6 patch notes which describe the introduction of the CP system, coupled with the subsequent U7 patch notes which mention the VR limit being raised to VR16, would seem to indicate that VRs and CPs did coexist for a short time.

    I don't know if that coexistence was "official" in ZOS's eyes, or if it was mainly that the players were used to VRs and had a difficult time "letting go" of the VR system because they were so used to it.

    But it sounds like the VR limit was set at VR15 when the CP system was introduced, such that presumably the gear cap after U6 was CP150, and was later raised to CP160 when U7 raised the VR limit to VR16.
    I've fought mudcrabs more fearsome than me!
  • Dagoth_Rac
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    SeaGtGruff wrote: »
    Champ Points replaced VR with UD 1.6 in early 2015. They didn't have VR and CP at the same time.

    The U6 patch notes which describe the introduction of the CP system, coupled with the subsequent U7 patch notes which mention the VR limit being raised to VR16, would seem to indicate that VRs and CPs did coexist for a short time.

    I don't know if that coexistence was "official" in ZOS's eyes, or if it was mainly that the players were used to VRs and had a difficult time "letting go" of the VR system because they were so used to it.

    But it sounds like the VR limit was set at VR15 when the CP system was introduced, such that presumably the gear cap after U6 was CP150, and was later raised to CP160 when U7 raised the VR limit to VR16.

    The VR caps were VR10 (launch), then VR12 (Lower Craglorn patch), then VR14 (Upper Craglorn patch), then VR16 (Imperial City patch). VR16 and Champion Points (with a cap of 3600) existed side by side for about 6 months.
  • waterfairy
    waterfairy
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    what makes you say that the soft cap is half of the hard cap?
  • Djennku
    Djennku
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    There's no "soft cap" for CPs. 1800 is when the xp gain for points slows down, and the maximum you can gain is 3600. There is ABSOLUTELY NO REQUIREMENT for how much CP you need, and you can complete ALL content, yes, everything, with 0 CP allocated on your character.
    @Djennku, PCNA.

    Grand Master crafter, all styles and all furnishing plans known pre U41.
    Vamp and WW bites available for players.
    Shoot me an in-game mail if you need anything, happy to help!
  • SeaGtGruff
    SeaGtGruff
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    Dagoth_Rac wrote: »
    SeaGtGruff wrote: »
    Champ Points replaced VR with UD 1.6 in early 2015. They didn't have VR and CP at the same time.

    The U6 patch notes which describe the introduction of the CP system, coupled with the subsequent U7 patch notes which mention the VR limit being raised to VR16, would seem to indicate that VRs and CPs did coexist for a short time.

    I don't know if that coexistence was "official" in ZOS's eyes, or if it was mainly that the players were used to VRs and had a difficult time "letting go" of the VR system because they were so used to it.

    But it sounds like the VR limit was set at VR15 when the CP system was introduced, such that presumably the gear cap after U6 was CP150, and was later raised to CP160 when U7 raised the VR limit to VR16.

    The VR caps were VR10 (launch), then VR12 (Lower Craglorn patch), then VR14 (Upper Craglorn patch), then VR16 (Imperial City patch). VR16 and Champion Points (with a cap of 3600) existed side by side for about 6 months.

    Thank you! I didn't go back any further than U6 to see about VR levels, since the OP had specifically asked about CP.

    There was never a limit of VR15? It jumped from VR14 to VR16? That makes sense as far as the gear levels, since CP150 and CP160 use the same type of mat.

    But I thought I remembered people having said in the forum that CP160 gear came sometime after CP150 gear, which is why I had assumed there must have been a VR15 limit before it got raised to VR16 with "Imperial City."

    Fascinating stuff, even if it's pretty much "ancient history" by now. :)
    Edited by SeaGtGruff on March 25, 2021 9:39AM
    I've fought mudcrabs more fearsome than me!
  • zaria
    zaria
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    Djennku wrote: »
    There's no "soft cap" for CPs. 1800 is when the xp gain for points slows down, and the maximum you can gain is 3600. There is ABSOLUTELY NO REQUIREMENT for how much CP you need, and you can complete ALL content, yes, everything, with 0 CP allocated on your character.
    Do you still get the penalty of +50% cost increase of xp to gain an cp past 1800?
    If so it seems pretty weird, the +50% cost was to stop people above cap to race ahead but still enough that you will be above next cap if you used up you enlightenment.
    This is not an case at cp 1800, at that point you mostly gain QoL stuff anyway like unlocking more slotable so you can be more tanky if needed.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Djennku
    Djennku
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    If you're going for all passives + 4 slotables, you need a little over 1300 cp total iirc. The more do you have the more things you can unlock and the less gold you need to change passives.
    @Djennku, PCNA.

    Grand Master crafter, all styles and all furnishing plans known pre U41.
    Vamp and WW bites available for players.
    Shoot me an in-game mail if you need anything, happy to help!
  • Alurria
    Alurria
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    I seem to remember being vr1 or 2 when craglorn came out. I leveled slowly. I remember being feeling very far behind people. My problem was I worked so much there would be weeks go by before I could play again. I stepped foot in craglorn you had to have a group for everything unless you had time to spend in game, which I didn't.The areas were still level based. I remember feeling stuck with no way to progress solo because of my time constraints. It was frustrating so I quit for a while. I came back we had cp by then. Caswell's silver and gold were toned down. Pvp was different too. I jumped into pvp at level 20 it was fun then. I like being a part of a large group in a faction war. But that all said everything has changed for the better.
    I truly believe that.

    This game came packed with things and they have added so much we didn't have before. I have more time now. Don't let the Debbie downers who post constant complaint threads sour you. Enjoy yourself and put out positive suggestions that make life better for all. Remember you are not alone in this game and trying to push negative on others never just affects others it reflects back on those who push it. The major thing this game does well is appealing to all styles of play. Nothing is perfect, it's the flaws that make us human.

    The new cp system is great, I actually don't feel lost when I go to add points. I seem to remember vr 14 was the top then vr16 along side new cp being introduced. I wish I could remember what year it was. I have had an account on these forums since 2013 it's been a while.
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