What to do with your Champion Points after "CP 2.1" update?

  • Xebov
    Xebov
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    hundergrn wrote: »
    At CP 942 currently and it doesn't feel right that on the new system, I have all slots filled, minor adjustments and mediocre passives to get still. 3k gold makes a role change still but it feels like a small hill followed by open desert .

    But thats exactly what iam talking about. You have your CP and fileld a single role, but if you need mroe than that you still have to play alot more, except of course that you want to spend 3k gold all the time.

    Xebov wrote: »
    The new CP system nicely supports multiple roles on a single character.

    And the proc set changes took that away again because you now can't use proc sets to bend characters to roles that well because of the proc set scaling but would have to go do an attribute respec for a lot of role changes. It works for healer<->dd but not a huge amount else.


    Proc sets hit everyone. Besides that the new CP system allows Tank<>DD because thanks to the health nodes you dont need any attributes in health. I run my Tank through alot of content with all Attributes spend on stamina and it works like a charm. The only reason why i cnat go full DD is the mundus. Other than that i can easily switch to DD gear and (as soon as i get enought points) change my active stars. That gets me way beyopnd what the old system got.
  • Xebov
    Xebov
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    I'm totally in favor of ZOS's stated goals of CP 2.0/2.1, but they haven't exactly done a good job of fulfilling them (specifically horizontal progression for people with high CP).

    I'm sure it won't be a popular opinion in this thread, but the whole concept of having passive stars was a bad idea in the first place. Passive stars are pretty much vertical progression by definition. The whole point of horizontal progression is that having more points gives more options, not more power.

    That said, ZOS didn't exactly get active stars right either. As-is, the constellations are all too flat/interconnected, so pretty much any star you could want is accessible with fairly low CP. In order to achieve true horizontal progression, there should really be a few (useful) stars that can only be accessed by unlocking a whole bunch of prerequisites first. Then, the reward for having high CP is gaining access to those stars. The trick is then to also make sure stars are balanced so that the hard-to-reach ones only grant additional build flexibility/options and not raw power (for example, a high-end star could be used to make frost DPS viable, or to enable a shock tank build, but it shouldn't be an indispensable bonus that increases DPS beyond what can be achieved with other stars).

    Having only active stars is a good idea and would remove the feeling that passive stars are not worth it.

    If you want true horizontal progression you have to stop viewing high CP as some sort of achievment and gate things behind it. For pure horizontal systems there is no reason for it to be grindy.

    Some problem you have to solve either way is single role palyers vs multi role players. The CP system supports both styles but you will eitehr have single role players complain that they have unspend CP or you will have multi role players complain about the grind.
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