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Proposal on how to rework the CP system without seasonal caps:

Derra
Derra
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The first step would be: Hardcap the whole CP system at 900CP. This should not be increased ever - so even a maxed out player (highly unlikely) still has to make decisions regarding passives. Then remove enlightenment from the game.

The second thing would be a different XP curve:

1 to 100 CP are 50.000 XP each
101 to 200 CP are 100.000 XP each
201 to 300 PC are 150.000 XP each
301 to 400 CP are 200.000 XP each
401 to 500 CP are 600.000 XP each
501 to 600 CP are 1.800.000 XP each
601 to 700 CP are 3.600.000 XP each
701 to 800 CP are 5.400.000 XP each
801 to 900 CP are 10.800.000 XP each

Now convert the champion XP every player got under the old system into the new one.

An Example:

In the old system the XP required to reach the cap of 3600CP was 1.440.000.000. Now it would require someone 2.270.000.000 XP to reach the cap of 900.

Someone with 100CP in the old system would now have 350CP.
Someone with 1000CP in the old system would now have 630CP.

This is undeniably still an advantage for a player with very high time investment but instead of having 10 times the championpoints the "grinder" does not even have double the CP of a normal player.

For someone pickung up on the game it would mean by the time they reach V16 they would have 186CP to spend instead of 34.

What do you guys/girls think?


I´ll add a few thoughts on passives later as they´re currently greatly unbalanced.
Edited by Derra on October 23, 2015 12:54PM
<Noricum>
I live. I die. I live again.

Derra - DC - Sorc - AvA 50
Derrah - EP - Sorc - AvA 50

  • Bashev
    Bashev
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    Previous comment deleted.
    Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.
    Edited by Bashev on October 23, 2015 12:59PM
    Because I can!
  • Derra
    Derra
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    Bashev wrote: »
    And what about the players who already have 1.5k CPs? It is nice if it was designed like this from the beginning. Now if they want to skip the cap they shouldnt increase the xp more than 400k for a CP.

    They would inevitably loose CP as every point of XP they aquired would be converted into the new system.

    Someone with 2000CP now would have 727CP in the new system for example and require 5.4 million XP for every CP they earn.
    Edited by Derra on October 23, 2015 12:59PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Van_0S
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    How about, it takes 1k to reach 3600CP. So, no grinding and everyone wins.:trollface:
    Or, just put it in the crown store, like for horse mounts.:trollface:
    Edited by Van_0S on October 23, 2015 1:47PM
  • Derra
    Derra
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    Bashev wrote: »
    Previous comment deleted.
    Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.

    Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Bashev
    Bashev
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    Derra wrote: »
    Bashev wrote: »
    Previous comment deleted.
    Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.

    Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
    I will give you an example. 3 glyphs reduce block cost + 100 points in reduce block cost = reduce your block cost with 50% total. The block cost for a player with staff in light was the same as for a player in heavy and 1h/s. What ZoS did? They removed the stamina regen while blocking.
    25% increased damage from physical/magicla/elemntal attacks. What ZoS did? They reduced the damage with 30%. Same for healing and shields.

    Because I can!
  • Ishammael
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    Derra wrote: »
    The first step would be: Hardcap the whole CP system at 900CP.

    I think this is the most important part.
  • Derra
    Derra
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    Bashev wrote: »
    Derra wrote: »
    Bashev wrote: »
    Previous comment deleted.
    Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.

    Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
    I will give you an example. 3 glyphs reduce block cost + 100 points in reduce block cost = reduce your block cost with 50% total. The block cost for a player with staff in light was the same as for a player in heavy and 1h/s. What ZoS did? They removed the stamina regen while blocking.
    25% increased damage from physical/magicla/elemntal attacks. What ZoS did? They reduced the damage with 30%. Same for healing and shields.

    But that´s not really a problem with the CP system. Someone with three blockcost reduction enchants is for example missing ~530 spelldmg on his jewelry.

    The increased dmg is only problematic for physical attacks as there is no passive in the game to counter it (as i said i´ll add passives later).

    Currently the game is in a somewhat balanced state if we´re not looking at extreme amounts of CP. Regeneration passives are a tad too strong the whole light/heavy attack passives are rather useless but that´s something they could work out rather quickly imho.

    Edit: I think it´s enjoyable that you could in theory create a blocking staff wielder. It´s not like it does come without a cost.
    Edited by Derra on October 23, 2015 1:28PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Bashev
    Bashev
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    Derra wrote: »
    Bashev wrote: »
    Derra wrote: »
    Bashev wrote: »
    Previous comment deleted.
    Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.

    Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
    I will give you an example. 3 glyphs reduce block cost + 100 points in reduce block cost = reduce your block cost with 50% total. The block cost for a player with staff in light was the same as for a player in heavy and 1h/s. What ZoS did? They removed the stamina regen while blocking.
    25% increased damage from physical/magicla/elemntal attacks. What ZoS did? They reduced the damage with 30%. Same for healing and shields.

    But that´s not really a problem with the CP system. Someone with three blockcost reduction enchants is for example missing ~530 spelldmg on his jewelry.

    The increased dmg is only problematic for physical attacks as there is no passive in the game to counter it (as i said i´ll add passives later).

    Currently the game is in a somewhat balanced state if we´re not looking at extreme amounts of CP. Regeneration passives are a tad too strong the whole light/heavy attack passives are rather useless but that´s something they could work out rather quickly imho.

    Edit: I think it´s enjoyable that you could in theory create a blocking staff wielder. It´s not like it does come without a cost.
    Yes it is nice that in theory you were able to do different builds but the issues is the big nerf that comes after that. ZoS do not do tweaks, they have a big nerf hammer.
    Because I can!
  • Sausage
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    It was made for casuals and new players, Zen should make all changes on depending on them so they can catch-up and not leave the game. 2 month of good 6+ hour per playing should be good test for them, to reach the cap, 300 hour shouldnt be too much to ask.
    Edited by Sausage on October 23, 2015 1:50PM
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