@ZOS I've not seen how you all decided to remove VR but I've seen thought so I want to share this....all content should be based off no CP and using CP.
Difficulty types apply to dungeons, trials, msa, etc. (Cyrodil seems to not need this but maybe IC can use it somehow)
-any phased content that won't seperate player base but is accessed via a loading screen phase with only group members or solo players
1. "normal" should be using CP. (for folks who don't have CP they will always be under "without cp" for increased drops like your cp catch up concept)
2. "Normal without Cp" slightly increases drop rate and quality chances (for those who do have CP but want to turn it off without paying 3k and those without cp)
3. "veteran" with cp ....increases chance of purple and yellow drops and higher drop rate than normal without cp
4. "Veteran without cp" same as #3 but higher drop rates and this will be for elite players.
1-2 are the normal version today
3-4 is the vet version. I'm not suggesting to change anything that exists but only use this so you don't have to nerf things and allow players to be casual, elite, normal and this doesn't interrupt development that has occurred and follows the format for the future.
So for questing ...it's always normal with or without Cp in regular or scaled environments.
There would be drop downs just like today. Normal and veteran but each player within those can select veteran with CP or veteran without cp and the same for normal. I'd imagine for groups, the leader will determine the encounter difficult but if we queue for something like a random, we pick our own and so the queue is still normal or vet. The difference is the %drop rate and quality so if in a group you have 1/4 on without cp, there is a 75% increase drop rate. I'm thinking loot is specific to the player in scaled environments so the player with cp is not getting the 75% boost.
Think of it as 25% per player for simple math that applies to the calculations that exist. Keeping it simple.
In trials it will be 8.33% per player.
That's how you offer content for all and not create crazy walls which is why
@ZOS_GinaBruno @ZOS_RichLambert and
@ZOS_KaiSchober it's important that you not use Cp as any means to determine what gear we wear once VR is removed.
CP is best used as a difficulty factor and the catch up CP then continues to make sense.
If not then as you raise Cp, you're doing the same as what VR has done. Regardless of the catchup calculations....you're separating ppl for no reason.
Let us seperate ourselves within our chosen difficulty and social interactions. We don't need another forced separating feature like VR. Please let this logic die with the removal of VR and move to offer the same encounter with Cp and without.
Now you can drastically raise drop and quality based on this and not some other calculation.
Thoughts...feedback or anything I'm overlooking?