YurtTheSilentChief wrote: »Apparently, they will reduce the CP cap for dungeons , nerf bosses and add more non cp campaign in cyrodiil.
Averya_Teira wrote: »YurtTheSilentChief wrote: »Apparently, they will reduce the CP cap for dungeons , nerf bosses and add more non cp campaign in cyrodiil.
That could get boring really fast for people with CP though...
FriedEggSandwich wrote: »I'm guessing that as they increase the cp cap they will continue to reduce the amount of xp you need between cp at lower ranks. Right now if you have zero cp and hit v1 you earn cp at a fairly rapid rate. Well I'm suggesting that rate would be even faster when the cp cap raises. This way only the last 200cp to the cap would be a grind. Players who just start the game should expect to be behind, but hopefully the catch up mechanic will give them hope of catching up.
Burning_Talons wrote: »Alright so with CP being the main source of level how will new players be competitive? Lets say 10yrs from now and cp cap is at 3300? How will new players fair? Will they be casted of to non-cp dungeons and campaigns? Will you offer cp booster packs? Im just thinking long term
myrrrorb14_ESO wrote: »Shouldn't be an issue really. The formula for xp needed for champion points is inversely related to the cap. So when the cap is raised by a substantial number, it make those with nothing to burn through champion ranks at lightning like speeds.
And of course diminishing returns means you just need to be in the ballpark. Difference between 0 and 300 is huge, but not 400 to 500 is not overwhelming.
myrrrorb14_ESO wrote: »And of course diminishing returns means you just need to be in the ballpark. Difference between 0 and 300 is huge, but not 400 to 500 is not overwhelming.
myrrrorb14_ESO wrote: »And of course diminishing returns means you just need to be in the ballpark. Difference between 0 and 300 is huge, but not 400 to 500 is not overwhelming.
Right. I couldn't tell you how many CP's I have to the nearest 100. I neither know or care.
Every now and then, I'll check the Champion Points screen and allocate 20 points, and gain like 5% somewhere, then I'll be like "meh... I doubt I'll even notice, but at least now I can harvest stuff twice as fast!"
The diminishing returns aren't going to make the top-end super powerful - it just gives them a nice shiny, Skinner Box reward when they see they've gained on more Thief point.
Yay! 0.1 % lower spell cost! Hell yeah! Now I'm gonna pwn those noobs in Cryodil!
myrrrorb14_ESO wrote: »And of course diminishing returns means you just need to be in the ballpark. Difference between 0 and 300 is huge, but not 400 to 500 is not overwhelming.
Right. I couldn't tell you how many CP's I have to the nearest 100. I neither know or care.
Every now and then, I'll check the Champion Points screen and allocate 20 points, and gain like 5% somewhere, then I'll be like "meh... I doubt I'll even notice, but at least now I can harvest stuff twice as fast!"
The diminishing returns aren't going to make the top-end super powerful - it just gives them a nice shiny, Skinner Box reward when they see they've gained on more Thief point.
Yay! 0.1 % lower spell cost! Hell yeah! Now I'm gonna pwn those noobs in Cryodil!
NewBlacksmurf wrote: »myrrrorb14_ESO wrote: »Shouldn't be an issue really. The formula for xp needed for champion points is inversely related to the cap. So when the cap is raised by a substantial number, it make those with nothing to burn through champion ranks at lightning like speeds.
And of course diminishing returns means you just need to be in the ballpark. Difference between 0 and 300 is huge, but not 400 to 500 is not overwhelming.
diminishing returns has nothing to do with the catch-up system
each CP point used applies less and less of an increase in % of the specific passive...the more points you gain, the smaller the increase so lets say they raise the cap...by another 500, that sounds like a lot but maybe its 3% more overall of an impact.
NewBlacksmurf wrote: »Burning_Talons wrote: »Alright so with CP being the main source of level how will new players be competitive? Lets say 10yrs from now and cp cap is at 3300? How will new players fair? Will they be casted of to non-cp dungeons and campaigns? Will you offer cp booster packs? Im just thinking long term
Well first off, CP wont be the main source of how you level.
CP is just a passive account progression for "passives that have varying influences depending on choice and use per character)
I do read that maybe ZOS or maybe others are suggesting this CP is a main source of leveling but its not.
After the first 200 CP's, the diminishing returns are so much that I can't consider it nor interpret it as a "main source" but yes its a passive source.
As far as how will new players fair, etc....CP ranks are not what make us better, its the use and placement of those points in relation the skills and weapons + gear and base character stats and enchants.
This isn't a VR system where each level gives you base stats and skill and stat points
WalkingLegacy wrote: »They're shooting themselves in the foot with the CP system. The balancing nightmare is already showing itself.