CP cap: By how much would you raise it?

  • tennant94
    tennant94
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    Won't raising the cap contradict its implementation in the first place? Surely raising it is like creeping closer to the same problem that the cap was supposed to solve.
  • peniku8
    peniku8
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    Make it 750
    Dont wanna farm new gear

    Don't quite know what you wanna say with that, maybe you meant the gear level. I was referring to the CP you can spend on your character. The gear cap should remain at cp160 for now.
    I think if they are going to begin doing quarterly increases, 51 per quarter is enough.
    Or maybe 249 for the first raise to 750 but then reduce to 51 per quarter.
    249 a quarter would be far far far too much, so I voted for the 51 now assuming ongoing 51 quarterly increases.

    I fully agree, I had the same thing in my mind, raising the cap to 750 at first because it has been quite some time since the cap has taken it's place. But since the next DLC won't be long, a plus of 51 would be nice with every DLC since then.
    SPE825 wrote: »
    No reason to raise an arbitrary cap. Just make a new level of gear, and new content. If the cap keeps going up, no one new will want to ever play the game. I only recently hit 160, and 700+ makes me not want to even think about the disparity in PvP.

    I don't think that new gear level would be a good idea, I personally spent millions of gold (literally, I have 10+ cp160 gold sets for my chars) and months of grinding (MSA) and I know many players (endgame players) who did exactly the same to get BIS gear. Raising the gearlevel would be quite unfair with bind on pickup sets.

    I also don't see a reason why a high cap should keep new players from coming, BWB (non vet pvp) has CP disabled and Azura has no CP. If you wanna PvP you can go to BWB as long as you're not lvl50, if you hit lvl50 you can go to Azura without having an 'unfair' disadvantage.
    For PvE, you're totally fine with cp160. I have friends with 200CP who are awesome players and who can do ICP (the old one) without problems whereas I also happen to run with 501cp randoms who have no clue what they're doing or try to run a dungeon with their PvP char. And regarding vMSA, I've already done it on a horrible equipped char with 300cp, it's a pure learning thing and thats good.
    The only occasion where you really need (want) high CP is top notch Raiding, but if you're not capped now you're most likely not experienced enough to be on a level, where CP is the only difference in comparison to the elite.
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  • Wollust
    Wollust
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    Make it 750
    They won't raise it because they seem to measure on casual players coming only for a few weeks every few months to play. No idea why something like that should be balanced around those in the first place, but whatever. I've accepted the fact that I will never ever be able to play with my full cp as long as I am playing this game.
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  • Molag_Crow
    Molag_Crow
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    Make it 750
    Kammakazi wrote: »
    I'd raise it to 699.

    It's my CP.

    lol

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  • Molag_Crow
    Molag_Crow
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    Make it 750
    750 because it's reasonable, and I am only 495 myself, because I'm a slacker. :wink:
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  • TequilaFire
    TequilaFire
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    Make it 750
    I say 750 because it has been so long now for some of us.
    Those that are worried about having to change your gear well they will force that or bring out new sets anyway.
    For those of you that say don't raise it because of Azura's are being very selfish, you know it wouldn't change a thing for you anyway, right?
  • ArchMikem
    ArchMikem
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    Leave the CP cap as it it (501).
    If the cap is raised any higher then that just means I'll be even further away from it. I don't see the point in grinding. I've been earning my CP at a pretty sluggish pace due to my wanting to enjoy the game itself, instead of spending every waking hour trying to reach the cap by grinding and farming.
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  • DannyLV702
    DannyLV702
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    Make it 552
    Seems fair for new players still and caters to us who want to spend a few more of our points
  • STEVIL
    STEVIL
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    Even higher ???
    If EVER a poll cried out for an "other please specify" this one does.

    raise it by 102 to 603
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  • TequilaFire
    TequilaFire
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    Make it 750
    ArchMikem wrote: »
    If the cap is raised any higher then that just means I'll be even further away from it. I don't see the point in grinding. I've been earning my CP at a pretty sluggish pace due to my wanting to enjoy the game itself, instead of spending every waking hour trying to reach the cap by grinding and farming.

    I have earned my CP just enjoying the game also, no grinding involved.
    By just doing the DLC and PvP I earn at least 2 CP a day even with the ridiculous XP they cost me now.
    Besides if you play super casual or don't PvP you don't need the CP anyway.
    Edited by TequilaFire on June 22, 2016 10:43AM
  • nordsavage
    nordsavage
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    Make it 750
    You all have had enough time to catch up and more difficult content is inbound and old content is being amped up.
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  • peniku8
    peniku8
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    Make it 750
    ArchMikem wrote: »
    If the cap is raised any higher then that just means I'll be even further away from it. I don't see the point in grinding. I've been earning my CP at a pretty sluggish pace due to my wanting to enjoy the game itself, instead of spending every waking hour trying to reach the cap by grinding and farming.

    So you say you don't really care about your CP in terms of grinding and that you're still not at the cap but you want to deny players who do, being able to spend more? I mean, there is literally nothing bad about that, for PvE your groups will become better if you run with 501+ players and for PvP go Azura..
    What I gotta say here, I'm capped any I still suck in PvP so I don't think that the CP matter that much there :p
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  • FearlessOne_2014
    FearlessOne_2014
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    Leave the CP cap as it it (501).
    Lol my reasoning behind leaving as is because I already feel like a God with almost 470 CPs. If ZOS raises the cap before addressing the power creep of the CP system no new accounts starting out in the game would have a lick of fun for many many months because most of the CP gathering exploits have been reported by the same people who used them and got tried grinding after getting massive amounts of CPs in like two weeks.

    The catch up system is fine but I just feel like it's not enoth when I look and game and see many players under 300CPs atm. Me personally I would be ok with a CP cap raise only if ZOS bring back these content many of these CP 1000 and higher players used to get their CPs before they reported them so no one behind them can catch up. I know of 4 such players off the top of my head who begged about doing such things, but the forums will not allow me to name and shame people soo w/e.
    Oh and btw the catch up system is horrid been needed over 400k plus XP since my 400CP mark and a environment where all of the CXP gains have been nerfed into oblivion.

    Ofc ZOS could've just dealt with these exploiters and took away all of their ill gotten CPs. Then this problem of those players wanting the CP raised so high wouldn't exist in the first place now. Afterall players getting 1250CPs plus in like a few weeks is legit right when now that process would take forever for anyone who did not exploited at the time or was around right?

    My ending comments is in my opinion ZOS should only raise the CP cap, only if they allowed all content to give much more CXP then currently, so that people can truly catch if they are playing the game. Or they retooled the CP system so that the difference in power between 10CP and 1500CP is only around %10 extra stats or so instead of %25 across multiple stats. This would make players who have these monstrous amount of CPs still more powerful then new accounts but not by the out of control margin that players would have now. I am already wrecking and getting hate mail from Maxed Level CP185 players in TF, while I'm playing on lvl 30s and lvl 40 characters mostly because of the current CP system.
    Edited by FearlessOne_2014 on June 22, 2016 11:06AM
  • raaphor
    raaphor
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    I would like to see the cap at 585 for 120/75 benefits. more is OP in my opinion.

    What I would like is a system where I can assign all points in sets, eg. when I'm at 720 I could save 2 sets with 360 each for separate healer and dd build or max out one build at 585 and use the remaining 135 points for a secondary build.

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  • bebynnag
    bebynnag
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    Make it 999
    666
  • peniku8
    peniku8
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    Make it 750
    @FearlessOne_2014 So all in all you're saying that PvE content is too easy overall to let us have even higher caps..
    I kinda agree on that but in the end it won't really matter. If you're a good player, having 501cp or having 750cp will hardly make any difference in your everyday dungeon, it will be easy either way and you will probably not die a single time anyways and have the bosses down in 10 seconds (lets say two DDs have 40k dps each and the healer and the tank have 20k together, which means that your teams deals 1million damage in 10 seconds. Thats pretty much what the average dungeon boss has and even if it has, say 2m it'll only take 20s, which is mostly fast enough to ignore any mechanics). I even get over 20k dps on crematorial guards with my healer while fully buffing my group because I don't have to heal much. Dropping siphon and Healing springs will be enough for the entire fight to that I can beam the guard for the rest of the time. The problem here are not cp, it's that the content is too easy.
    Removing CP completely would be a step into the right direction, it would make normal content a bit harder again and give us a greater flexibility with builds since you have to worry about your sustain then.
    On the other hand, removing CP would mean that vMSA will become quite nasty, especially for beginners. It would also make the new hard content (vMoL, vSO and probably the coming vHRC and vAA) even harder, which would be a bit contradictive considering that only dedicated elite groups can complete those right now (at least vMoL), taking away all hopes from not so serious guild in completing those.
    I also think that cp501 players who have problems with MSA for example would be a bit more motivated if they knew that that stuff will be made a bit easier with an upcoming patch because they can spend another, say 250 cp.
    All in all you have to keep a balance between hard endgame content and giving out more damage to players every patch.
    And it's not like raising the cap would make low cp players worse, it rather gives them the opportunity to become better than ever if they keep playing and earn some CP.
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  • FearlessOne_2014
    FearlessOne_2014
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    Leave the CP cap as it it (501).
    peniku8 wrote: »
    @FearlessOne_2014 So all in all you're saying that PvE content is too easy overall to let us have even higher caps..
    I kinda agree on that but in the end it won't really matter. If you're a good player, having 501cp or having 750cp will hardly make any difference in your everyday dungeon, it will be easy either way and you will probably not die a single time anyways and have the bosses down in 10 seconds (lets say two DDs have 40k dps each and the healer and the tank have 20k together, which means that your teams deals 1million damage in 10 seconds. Thats pretty much what the average dungeon boss has and even if it has, say 2m it'll only take 20s, which is mostly fast enough to ignore any mechanics). I even get over 20k dps on crematorial guards with my healer while fully buffing my group because I don't have to heal much. Dropping siphon and Healing springs will be enough for the entire fight to that I can beam the guard for the rest of the time. The problem here are not cp, it's that the content is too easy.
    Removing CP completely would be a step into the right direction, it would make normal content a bit harder again and give us a greater flexibility with builds since you have to worry about your sustain then.
    On the other hand, removing CP would mean that vMSA will become quite nasty, especially for beginners. It would also make the new hard content (vMoL, vSO and probably the coming vHRC and vAA) even harder, which would be a bit contradictive considering that only dedicated elite groups can complete those right now (at least vMoL), taking away all hopes from not so serious guild in completing those.
    I also think that cp501 players who have problems with MSA for example would be a bit more motivated if they knew that that stuff will be made a bit easier with an upcoming patch because they can spend another, say 250 cp.
    All in all you have to keep a balance between hard endgame content and giving out more damage to players every patch.
    And it's not like raising the cap would make low cp players worse, it rather gives them the opportunity to become better than ever if they keep playing and earn some CP.

    While yes I do agree with you a slight bit. My concern was mainly a PvP one where some of those players who have bottomless CPs through ill gotten means, will be able to grief and or harass the legit or new players again. After all that's what caused the CP Cap in the first place, people who got over 1000CP in a week through exploiting glitches and then reporting the glitches after the they was so no one behind them could use them. Just so that they can have a totally and highly unfair advantage.

    I'm basically saying @peniku8 that the only reason that a raise in CP to that degree would be fine in my opinion. If ZOS bring back the CXP to the game like they was in the glitched content that most of the super high CP players got their CPs in the first place, that not only cause ZOS to not only fix the said glitches but nerf every single bit of content in the game except for quest XP/CXP gains.

    I hope you are starting to see what I mean. At this point I'm not truly calling for CP cap to stay. I'm calling for a true catch up not just some shame of a catch up system. One that will truly get people caught up to these people with 1000CPs or more. I believe that if ZOS did this it'll be a win/win for all parties in question. Party A with a *** ton of CPs can now be allow to use them. Party B would still have to work for these CP hopefully just as much a Party A but will get caught up properly.

    This proposal in my opinon would be the best to bring a bit of more balance to the game as a whole. The only people that I can imagine that would be against such a thing, is again those grievers who exploited glitched content and reported said content to ZOS after they was done with is, so they can prevent others from being able to compete with them.That in it's self is a problem that came from the Devs decision to allow these players to keep their ill gotten advantage that they are now complaining about not being able to use.

    That is why I said what I said. If it's took person A a week or two max through exploits to get a 1000CPs, why should person B coming behind must take 6 to 10 months with the same effort as person A to be on the same ground as person A who again exploited glitched content then decided to take said unfair advantage in the non vet campaign just to grief the players there. Have we already not remember what caused ZOS to put a cap on the CPs to begain and make the non vet campaign disable all CPs while inside.

    Saying all of this the only 3 legitimate options I can come up with is... A.) Boost CXP gains to the CXP gains that people was getting before while exploiting glitched content, but keep the amount of CXP needed to get the next CP alone. B.) Only move the CXP cap when a certain percent of the player base is either close or at current CP cap. C.) Finally do some admin work and take away EVERY SINGLE CP those exploiters/grievers earned through the glitched content that no one now can earn.
    Edited by FearlessOne_2014 on June 23, 2016 1:04PM
  • Sausage
    Sausage
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    Leave the CP cap as it it (501).
    Why it needs to be raised, it just creates more problem as we have already seen here, if CP-system gives like 300 hour of content, not to mention keeps all dungeons etc active (99% of players wont even get near cp 501, as we remember from PS4 achievement's list, only 15% actually finish this game and thats first zones, not silver or gold. ) it serves its purpose very well. I would rather have an excellent high quality CP-system than some crappy power-grab. Why Housing cant be the long-term progression? As its pure cosmetic no-one should get pissed off nor create problems.
    Edited by Sausage on June 23, 2016 1:13PM
  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    Make it 750
    I'd raise it to 600. It doesn't look like they're doing quarterly increases, so raising it by 99 or 102 every 6 to 9 months seems reasonable.
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  • FearlessOne_2014
    FearlessOne_2014
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    Leave the CP cap as it it (501).
    I'd raise it to 600. It doesn't look like they're doing quarterly increases, so raising it by 99 or 102 every 6 to 9 months seems reasonable.

    Actually if they did only raise the CP cap by 100 CPs every 6 to 9 months it wouldn't be so bad either. However without allowing to system to get newer account truly caught up then all is in vain.as they would be supremely out performed just because. I don't think the newer accounts should be given a free ride but at the same time I think that they should be given a free chance which they still have to work to achieve a leveled playing field. After all this is a RPG meaning player progression based on time investment and training more so then pure player skill.

    I would be able to compromise with this proposal.
  • Lucky28
    Lucky28
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    I would remove the CP cap and deal with balance with the campaign's. Azura: No CP, Trueflame: no CP cap, Chillrend: 501 CP. etc.

    That leaves it up to the player, essentially.
    Edited by Lucky28 on June 23, 2016 1:25PM
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  • Danksta
    Danksta
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    I think it should depend on platform. I'm sure the average CP per player is much higher on PC than console.
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  • Defilted
    Defilted
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    601
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  • HoolDog
    HoolDog
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    Make it 750
    Gear should stay at 160 but the cap should been at 603 with the 51 increase per dlc... So with next update the cap should raise to 654 to make up for the two jumps missed then 51 per update after that.

    The catch up mechanic is already giving players the chance for easy CP gains... If they are not taking advantage that is not the fault of longer serving players.

    Let players progress!
  • AllPlayAndNoWork
    AllPlayAndNoWork
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    Make it 552
    Raise it to 621 for next DLC - that's a 120 cp increase.
  • Divinius
    Divinius
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    Even higher ???
    They should raise the cap to 1080.

    That way it would be possible to unlock all the passives. :)
  • Duiwel
    Duiwel
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    Even higher ???
    900 so I can have 300 in each sign ( Thief, Warrior & Mage ). I wouldn't mind a 1500 CP increase either, considering most ppl I know are around 500-700 the massive gap to 1500 will make gaining the CP a breeze :wink:

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  • Grabmoore
    Grabmoore
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    Make it 750
    I'd prefer the new cap to be at 675, because then you could put 30+75+120 CPs in each colour.
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  • xblackroxe
    xblackroxe
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    Make it 750
    Defilted wrote: »
    601

    Guess what. Not divisible by 3. <3
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  • Animal_Mother
    Animal_Mother
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    Leave the CP cap as it it (501).
    Scrap the system. It contributes to problems with balance and game scaling.
    Edited by Animal_Mother on June 23, 2016 3:26PM
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