Burning_Talons wrote: »Dont wanna farm new gear
thisisScoMan wrote: »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.
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'd raise it to 699.
It's my CP.
lol
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.
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.
@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.
starlizard70ub17_ESO wrote: »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.