Remove the cap or remove the CP system. What's the point of creating a leveling/advancement system and then imposing artificial barriers for it? Let us use the CP we earn or scrap the system completely. Yes, there will be some who grind out 3600 within a few months, but realistically there will only be a handful insane enough to do this. But if they do so, they should be entitled to use what they earned. How big an impact will a handful of CP maxed players really have on YOUR game? If the CP system creates such imbalance that it has to be gimped, then replace it with a better system.
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If you want to go solely by when you can unlock passives, then you should look at the cap values which increase the possible number of passives that can be unlocked. Right now, you can unlock at most 7 passives per type.
The thresholds at which you can unlock more passives are:
540 -- Max of 8 Passives per type
675 -- Max of 9 Passives per type
810 -- Max of 10 Passives per type
945 -- Max of 11 Passives per type
1080 -- Max of 12 Passives per type (all of them)
That's 135 more points per threshold.
They should push it to 540 like right now. Then they should just increase it by 135 points each time after that.
So to 675 relatively soon. To 810 by the end of the year. Another 135 points every few months would be good.
I'm quite surprised in how much attention this got now, I just read most of the (52) new posts and got some more suggenstions I wanna summarize here:
High CP cap makes PvE too easy!
Give us more endgame content, we need it anyways so why not make it hard in DLC1, so that Capped players can have their fun and a challenge doin it. Then, when DLC2 releases, make content of DLC1 easier for new players to complete said content but give new Endgame content to the experienced players with DLC2. This way everybody could be happy and always have alot of content to play (and you could actually play all the content in the end, now matter how experienced you are).
High CP cap offers a huge benefit to highCP player in PvP
Well, we have a noCP system on Azura now, so why not expand that idea a bit further and get into balancing CP for PvP.
Lets say, keeping Azura as nonCP campaign; keeping Trueflame at the updated CPcap; keeping the same on Ebony but make all CP have 50% less impact, means that the benefits of having, say 1000cp, will actually be less than having 500cp on Trueflame. Or another suggestion: having camaign 1 capped at 360, campaign 2 at 501, campaign 3 at 999 etc, allowing you to create separate 'sets' of CP assignments for each campaign.
High CP players have access to more passives, thats op!
Well, tbh I already got all useful passives as 501cp DD, I didn't really see any passive which would improve my dps, the actual benefits from CP are much higher. Keep in mind that you get higher stats from CP too (about 20 magicka for ever CP spent in the blue tree in the beginning, which drops to 10 magicka gained per CP above 500 or smth, I don't really remember the values anymore).
I can imagine that there are useful passives for PvP, but for that issue read 10 lines above again ;D
There are players who exploited bugs to gain huge amounts of CP
I didn't know that there was something like this but I know that there are several player with 2000+cp and I knew someone who had over 1k with the IC release so I don't doubt that unless they've been literally grinding all day long.
But lets be honest here, I rarely see players with over 1k, like.. never basically. Very active players have 800-900cp and I don't see why they shouldn't be rewarded for having so many, thats why I suggested a cap at 750. Most players I play with are capped now, but only a few of them have more than 750, that would be a nice goal to aim for, with the adjusted catchup.
Consoles
I'm aware that console players have less CP, my thread was meant for PC players. But why not trying to find a solution for Consoles too? I guess that most players on consoles have 300-400 cp right now, so keeping the cp cap at 501 there, while raising the PC cap to 750 wouldn't be a problem, it would just adjust to the average player (goal). As soon as PC gets another raise by 51, consoles should get one too. That way PC and consoles would always be 250CP apart, which represents the delayed release on consoles.
The roadmap
I support the idea of raising the cap by 51/48 (50 on average) every DLC, so we would get a raise to 651 with the next DLC (or 750, I don't think that really matters) and by 50 every DLC from that point on, presuming that we get a new DLC every quarter.
The troll
How about raising the cap by 1 every day
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