What I wanna know is, is 160 still going to be max level for gear? or are we going to have to recraft all our stuff... again...
TL:DR: Not yet but is being considered for the future.FREQUENTLY ASKED QUESTIONSWe also wanted to take this opportunity to answer a few of the more common questions we've seen on the official ESO forums from players who have gotten a chance to try these changes on the PTS:
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Q: Can I get Champion Point 101 or Champion Point 400 gear?
A: The gear cap is currently CP 160, but it will be raised in the future. Gear will exist every 10 Champion Points so in the case of CP 101, the gear level will be rounded to the nearest ten; it will drop at either CP 100 or CP 110.
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ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
americansteel wrote: »
speak for yourself.
by lore Nords are heavy armor greatsword wielding masters of martial arts ESO passives ignores this. Nords are warriors we need passives to reflect to reflect that
lucky_Sage wrote: »is it every race and are they making them less important where it wont make or break you or make them more important
I hope they will always keep max gear at 160cp and keep working on getting all sets to 160cp so there will always have more build options
Gross. we'll have yet another tier of materials in our already cluttered list with half of the materials being completely useless, and it'll cost thousands to make each piece probably. Thanks @Wrobel. I wish I could tell you what I wish you'd do on these forums without getting banned. It's not pleasant.
It's not just the extra effort in getting new gear, it's the scaling. You don't even progress when you add new tiers of gear/VR's really. Because the numbers for ratings required for % increases goes up. So basically like when you went from VR14 to VR16, your VR14 gear at VR14 gave you a certain amount of crit and weapon damage and spell damage, etc, but if you're VR16 wearing VR14 gear the VR14 gear stats go down, and the number required to raise your stats goes up, so you actually lose power till you craft VR16 gear, which puts you right back at the same relative power as you were at VR14 with VR14 gear. It doesn't push progression it invalidates prior progression and effort. Remember that effort that went into making your VR16 gear? Erased.
ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
SwaminoNowlino wrote: »Gross. we'll have yet another tier of materials in our already cluttered list with half of the materials being completely useless, and it'll cost thousands to make each piece probably. Thanks @Wrobel. I wish I could tell you what I wish you'd do on these forums without getting banned. It's not pleasant.
It's not just the extra effort in getting new gear, it's the scaling. You don't even progress when you add new tiers of gear/VR's really. Because the numbers for ratings required for % increases goes up. So basically like when you went from VR14 to VR16, your VR14 gear at VR14 gave you a certain amount of crit and weapon damage and spell damage, etc, but if you're VR16 wearing VR14 gear the VR14 gear stats go down, and the number required to raise your stats goes up, so you actually lose power till you craft VR16 gear, which puts you right back at the same relative power as you were at VR14 with VR14 gear. It doesn't push progression it invalidates prior progression and effort. Remember that effort that went into making your VR16 gear? Erased.
Raising the CP cap is not the same thing as increasing gear level. The current clear level is cp160, the current cp cap is 501.
DocFrost72 wrote: »Shadesofkin wrote: »Rust_in_Peace wrote: »They'll probably just remove stat bonuses altogether and make all the racials like the leveling bonuses to certain weapon or armor types.
That would be flat out awful and lore-unfriendly.
Game mechanic =/= lore to me, at least. Ie, breton will always have superior magicka control in lore, but in an MMO balance is important too. Where you cannot see that my Breton has orc passives, I would argue that it doesn't touch lore.
notimetocare wrote: »GreenSoup2HoT wrote: »I would like to see a complete overhaul on racial balance.
I dislike how only Khajiits and Woodelfs have the stealthy passive. Its not like thief's and assassin's did not exist in the Daggerfall Covenant and Ebonheart Pact. Not every Nord is a huge clumsy professional body builder is what im saying, you could have female nords who are very stealthy. Not every Orc is a brute either.
For a game that sponsor's the saying "play how you want to play" , it's really an understatement when you are pigeonholed into specific races for that optimal passive setup.
There should be an option to either adopt another race's passive's or select specific passives at the start of character creation (would require a complete rework of the passive system). All im asking is for arch-types before you select a race like: stealth/warrior/mage/tank/healer/potion drinker Kappa/sustained magicka/sustained stamina/etc
Clearly you do not know why racial pasives are as they are lol
xxslam48xxb14_ESO wrote: »Well not only are the Argonian racials bad, but they also make no sense when looking at established racial lore from previous games!
In morrowind we had:
Male 40 str Female 40 str
40 int 50 int
30 will 40 wil
50 agi 40 agi
50 spd 40 spd
30 end 30 end
30 per 30 per
40 luck 40 luck
+15 to athletics,+5 alchemy, +5 illusion, +5 medium armor, +5 mysticism, +5 spear, +5 unarmored Waterbreathing, 100% poison resistance, and 75% disease resistance
Notice that argonians have very low endurance which back then meant they were bad in the health department, yet somehow we ended up with a hp increase! Also take note of our extreme speed! Not only do we have the fastest base speed, but we also get a massive +15 to athletics making argonians the favorite race for speed runners(yet some how orcs get the speed boost, yeah ok zos you were high when you made the racials admit it)! Female argonians are not to bad at being mages and yet no magicka boost what so ever! We are looking at the stats for a race that either chooses to go thief/assasin or mage, not tank zos and not healer. Based on this we should remove the health passive and replace it with the stam and magicka racial that dunmer have because it makes perfect sense lore wise.
In oblivion we had pretty much the exact same attributes, but with more luck this time. We still have the water breathing and the same resistances as before.
+10 Athletics and Security
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism
So yet again these are stats that would be rather bad for a tank or healer, but actually not half bad for a mage or thief. Also take note that neither of these games gave us a bonus to drinking potions(only making better ones), that one was pulled from a dark and smelly place.
Now in skyrim the most up to date game we no longer get attributes so we can't look at those, but we do have these starting skills.
Lockpicking +10
Light Armor +5
Alteration +5
Pickpocket +5
Restoration +5
Sneak +5
Alright so now we see where this sudden restoration boost of +5 comes in, but before you go "BUT SLAM YOU SAID ARGONIANS BEING GOOD AT HEALING MAKES NO SENSE LORE WISE!!!11!" Imperials have a +10 to restoration in skyrim and yet they get no healing boost in eso. Ignoring that though based on these starting skills we can see yet again a focus on magic and thievery!
Yeah zos took a huge *** on lore when they made argonian racials, so I don't see why they couldn't just do it again for other races. The historically lowest hp race some how got a health boost and the historically slowest race(orcs) got a speed boost instead of the fastest race(argonians). They gave a restoration boost to argonians instead of imperials! They pulled these eso racials out of no where and clearly didn't even bother to look at previous lore for research, so a racial rework is very needed and hopefully this time they do their research. They have a damn "lore master" for crying out loud! Zos please listen to the man when he tells you your racials are really lore breaking because I highly doubt he thinks they are ok. If he does think they are ok this way.......well that explains a lot then!
Shadesofkin wrote: »xxslam48xxb14_ESO wrote: »Well not only are the Argonian racials bad, but they also make no sense when looking at established racial lore from previous games!
In morrowind we had:
Male 40 str Female 40 str
40 int 50 int
30 will 40 wil
50 agi 40 agi
50 spd 40 spd
30 end 30 end
30 per 30 per
40 luck 40 luck
+15 to athletics,+5 alchemy, +5 illusion, +5 medium armor, +5 mysticism, +5 spear, +5 unarmored Waterbreathing, 100% poison resistance, and 75% disease resistance
Notice that argonians have very low endurance which back then meant they were bad in the health department, yet somehow we ended up with a hp increase! Also take note of our extreme speed! Not only do we have the fastest base speed, but we also get a massive +15 to athletics making argonians the favorite race for speed runners(yet some how orcs get the speed boost, yeah ok zos you were high when you made the racials admit it)! Female argonians are not to bad at being mages and yet no magicka boost what so ever! We are looking at the stats for a race that either chooses to go thief/assasin or mage, not tank zos and not healer. Based on this we should remove the health passive and replace it with the stam and magicka racial that dunmer have because it makes perfect sense lore wise.
In oblivion we had pretty much the exact same attributes, but with more luck this time. We still have the water breathing and the same resistances as before.
+10 Athletics and Security
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism
So yet again these are stats that would be rather bad for a tank or healer, but actually not half bad for a mage or thief. Also take note that neither of these games gave us a bonus to drinking potions(only making better ones), that one was pulled from a dark and smelly place.
Now in skyrim the most up to date game we no longer get attributes so we can't look at those, but we do have these starting skills.
Lockpicking +10
Light Armor +5
Alteration +5
Pickpocket +5
Restoration +5
Sneak +5
Alright so now we see where this sudden restoration boost of +5 comes in, but before you go "BUT SLAM YOU SAID ARGONIANS BEING GOOD AT HEALING MAKES NO SENSE LORE WISE!!!11!" Imperials have a +10 to restoration in skyrim and yet they get no healing boost in eso. Ignoring that though based on these starting skills we can see yet again a focus on magic and thievery!
Yeah zos took a huge *** on lore when they made argonian racials, so I don't see why they couldn't just do it again for other races. The historically lowest hp race some how got a health boost and the historically slowest race(orcs) got a speed boost instead of the fastest race(argonians). They gave a restoration boost to argonians instead of imperials! They pulled these eso racials out of no where and clearly didn't even bother to look at previous lore for research, so a racial rework is very needed and hopefully this time they do their research. They have a damn "lore master" for crying out loud! Zos please listen to the man when he tells you your racials are really lore breaking because I highly doubt he thinks they are ok. If he does think they are ok this way.......well that explains a lot then!
Some sound arguments made here, but I will say I don't consider Argonians bad, they make amazing tanks and I do mean amazing. Now, that being said, I do believe they deserve a passive protecting them from some of the current poison damage.
How far back did you go though, just to Morrowind? Daggerfall has the Argonian gaining endurance, agility and strength. In Arena they were known for the intelligence and magic casting as well as sneakiness.
An argument could be made that this game taking place in the 2nd Era harkens back to the days of Arena and Daggerfall for some of it's racial reasoning, but that's pure speculation. I don't believe that ZoS has completely hosed itself on the lore, but they have at times taken from interesting sources to create what we have now.
xxslam48xxb14_ESO wrote: »Well not only are the Argonian racials bad, but they also make no sense when looking at established racial lore from previous games!
In morrowind we had:
Male 40 str Female 40 str
40 int 50 int
30 will 40 wil
50 agi 40 agi
50 spd 40 spd
30 end 30 end
30 per 30 per
40 luck 40 luck
+15 to athletics,+5 alchemy, +5 illusion, +5 medium armor, +5 mysticism, +5 spear, +5 unarmored Waterbreathing, 100% poison resistance, and 75% disease resistance
Notice that argonians have very low endurance which back then meant they were bad in the health department, yet somehow we ended up with a hp increase! Also take note of our extreme speed! Not only do we have the fastest base speed, but we also get a massive +15 to athletics making argonians the favorite race for speed runners(yet some how orcs get the speed boost, yeah ok zos you were high when you made the racials admit it)! Female argonians are not to bad at being mages and yet no magicka boost what so ever! We are looking at the stats for a race that either chooses to go thief/assasin or mage, not tank zos and not healer. Based on this we should remove the health passive and replace it with the stam and magicka racial that dunmer have because it makes perfect sense lore wise.
In oblivion we had pretty much the exact same attributes, but with more luck this time. We still have the water breathing and the same resistances as before.
+10 Athletics and Security
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism
So yet again these are stats that would be rather bad for a tank or healer, but actually not half bad for a mage or thief. Also take note that neither of these games gave us a bonus to drinking potions(only making better ones), that one was pulled from a dark and smelly place.
Now in skyrim the most up to date game we no longer get attributes so we can't look at those, but we do have these starting skills.
Lockpicking +10
Light Armor +5
Alteration +5
Pickpocket +5
Restoration +5
Sneak +5
Alright so now we see where this sudden restoration boost of +5 comes in, but before you go "BUT SLAM YOU SAID ARGONIANS BEING GOOD AT HEALING MAKES NO SENSE LORE WISE!!!11!" Imperials have a +10 to restoration in skyrim and yet they get no healing boost in eso. Ignoring that though based on these starting skills we can see yet again a focus on magic and thievery!
Yeah zos took a huge *** on lore when they made argonian racials, so I don't see why they couldn't just do it again for other races. The historically lowest hp race some how got a health boost and the historically slowest race(orcs) got a speed boost instead of the fastest race(argonians). They gave a restoration boost to argonians instead of imperials! They pulled these eso racials out of no where and clearly didn't even bother to look at previous lore for research, so a racial rework is very needed and hopefully this time they do their research. They have a damn "lore master" for crying out loud! Zos please listen to the man when he tells you your racials are really lore breaking because I highly doubt he thinks they are ok. If he does think they are ok this way.......well that explains a lot then!
I'm just hoping argonian and Nord get alil love. Kinda wanna turn my imperial magplar into an argonian if they get a magicka increase passive
Oh god.....
Why do I have a sick, queasy feeling at the bottom of my tummy just thinking about racial changes...... Re-balance is what ZOS says just before they nuke the meta and force the world to re-gear or remake their builds....... Ive got 6 toons with maxed gear and gold stuff..... Please dont make me regear....
ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
Please increase CP/XP gain in PvP. As someone who ONLY PvPs it takes me FOREVER to catch up. If i take a break from the game it almost discurages me from coming back because i know that if i want to catch up i need to grind PvE which isn't fun for me. I have enjoyed PvP since the beta it would be nice if my time was rewarded.
That's already the case now all Min/max builds run the same CP setup I say increase the cap to 601 now point in only increasing it by 20 its a waste of our time and their at that point.Their no uniques in CP now as is so their no point in them not raising the cap by a good amount.Also the Lord @FENGRUSH can solo Molag Baal now lol.With a few added bonuses.ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
@ZOS_KaiSchober Thank goodness. I'd prefer a smaller increase than a large one to help slow any power creep. Especially since once you have enough champion points, the lines and uniqueness between different champion builds becomes blurred and muddied. I remember ESO prior to Champ Point Cap, and people were able to solo molag baal in Imperial City when it was first released. You essentially become an Emp as resource gain is high, resource cost is low, and damage output is high. I feel that there should be a hard cap in champion points at some point. It just wouldn't allow for unique builds if it keeps getting raised.