ZOS -- I urge you to stop raising the CP cap.

  • Asardes
    Asardes
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    I've been playing for less than one year, since 1st October 2015, and I already have 628 CP. I hit vet ranks with my 1st char on November 23rd and hit the CP 501 cap almost 6 months later, on 21st May, just before DB was released. And I haven done any "grind" in the proper sense, in IC sewers and other well known locations. Just ran lots and lots of random dungeons with random groups on my main (tank). The queue times were extremely short between TG and DB so I often did them back to back, with a break every 3-4 do decon and repair. I haven't tried to earn CP specifically, but they piled up pretty fast nevertheless. As did the mats from deconstructions, the monster heads and the willpower/agility/endurance jewlery.

    However, the most important thing is that I learned to play and pick my gear so I can finish most dungeons with any group. One thing that I've noticed is that above ~250 the CPs are not really that important. I've had very clean and fast runs in VWGT with 250-300 CP DDs & Healer, and I've had wipes and rage quits at the planar inhibitor with max CP group, because people didn't know the mechanics and probably didn't know to play their builds, or even play in a group because they just power-leveled their char (or even most of their CPs) somewhere. I have issues with PvP despite being CP capped because I lack the experience, having played on and off for the last couple of months. I frequently get killed by players with 300 or less CPs. But I'm not upset by that, just motivated to improve myself.

    The main problem I see with the current CP cap is that it's a strange number. I'd been a bit happier if they picked 540, since it's (120+30+30)x3 or (75+75+30)x3 and it would have theoretically allowed players to take an extra passive in each tree. But maybe that's the whole idea. I wouldn't really be bothered if they raised it to 600 or even 750, because they have diminishing returns - most builds have already topped what matters, for example mighty for stamina builds.
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  • idk
    idk
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    Just choose a number that makes sense, such as divisible by 120, or 30 or something. These cap numbers are weird.

    The CP cap is divisible by 3 which makes complete sense due to the CP is placed evenly between 3 areas. Requiring it to be divisible by 30 and especially by 120 would not make sense.

    As far as OPs comments, he really does not explain his position well other than he is against raising the CP cap. With that I completely disagree with the little he offers since the devs have delivered us some worthy challenges in the revamped vet trials. Most groups will be, are, very challenged as it is, though all the content is doable.

    Additionally, OP does not consider what Zos has taken away from us with the last 2 DLC patches. With DB we saw increased cost of skills and with the recent DLC we saw a reduction in our regen. This reduces sustainability and the added CP does not come close to balancing this out. This is just one example.

    Geez, I already knew they were divisible by 3... That wasn't the point... What is 177 in each branch divisible by? That is the point. Yay, 27 left, just shy of another 30 point passive. The number is weird.

    I have nothing to come back with because your point of passives is that weak. Especially since the passives are a secondary aspect of the CP. As such should not be the basis of any decision to raise the CP cap.
  • Bryanonymous
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    Just choose a number that makes sense, such as divisible by 120, or 30 or something. These cap numbers are weird.

    The CP cap is divisible by 3 which makes complete sense due to the CP is placed evenly between 3 areas. Requiring it to be divisible by 30 and especially by 120 would not make sense.

    As far as OPs comments, he really does not explain his position well other than he is against raising the CP cap. With that I completely disagree with the little he offers since the devs have delivered us some worthy challenges in the revamped vet trials. Most groups will be, are, very challenged as it is, though all the content is doable.

    Additionally, OP does not consider what Zos has taken away from us with the last 2 DLC patches. With DB we saw increased cost of skills and with the recent DLC we saw a reduction in our regen. This reduces sustainability and the added CP does not come close to balancing this out. This is just one example.

    Geez, I already knew they were divisible by 3... That wasn't the point... What is 177 in each branch divisible by? That is the point. Yay, 27 left, just shy of another 30 point passive. The number is weird.

    I have nothing to come back with because your point of passives is that weak. Especially since the passives are a secondary aspect of the CP. As such should not be the basis of any decision to raise the CP cap.

    I didn't say RAISE, I said CHOOSE. I don't care about where the cap is, I just don't want to have 7 left over, or have several odd numbers in different skills. I like to stick to 5's and 10's. If you don't understand this pet peeve, well there's nothing else to say.
  • Eweroun
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    Woeler wrote: »
    Just choose a number that makes sense, such as divisible by 120, or 30 or something. These cap numbers are weird.

    They're not. You can divide them by 3.

    to some people dividing by 3 is quite hard ... and strange ;)
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  • frozywozy
    frozywozy
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    Remove all CPs that provide bonus to damage / defense / sustain and replace them with utility.
    Edited by frozywozy on August 22, 2016 12:25PM
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  • STEVIL
    STEVIL
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    Draxys wrote: »
    ItsMeToo wrote: »
    I like the CP System. Keep raising it ZOS.

    Such an insightful rebuttal. Masterful, really.

    its as insightful and masterful as it needs to be.

    Its a preference.

    So was the original poster's position.

    there are zero cp campaigns for pvp.

    players in pve dont have to spend any cp.

    So the original poster has only to not spend cp and join non-cp campaigns to completely avoid any of the problems blamed on Cp.

    When i run my four new characters, i dont spend cp beyond the 10 recovery needed for double harvest.

    I am absolutely fine with the cp going up at its currently anemic rate of 10cp a month.



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  • NewBlacksmurf
    NewBlacksmurf
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    @mtwiggz
    There's never going to be balance. You cannot balance PvE and PvP simultaneously. That's the problem and in any game that attempts to use the same gear and skills for both....they just keep changing things and making others upset every few months.

    CP increase will not Unbalance anything, you are not gonna do alone VDSA or MOL etc.. with 31 more CP...

    I am tired hearing bad jolks, no cp increase etc.. blah blah...

    If you earn than simply u deserve to spend..

    @Lord_Dexter
    Did you mean to quote me or someone else?

    Your comment doesn't relate to mine
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  • Solariken
    Solariken
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    I don't think there is any significant difference in 531 to 561 CP due to diminishing returns and lack of access to additional passives.

    The Champion system overall is garbage, though still preferable to VR. If this were a PvP game, we could have some really nice horizontal progression systems and meaningful class design and itemization. But we have to remember that ESO is actually a run-of-the-mill vertical progression MMO currently being designed for PvE almost exclusively.
  • Beardimus
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    I concur. I dont really see who gains, content gets easier for those already smashing it at the top. The goal posts seem even more far away for most people that don't want to grind etc

    Even worse is that some people moved automatically which makes no sense. CP earning should stop at CAP. Cap raise makes content easier this more CP earnt thus more feeling from.the hardcore that they want them to count and so on.

    Cupped with all the content in the game being easier / more accesible with each pack... I dunno.
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  • rotaugen454
    rotaugen454
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    I have seen bots farming CP that are above the cap. Apparently they don't get banned. So, this means the bot users have all those CP available for PvP and leaderboards when they actually play. I'm well over the cap myself, but think the power creep is real. It's tough to get some of my friends back to the game because of how far back they are on CP, even with the catchup mechanic. I really can't think of an easy solution, as either players who put a lot of time in will have a large statistical advantage, or newer players are even with them but the experienced players don't feel a sense of progression. There's always the no-CP campaign, but the PvE parts of the game don't have a no-CP leaderboard.
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  • TequilaFire
    TequilaFire
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    Another tired thread about CP just farming posts.
  • Dread_Viking
    Dread_Viking
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    it is actually smart that thy are raising it that way you always have a goal. and you dont need to by Dlc to get it like in world of warcraft
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  • Amdar_Godkiller
    Amdar_Godkiller
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    olsborg wrote: »
    CP % should not scale up to 25% for most stars, it should be max 10% or so when you max it out, example is bastion, shieldstrength increase by 10% if you put 100 points into it. Or mighty or any other star. They should then make alot more interresting passives or such, where you gain new abilities, such as dodging while being in stealth or blocking and retaining your stam regen for 2 seconds or other interresting things as that.

    I partially agree with you, but I think I'd alter to "core power increases shouldn't scale to 25%". Most importantly Mighty, Elemental Expert, Blessed, and Quick Healing (Don' think it scales to 25% but we really don't need for healing to stack in so many ways, so just merging the two into one CP line that increases both healing done and received by up to 10% would help substantially, and the same should be done to crit damage).

    Penetration and Damage are also seriously destroying any since of true damage mitigation. since the two of them are constantly increasing, and factor into one another, but resistance itself remains capped at the same level. You therefore don't need armor focus and piercing for balance, because the cap is already the intended balancing mechanism. If anything, non-resistance based mitigation from Hardy, Ele Defender, etc should actually have their mitigation numbers increased. The cap should be increased as well.

    You can't have balance if you cap one end of the equation, while constantly increasing the other. Without equivalent Healing debuffs, healing caps are needed; and Purges should operate based on RNG, since status effects do, and with a moderate cooldown, to allow for mdks who are entirely reliant on AOE and DOTs for damage, to stand a fighting chance.

    The passives definitely need revamping. There are very few of them that actually seem worth the effort required. But while they should be stronger, they should also be more situational. For instance replace the first shadow cosntellation with something that could make a difference, like Causes all damage over time abilities to decrease the targets healing done by x%. and the next one could be "Lower the stamina cost of dodge roll by 25% in exchange for an equal amount of magic" This would allow magic build to be able to utilize some of their magic pool to roll dodge, and they'd earn it by choosng to put CP in the constellation that includes roll dodge cost reduction.


    Really there should be an entire status effect/DOT/AOE constellation that you can improve, instead of 25% boosts to all magic or stam damage done or

    And the amount of CP required to max out a line should be increased to 120, with the last 40 CP diminishing to 0.1% increases.
    I have no issue with softcapped options to increase by 25 or even 30 percent. But the stuff that isn't capped shouldn't get that high.
  • Avenias
    Avenias
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    raasdal wrote: »
    Come join us in No CP Campaigns. The wonderous land, where you can actually make interesting and differentiated builds :) The land where i do not really care if a skill does Poison or Magic damage. It is magical.

    Come to the most balanced pvp map in game, with minimum power creep bs in play: non vet campaign
  • Wifeaggro13
    Wifeaggro13
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    KenaPKK wrote: »
    In fact, I urge you to lower it back to 501 or even lower. Character customization is nice and all, but the way CP stars work, each build has one ideal/viable CP layout with zero variation. Raising the cap does not change this -- it just numbs gameplay.

    PvE content is becoming easier and easier. PvP combat is becoming duller and duller. Skill in both PvP and PvE is shallow. If this is what you intend, then you do not have the long term health and profitability of your game at heart.

    The CP system is at the heart of this, but general stamina-magicka imbalance (damage and item sets) and removal of skill based mechanics also contribute.

    They need to rip out the CP system and redo it make some actives , add class and weapon specifc trees. this whole system was a bandaid to a broken game. redo the friggin thing. what did you guys hire some one from funcom to make the damn thing?
  • DarknessShallFall
    DarknessShallFall
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    BlackEar wrote: »
    Each build? Possibly, but there are numerous builds. You don't have to follow guides to become viable. There are more ways to distribute according to your build and there are many builds to try out.
    The problem is not CP but lack of imagination from the players.

    Agreed.

    Personally if you don't like the CP cap and think it's too easy, change your gear from 160 to like 100 gear, this will make things more challenging for you, that's what I would do if I didn't really care for CP cap, I don't care, I just kill whatever gets in my way.

    Also I have an experimental build and it kicks butt. :P
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  • billcage
    billcage
    CP cap system is a big disadvantage for newbie players.ZOS give too much reward to old experienced players.This system definitely kill the excitement and competition of newbies.
  • Trashyratchet
    Trashyratchet
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    KenaPKK wrote: »
    In fact, I urge you to lower it back to 501 or even lower. Character customization is nice and all, but the way CP stars work, each build has one ideal/viable CP layout with zero variation. Raising the cap does not change this -- it just numbs gameplay.

    PvE content is becoming easier and easier. PvP combat is becoming duller and duller. Skill in both PvP and PvE is shallow. If this is what you intend, then you do not have the long term health and profitability of your game at heart.

    The CP system is at the heart of this, but general stamina-magicka imbalance (damage and item sets) and removal of skill based mechanics also contribute.
    I urge you to knock it off with posts like this, as it is completely illogical. You can grind CP. I, and others like me, that have already done it, have a ton of CP sitting in waste. So you have the option of improving your situation. I do not. What you are asking is to give benefit to those that already have the opportunity to improve, while hindering those that have no opportunity to improve. That makes no logical sense.
  • Shadesofkin
    Shadesofkin
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    There are many many 12 man groups that still cannot complete veteran trials and even more who cannot do hard mode, whole guilds that have less than 5% of their players with "Stormproof" and last I checked the vast majority of the game has not completed Vet Maw of Lorkhaj.

    You have nothing to worry about when it comes to PvE being too easy yet, unless you have all of these things. In which case...well then ok you can make this argument.
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