Chapion points system caps was created in idea to slowly increase it. Maybe You want old times without caps ? What would be the point to getting more cp then 600 if cap would be never raised ?
flguy147ub17_ESO wrote: »i put remove but ok with No. You cant keep raising the cap. You cant make it so far away to reach max level in a MMO or it will seem just too much to get there. I know some people say you need progression but there are other ways. That is why many MMOs put a cooldown on dungeons and raids so people cant sit there and grind the same dungeon on one day to get the set they want and then they have no content to do. I would prefer maybe better RNG with a cooldown on dungeons for each character. To me that takes a lot of the grind feeling out of the game but still gives you some content to constantly do every day.
Chilly-McFreeze wrote: »Since this is an TES RPG and not an Shooter I'd like to see my Characters progress over the time. There are only a few choices that really make a difference, and the two most important are at the very biginning when you choose an alliance and a class. After that, you expierence that while leveling from 1-50 you get weaker with each level. Only with up-to-current-level equipment you are as strong as before your last level up. While I understand the reason for that, it also denies one fundamental principle of TES RPGs - increasing your power while putting time and points (whichever) into your char.
The only progression you really FEEL is after CP160. With all the constant nerfs to abilities etc. you feel weaker with each update. CP are a way to feel progression but, on the downside, opens the door for balance problems. I personally think that you should struggle if you are on a low-level char (in comparison to a max cp or in PvP against max cp opponents). Investing time and passion to level up should be rewarded. That doesn't take the skill out of the game, it just adds another "level". Again, this isn't a shooter, you shouldn't be as powerfull on a new char as on a char you spend countless hours on to reach more power.
This may be disliked by some PvPs (or at least I think so when I take a look into other threads) but then people should reconsider if an action shooter doesn't appeal them more than a RPG.
Chilly-McFreeze wrote: »Since this is an TES RPG and not an Shooter I'd like to see my Characters progress over the time. There are only a few choices that really make a difference, and the two most important are at the very biginning when you choose an alliance and a class. After that, you expierence that while leveling from 1-50 you get weaker with each level. Only with up-to-current-level equipment you are as strong as before your last level up. While I understand the reason for that, it also denies one fundamental principle of TES RPGs - increasing your power while putting time and points (whichever) into your char.
The only progression you really FEEL is after CP160. With all the constant nerfs to abilities etc. you feel weaker with each update. CP are a way to feel progression but, on the downside, opens the door for balance problems. I personally think that you should struggle if you are on a low-level char (in comparison to a max cp or in PvP against max cp opponents). Investing time and passion to level up should be rewarded. That doesn't take the skill out of the game, it just adds another "level". Again, this isn't a shooter, you shouldn't be as powerfull on a new char as on a char you spend countless hours on to reach more power.
This may be disliked by some PvPs (or at least I think so when I take a look into other threads) but then people should reconsider if an action shooter doesn't appeal them more than a RPG.
I can't see them increasing it forever, new players will never buy an MMO that requires you to go 1-50 and 1000+ CP levels just to reach max endgame for the ultimate PvP experience.
Chilly-McFreeze wrote: »Since this is an TES RPG and not an Shooter I'd like to see my Characters progress over the time. There are only a few choices that really make a difference, and the two most important are at the very biginning when you choose an alliance and a class. After that, you expierence that while leveling from 1-50 you get weaker with each level. Only with up-to-current-level equipment you are as strong as before your last level up. While I understand the reason for that, it also denies one fundamental principle of TES RPGs - increasing your power while putting time and points (whichever) into your char.
The only progression you really FEEL is after CP160. With all the constant nerfs to abilities etc. you feel weaker with each update. CP are a way to feel progression but, on the downside, opens the door for balance problems. I personally think that you should struggle if you are on a low-level char (in comparison to a max cp or in PvP against max cp opponents). Investing time and passion to level up should be rewarded. That doesn't take the skill out of the game, it just adds another "level". Again, this isn't a shooter, you shouldn't be as powerfull on a new char as on a char you spend countless hours on to reach more power.
This may be disliked by some PvPs (or at least I think so when I take a look into other threads) but then people should reconsider if an action shooter doesn't appeal them more than a RPG.flguy147ub17_ESO wrote: »i put remove but ok with No. You cant keep raising the cap. You cant make it so far away to reach max level in a MMO or it will seem just too much to get there. I know some people say you need progression but there are other ways. That is why many MMOs put a cooldown on dungeons and raids so people cant sit there and grind the same dungeon on one day to get the set they want and then they have no content to do. I would prefer maybe better RNG with a cooldown on dungeons for each character. To me that takes a lot of the grind feeling out of the game but still gives you some content to constantly do every day.
And which ways would give you a feel of progression?