I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
here is how it worked back then I played WOW, you quest and do some dungeons to level up, at max level you do normal dungeons to get better gear, this let you do elite ( veteran ) dungeons, you now farmed this set, however this was easy as most did not need the gear, they did the random veteran dungeons for token they could buy raiding level gear.I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
CP is the worst enemy of the hybrid builds. If the damage increase nodes werent separated in Physical/Magickal....
they should've just gone with v18, v20, etc. look at how c/p has 'evolved' since it's original inception; imo, it's really not been for the better.
repost from pts:
the core gameplay, classes, armor, weapons, etc. are all so much weaker then they were years ago, and hybrids are still non existent despite having access to better sets then ever before
skills are far less fun, classes far less unique, lines of skills and passives, racials, ults, everything has been nerfed patch after patch.
why?
because of CP, power has shifted from classes and core skills into the CP system, and as it gets stronger and more broken (as it does update after update) ZOS has to nerf something in response, and that something has always been and continues to be, classes, races, weapons and armor lines, sets, etc. everything except the precious CP system it loves so much.
ZOS
CP is NOT FUN, it is boring numbers on a page, there are no skills in it, no flashy graphics or gameplay changing mechanics, just boring, flat, power, nothing else.
and yet skills that were interesting or could be fun, that do have cool animations or gameplay changing mechanics have continually been beat into the ground patch after patch.
Yolokin_Swagonborn wrote: »
I don't think your everyday casual gamer understands how much damage the CP system is doing to this game. Damage to class uniqueness, to build uniqueness, to the very way your character feels powerful charging into battle. The champion system has been slowly ruining all those things.
I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
CP is the worst enemy of the hybrid builds. If the damage increase nodes werent separated in Physical/Magickal....

Yolokin_Swagonborn wrote: »Thanks for re-posting this in the main discussion section. This needs more visibility.
I don't think your everyday casual gamer understands how much damage the CP system is doing to this game. Damage to class uniqueness, to build uniqueness, to the very way your character feels powerful charging into battle. The champion system has been slowly ruining all those things.
The controls have to go somewhere. If you have unlimited resources, no cooldowns, and raw damage multipliers, you have to nerf the skills themselves. As @Wing pointed out. Skills are fun. Numbers are boring. Why are we sacrificing skills, abilities, and sets that make our characters feel awesome in battle for a boring vertical progression treadmill?
@DeanTheCat pointed this out back in September 2015 I've had his post linked in my signature since then for all the good that has done.
The champion system must be destroyed for the good of this game. It is killing the fun of getting new gear. Killing theorycrafting, killing class identity, and choking the very life out of this game.
It is time for a group of heroes to come together and make a blood oath vowing to destroy the champion system, or get banned in the process.
For years we have sat by and watched as the champion system has ravages our gear, our class skills, our very identity. It is time to make a stand.
I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
CP is the worst enemy of the hybrid builds. If the damage increase nodes werent separated in Physical/Magickal....
That is straight forward incorrect. If CP's are the worst enemie of hybrid builds why then hybrid builds in non CP campaigns are not existing ? Actually diminishing returns present in CP's system is something that should help hybrid idea.
The real enemies of hybrid builds and the reasons why we dont have hybrids are the way how damage , shields and heals are scaling and lack of soft caps on statistics values. That makes pointless to split between magicka and stamina connected statistics over investing into one group.
I’ve played my fair share of MMOs where character progression stops at max level, and becomes tied solely to gear progression. I wasn’t a fan of that. It’s just a sneaky way to funnel players into specific content types, like raiding.
I like the continuous character progression from CPs. I think it adds more to theory crafting. Not less. It equates to more numbers to work with and opens more opportunities for hybrid builds by filling in the gaps left by the weapon/resource system.
I’d rather not see the game get dumbed down by removing the CP system.
TheDarkShadow wrote: »I disagree. CP has diminishing returns. The more CP the lesser it really mean. You said we don't have hybrid because of CP system, but because of diminishing returns, it will come to a point when putting more CP into a star would gain so little, better put it in something else which help hybrid build. The MAIN problem hybrid build cannot work is not because of CP points, but because of the way damage and heal scale of magic/stam pool, spell/weapon damage and crit.
TheDarkShadow wrote: »I disagree. CP has diminishing returns. The more CP the lesser it really mean. You said we don't have hybrid because of CP system, but because of diminishing returns, it will come to a point when putting more CP into a star would gain so little, better put it in something else which help hybrid build. The MAIN problem hybrid build cannot work is not because of CP points, but because of the way damage and heal scale of magic/stam pool, spell/weapon damage and crit.
Disagree, hybrid builds work in no-CP instances but nowhere else. And by "work", I mean allow for enough damage to actually do things. Hybrids used to work back when stats were softcapped, but that was replaced by CP.
I don't feel very strongly about CP one way or the other, but if the diminishing returns mean that everything will eventually be, *ahem*, softcapped, why is it something we are supposed to spend time on?
repost from pts:
the core gameplay, classes, armor, weapons, etc. are all so much weaker then they were years ago, and hybrids are still non existent despite having access to better sets then ever before
skills are far less fun, classes far less unique, lines of skills and passives, racials, ults, everything has been nerfed patch after patch.
why?
because of CP, power has shifted from classes and core skills into the CP system, and as it gets stronger and more broken (as it does update after update) ZOS has to nerf something in response, and that something has always been and continues to be, classes, races, weapons and armor lines, sets, etc. everything except the precious CP system it loves so much.
ZOS
CP is NOT FUN, it is boring numbers on a page, there are no skills in it, no flashy graphics or gameplay changing mechanics, just boring, flat, power, nothing else.
and yet skills that were interesting or could be fun, that do have cool animations or gameplay changing mechanics have continually been beat into the ground patch after patch.
if you removed the CP system characters would be in a substantially weaker state then they were a year ago let alone years ago because so much of the uniqueness and strength of characters has been nerfed and moved into a soulless, uninteresting, boring, power creep of a system known as the champion system.
and until CP is changed or removed, it wont stop, CP caps will increase, and classes, races, weapon lines, armor lines, passives, etc. will continue to be nerfed as a result.
its really quite sad, I rue the day this system was ever implemented T_T
I would like to see something like champion levels being much harder to get, but giving 10 points instead. I think people would feel the upgrade a bit more that way.
Enemy-of-Coldharbour wrote: »How much more must the core game suffer because of PVP?
FTFY
remove cp cap