"Power creep" is not a synonym for "getting stronger over time". Of course we are supposed to get stronger over time. Power creep is when some game system or mechanic puts players on a path toward inevitably becoming overpowered for the content. Put another way, power creep is when the game's progression mechanics and the game's difficulty design come completely untethered from one another, so that the strength players end up developing is significantly more than what the game expects them to have.
Put even more simply, power creep is when the progression mechanic is so poorly designed that progression ends up trivializing some parts of the content.
Obviously not all of the content in ESO has been made trivial. But that's largely because the devs have reacted to power creep in some pretty heavy-handed ways. For instance, base game vet dungeons have been made trivial by power creep, and in order to avoid DLC dungeons suffering the same fate, the devs have put in a bunch of mechanics that completely ignore player character strength (like mobs in the new Blackrose Prison that deal so much damage there is literally no way to mitigate it) -- instead of actually fixing the root issue that caused power creep in the first place.
Relatedly, the devs have recognized that they need to strip power from players somewhere due to power creep (so that new content isn't just immediately bulldozed by max-CP players), and they have decided to do so by stripping functionality from class abilities and core non-class abilities like Annulment. This has been going on for years.
The end result of the approach the devs have chosen is that some content remains quite difficult and my characters feel less powerful than they used to.
dennissomb16_ESO wrote: »All MMOs have power creep, players want to get more powerful. CP combined with ever more powerful armor sets, monster sets, potions, etc. all add to power creep. One of the main differences in ESO however is that mobs do not ever become more powerful like most MMO additions/expansions.
Add a new zone with content in ESO and existing players over power it so easily it is almost pointless. Sure they add difficult dungeons but the difficulty is mechanics more then mob strength. If new zones /mobs came in with the same cp level as max players then there could be some fun/challenge but that is not the design of ESO's one world.
That’s just it though — classes don’t feel more powerful than they used to before we had so much CP. So much power and functionality has been stripped from our classes because percentage boosts from CP are doing the job class abilities were originally meant to.Yes.
God forbid we actually feel more powerful as we progress.
::turns and stares into camera::
The point of CP was to replace the horrible and mind numbing grind of veteran levels.
CP was mean to have some power to it but that power was supposed to be removed elsewhere and it be part of a whole. Rather than soft and hard caps in the general sense there would be a cap of "how much you could stack" for a stat.
CP however ended up being percentages and ZOS continued to introduce additional levels of damage elsewhere (CP still grants attributes which grants damage for the first 300 CP [formally more])
ZOS needs to at some point sit and figure out where they want progression to be, what speed they want progression, if they want choice and consequence in build design, rebalance all the content so scale works better and CP doesn't make content trivial.
The point of CP was to replace the horrible and mind numbing grind of veteran levels.
CP was mean to have some power to it but that power was supposed to be removed elsewhere and it be part of a whole. Rather than soft and hard caps in the general sense there would be a cap of "how much you could stack" for a stat.
CP however ended up being percentages and ZOS continued to introduce additional levels of damage elsewhere (CP still grants attributes which grants damage for the first 300 CP [formally more])
ZOS needs to at some point sit and figure out where they want progression to be, what speed they want progression, if they want choice and consequence in build design, rebalance all the content so scale works better and CP doesn't make content trivial.
OrphanHelgen wrote: »
Te point of CP was to replace vet ranks. That was explicitly stated by Zos. Zos had stated early on they did not yet know how they would remove the vet ranks. It just took them 18-24 months to figure that out.
I have said before, Zos does not seem to try to think through how changes affect the game.