Cps are a stupid system that seems to have had little thought for the future.
What happens when we have all the trees maxed? It's just a poor system, VR was too, imo.
With a little thought they could have done something better, more in depth to make things a bit more diverse. Meaning they could have done a specialty tree.
For example, night blade could have had rogue , thief, or assassin trees. A system to specialize how you play.
I'm positive they could have done a bit more, but, that often seems to be the case.
SpacemanSpiff1 wrote: »The xp needed to reach cap is rescaled every time the cap is raised. the cap goes up, the xp to get there doesn't.
starkerealm wrote: »SpacemanSpiff1 wrote: »The xp needed to reach cap is rescaled every time the cap is raised. the cap goes up, the xp to get there doesn't.
Technically, it does. But getting to the same CP target decreases. So, if your target is 600, that gets easier each release. If it's above cap, like 1k, then it gets dramatically easier each release, until it gets under the spending cap.
Getting to 810 will require more XP after Mirkmire releases than getting to 780 now will. But, it's not a substantial increase (about 5% total XP throughout the entire system.) That said, getting to 780 after Mirkmire drops will be cheaper than getting to it now. So, that's the tradeoff. When you consider that most, substantive gains, happen by the time you hit 300-600CP, and the extra CP is nice, but it's not like this stuff will revolutionize your life.
Just add clarity in how the CP system actually works.
300cp is essentially the actual “cap” in that you stop gaining stats after that point, and is what most new dungeons are balanced around.
Reaching 300cp now takes so much less time or effort than it did when the spendable cap was 300. Or even 600.
All that’s needed to fix the new-player intimidation is explaining that these are extra easier to achieve levels past lvl50, and that cp160 is the gear gap. If you look at them as actual levels then of course it’d be scary, but they’re not real levels. They’re a part of a percent of a single stat.
GreenhaloX wrote: »Nope.. continue onward with the CPs. No need to change something that isn't broken. Perhaps.. tweak it just a little bit and bring it down to every 2 months. Ha ha
starkerealm wrote: »Just add clarity in how the CP system actually works.
300cp is essentially the actual “cap” in that you stop gaining stats after that point, and is what most new dungeons are balanced around.
Reaching 300cp now takes so much less time or effort than it did when the spendable cap was 300. Or even 600.
All that’s needed to fix the new-player intimidation is explaining that these are extra easier to achieve levels past lvl50, and that cp160 is the gear gap. If you look at them as actual levels then of course it’d be scary, but they’re not real levels. They’re a part of a percent of a single stat.
A minor nitpick, the spendable cap started at 501, so it was never 300. When the system was first implemented, there was no spending cap of any kind for something like the first year of the system.
Sheezabeast wrote: »Zos gives plenty of ways to catch up with CP, multiple ways like the variety of xp pots, scrolls, and double xp events. If xp was hard to get I could see the issue but it’s never been easier to catch up than nowadays.
Fleshreaper wrote: »WuffyCerulei wrote: »Okay so we all know Champion points are cool and all. They offer an end-game goal rather than stagnating at level 50 or old vet rank 16. It has its issues, of course. However, the constant usable cap increase with each patch is becoming more daunting for newer players. End-game progression shouldn't be a grind, but it is. I'll take the end-game pve community. This community is suffering with both people scared off by the CP grind or vet people quitting. It can days or weeks to get to the current cap. It's just becoming too much for newet players.
I may have over 1100 CP, but with each patch, the extra points are just becoming more and more useless with the diminishing returns on CP.
So yeah, ZOS. Stop raising the cap. It's not helping to get in newer players that will stick. And even reduce the experience needed to get CP. Make it faster so it's not a grind.
PS: For any newer players interested in the end-game trials and stuff, you don't have to be capped.
To be honest, if you don't have or don't want to spend "days or weeks" leveling to max, then MMORPGs are probably not for you. As a new player your first goal should not be end game trails. Your first goal should be skill points. And to get max skill points you will have to run through the story quests and zone picking up skyshards, lore books, delves, dolmens, and public delves. With all the exp buffing items, running Cadwell's silver and gold, you will get max CP and by the time you have all of your skill points, you will be ready to start group content. This whole thing sounds like the give it to me and give it to me right now without me having to do anything for it, mentality.
HalloweenWeed wrote: »ESO SHOULD'VE had something like Master Merchant built-in...Now as a result of the poor guild implementation, and poor guild tools, we have to use a flawed MM that hasn't been updated in years, and who knows how much longer it will work (with bug-stopping mods).
I actually think the Nightblade class could be destroyed.
Fleshreaper wrote: »WuffyCerulei wrote: »Okay so we all know Champion points are cool and all. They offer an end-game goal rather than stagnating at level 50 or old vet rank 16. It has its issues, of course. However, the constant usable cap increase with each patch is becoming more daunting for newer players. End-game progression shouldn't be a grind, but it is. I'll take the end-game pve community. This community is suffering with both people scared off by the CP grind or vet people quitting. It can days or weeks to get to the current cap. It's just becoming too much for newet players.
I may have over 1100 CP, but with each patch, the extra points are just becoming more and more useless with the diminishing returns on CP.
So yeah, ZOS. Stop raising the cap. It's not helping to get in newer players that will stick. And even reduce the experience needed to get CP. Make it faster so it's not a grind.
PS: For any newer players interested in the end-game trials and stuff, you don't have to be capped.
To be honest, if you don't have or don't want to spend "days or weeks" leveling to max, then MMORPGs are probably not for you. As a new player your first goal should not be end game trails. Your first goal should be skill points. And to get max skill points you will have to run through the story quests and zone picking up skyshards, lore books, delves, dolmens, and public delves. With all the exp buffing items, running Cadwell's silver and gold, you will get max CP and by the time you have all of your skill points, you will be ready to start group content. This whole thing sounds like the give it to me and give it to me right now without me having to do anything for it, mentality.
Couple of months in you're no longer a new player. You've already done all that. And you're nowhere near cp cap, not even half way through.
I can't believe there's people defending this system.
Again, lmao!Sheezabeast wrote: »Zos gives plenty of ways to catch up with CP, multiple ways like the variety of xp pots, scrolls, and double xp events. If xp was hard to get I could see the issue but it’s never been easier to catch up than nowadays.
And yet it takes about a year give or take to reach cp cap, unless you decide to go grind skyreach everyday which is something nobody wants to do.
Most people don't even play a video game for a year...