Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Weird... I love the cp system. It's like AA points in everquest or countless other good games that had it.
Why do people not like it? It's account wide, gives actual useful benefits, gives you something to work toward in game, etc. Someone explain why it needs changed?
The power creep and many issues related to it.
Can you go into more detail with this "power creep" because it's currently hard to find truly good dps for random vets, healers often struggle to heal well enough on some of the more difficult dungeons. Heck lots of pug trials have a lot of weaker players not exhibiting "power creep" and lots of them are 810 cp.
And "many issues related to it"? Maybe you don't have to explain all of them, or many of them, but how about some of them? Definitly more than explaining none of them would be helpful.
If you get rid of CP's then you are getting rid of character progression.
If they replace CP's, they better replace it with another meaningful progression system.
jainiadral wrote: »2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Personally I would remove it entirely, as I see it as a the cause of a lot of problems I have with how the game has evolved.
On a less drastic change I would make it more akin to SWTOR's legacy system, where it's about QoL options for your character/account rather than direct power increases.
At the very least I would untie attribute bonuses from the first 300 (I think) CP, and remove all the bonuses which tie directly to character power. The passives are actually more interesting as a system of unlocks to me.
jainiadral wrote: »Honestly, I'm mostly fine with it. What I don't like is:
1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.
I'd like to see a couple of small changes:
1) Freeze the cap at whatever it is now.
2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.
If you get rid of CP's then you are getting rid of character progression.
If they replace CP's, they better replace it with another meaningful progression system.
Just because it's "too hard to balance" isn't a reason to find ways to back out of it.
Tweak it, okay, but don't take away the only character progression we have without replacing it with something just as engaging and enticing to progress through.
As far as suggestions for what that replacement could be? Well, I'm not getting paid for those ideas and suggestions, so I'll let the devs earn their paychecks like the rest of us.
Kuramas9tails wrote: »jainiadral wrote: »Honestly, I'm mostly fine with it. What I don't like is:
1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.
I'd like to see a couple of small changes:
1) Freeze the cap at whatever it is now.
2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.
I am over 1,000 CP and I can tell you, it's not hard to get XP for CP. Not to mention the inspiration you get daily which increases XP until you hit that XP cap. I would advice NOT to decrease the amount of XP needed.
But to the original post, CP is the ONLY thing that makes being a MageKhajiit a bit better because I can increase damage and resource management. Since the resource nerf, that is what my Khajiit relies on.
My idea:
I actually think CP constellations should be what passives are now. You pick a constellation for the build you want and get to use them towards increasing your passive skills instead of using skill points. If I want to be a Khajiit mageblade and still be able to compete, I could pick a constellation that would benefit magic DPS. It wouldn't be against TES Lore because Astronomy plays a role in Tamriel. I could pick my character, pick my class, then pick my constellation (what my character was born under). So example: If I wanted to be an Argonian tank, I could pick Argonian, DK then "The Lord" constellation which says "Those born under the sign of the Lord are stronger and healthier than those born under other signs." so then the passives to that then stretch out that helps a tanky build. Of course with the other CP, add what others suggested, mount speed, lock picking, gathering speed, ect.
That has always been a thought of mine. Of course it would need a lot of looking into and suggestions and all that fun stuff but it has always been my thought that passives of races limit diversity in races and should be shifted to "constellations" of which the player chooses.
jainiadral wrote: »2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
What CP level are you at? If it's around 400 or even 300 you don't really have to worry. Plus if you reach cap before the patch/expansion comes out 10 points in each constellation is insigificant. If you don't reach it, they adjust the amount of xp required anyway.
Kuramas9tails wrote: »jainiadral wrote: »Honestly, I'm mostly fine with it. What I don't like is:
1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.
I'd like to see a couple of small changes:
1) Freeze the cap at whatever it is now.
2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.
I am over 1,000 CP and I can tell you, it's not hard to get XP for CP. Not to mention the inspiration you get daily which increases XP until you hit that XP cap. I would advice NOT to decrease the amount of XP needed.

oXI_Viper_IXo wrote: »This is probably an unpopular opinion, but I like the system the way it is. Don't see a need for a major overhaul, maybe some minor tweaks and balancing.