It's a lazy fix, not impressed.
What they should have done is make new difficulties accounting for cp, but i guess it's too much to ask to actually follow up to the systems you make.
And people are glad about this, Jesus Christ, talk about low standards.
RedguardGift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
I'd like to see some sort of end game progression line added with some interesting, even non-combat skills we can earn that give us something to do if they want to get rid of CP totally.
It's nice earning stuff like harvesting, or a little rez bonus, etc. more than just flat buffs and bonuses to entire swaths of damage.
It's a lazy fix, not impressed.
What they should have done is make new difficulties accounting for cp, but i guess it's too much to ask to actually follow up to the systems you make.
And people are glad about this, Jesus Christ, talk about low standards.
Yolokin_Swagonborn wrote: »
There are plenty of really cool endgame perks you could add instead of just more damage, more healing, etc. Here's an example.
Beastmaster perk. Prevents low level enemies in base game zones from attacking or aggroing on you when you walk by. Would be nice to not have a low level wolf or bandit always decide to pick a fight with me that they will always lose. Plus it would make you feel like a boss going into low zones where they know not to mess with you. Immersive, useful, respectful of your progression, and fun. that is what the champ system should be.
Siohwenoeht wrote: »Did they happen to hint at what char progression will be after hitting cp cap?
VanyelMohr wrote: »I like feeling a sense of progression. I hope they add something to make me feel like I have something to work towards. Your Beastmaster suggestion does nothing for me.Yolokin_Swagonborn wrote: »
There are plenty of really cool endgame perks you could add instead of just more damage, more healing, etc. Here's an example.
Beastmaster perk. Prevents low level enemies in base game zones from attacking or aggroing on you when you walk by. Would be nice to not have a low level wolf or bandit always decide to pick a fight with me that they will always lose. Plus it would make you feel like a boss going into low zones where they know not to mess with you. Immersive, useful, respectful of your progression, and fun. that is what the champ system should be.
Thank you rich, now remove clutch points completely
Quite sad about this
They remove cp power creep but keep gear induced power creep
So what reason do we have playing? No progression ? No pvp due to bad performance?
That does not look fun
Yolokin_Swagonborn wrote: »
I know there are some people that are never pleased unless there is some mindless thing to grind towards. There is so much to do in this game horizonally. There are so many builds I have wanted to try, but cant because I don't have time or money, or inventory space to grind all the gear. But to only desire vertical progression seems so mindless. Who cares if your numbers are bigger? ZOS will just adjust the mobs to compensate.
We need more horizontal progression. Now I know why Psijic Order was so grindy. for people like you that have to have a goal. I just wanted to implement new skills in new builds but grinders gotta grind. and make work for the rest of us.
How about a system of Champion points that let you spend points permanently on new characters to instantly unlock or progress the various guild skill trees? that would be useful at least.
It's a lazy fix, not impressed.
What they should have done is make new difficulties accounting for cp, but i guess it's too much to ask to actually follow up to the systems you make.
And people are glad about this, Jesus Christ, talk about low standards.
It's a lazy fix, not impressed.
What they should have done is make new difficulties accounting for cp, but i guess it's too much to ask to actually follow up to the systems you make.
And people are glad about this, Jesus Christ, talk about low standards.