
The cap would be 300 points in my model.
Make these two changes and after one year you will be making threads like "How to save ESO from dying".Siohwenoeht wrote: »First, and I know it wouldn't be popular with some, the gear cap needs to increase if they're going to limit or drastically change the CP structure.
Siohwenoeht wrote: »
gear cap needs to increase if they're going to limit or drastically change the CP structure. Easy way to prevent re-grind for gear would be to implement an improvement system for gear level separate from tempers etc. This would allow for vertical power progression if gear level is still tied to CP
...
open CP up for either class specific trees or more "flavour" type trees.
Siohwenoeht wrote: »If they settle on role specific CP trees, then I'd hope they would develop a way to have multiple CP profiles that you can switch between so pve/pvp differences and role swaps are easier/less expensive.
What new and exciting ideas do you have? What would be your model?
Siohwenoeht wrote: »First, and I know it wouldn't be popular with some, the gear cap needs to increase if they're going to limit or drastically change the CP structure.
What huge power creep do you have in Cyrodiil? Do you have non CP campaign? You do!!! Then go there!!! Oh wait, nobody is playing there?! There is a reason for this!!! How I'm tired of this "power creep blah blah" talking!!!p_tsakirisb16_ESO wrote: »What new and exciting ideas do you have? What would be your model?
Get back to VR16 and stop there.
The game was designed for level 50 cap. Many feeling entitled, wanted progression (grind) and got Veteran Ranks (16 max), introducing Cadwel's "silver/gold".
Few months later, the same people took the forums demanding more progression (grind) needed, the Champion System was implemented to allow such limitless progression.
A huge powercreep followed since, both on PVE and especially Cyrodiil, made the game been ridiculous easy including a loud minority demanding more power in this forums while at the same time the same people complain everything is too easy. Yet are also the same people who complain about Skyshards grinding.Siohwenoeht wrote: »First, and I know it wouldn't be popular with some, the gear cap needs to increase if they're going to limit or drastically change the CP structure.
Hell no.
Siohwenoeht wrote: »New gear is just a suggestion to replace the progression, if there's no progression what keeps a player playing in between content releases? I know I'm not the only one thinking that lol
Siohwenoeht wrote: »New gear is just a suggestion to replace the progression, if there's no progression what keeps a player playing in between content releases? I know I'm not the only one thinking that lol
Do you have any idea how much costs fully upgraded endgame gear per character? From 1 milion gold to 3 milions gold per character and I'm not even including a secondary gear or specialised for each content setups. Now multiple this by 6 (1 for each classes altough I know many end gamers who run 15 characters). How do you think how some endgamer will feel one da,y when he will login into the game and he will see that everything he has earned through a legit gaming for many years is a garbage which can be only deconstructed? Do you realise, that this kind of people are already full with the grind and they just play to have fun and complete most challanging content with their friends, do a little housing or complete achievements? These people have spent years on getting there by playing legitimatly the game, giving feedback and supporting the game by purcharsing ESO+ and crowns and you want to tell them that they need to start all over again? What makes you thinking that they won't simply move to another games as fresh beginings are always more fun than starting the same thing all over again especialy after such a long time?
Dear NERF THIS NERF THAT CROWD, I wish you good luck with with your excelent ideas. I have seen many greater games being shutted down shortly or later after developers have listened to people like you. To be clear, I'm not against nerfs or buffs for a single overpowered/underpowered items or abilities and polishing the game, but nerfing everything to the ground or turning everything upside down in the game which is 5 years old will be a first nail to the coffin and probably the last one.
Would you like to have more challange? Here it is - ask Zenimax for HARDCORE DIFFICULTY FOR DUNGEONS AND TRIALS. It would be non-CP difficulty with cosmetic rewards such as skins, mounts, mementos, emotes etc.
Siohwenoeht wrote: »
Now back to the discussion, CP is likely to change drastically and the OP is trying to come up with ideas because if we leave it up to Zos, we know what will likely happen.
My concern is vertical progression, what would you suggest to keep that?
Siohwenoeht wrote: »Now back to the discussion, CP is likely to change drastically and the OP is trying to come up with ideas because if we leave it up to Zos, we know what will likely happen.
My concern is vertical progression, what would you suggest to keep that?
Siohwenoeht wrote: »
Now back to the discussion, CP is likely to change drastically and the OP is trying to come up with ideas because if we leave it up to Zos, we know what will likely happen.
My concern is vertical progression, what would you suggest to keep that?
If they keep listening too the five people on forums whining about how "easy" the game is when spending CP points then yeah they will cripple the game.
My suggestion is to ignore these people and this thread be locked. The only things I read about it from developers is that they find that people are not excited when earning their 1100 CP point and want to make it more rewarding.
I have posted my idea twice, but you haven't refered to it. Hardcore non CP difficulty for dungeons/trials with nice cosmetic rewards - skins, mounts, mementos, tittles etc. PVP is good as it is - because we have CHOICE.Siohwenoeht wrote: »Post your ideas. Obviously some want CP to remain exactly like it is, but I don't think that's going to happen.
Nobody knows what Zenimax is up to so please don't act like they are going to perform some hardcore changes. I really want to belive that they will perform any changes carefully and without listining to such an awfull ideas.
CP are too plentiful, you can cap most perks, from defensive to offensive ones, to the point of diminishing returns trivializing spending more points in said perk.
To cut it short, atm there are barely any tradeoffs while spending your CP, you can get rediculous numbers of damage modifiers whilst being in heavy, this is counterintuitive and homogenizes classes/armor weights(or in the case of armor weights, it trivializes certain types, since you can easily make up the differences with CP.)
- Divide the system into a combat and non-combat part to allow players to choose non-combat perks without compromising their character's combat ability.
- Make sure combat passives do not force the players to choose a certain playstyle, but rather complement their choice whatever it may be. For example, if you introduce a passive that increases penetration, let it be both physical and spell penetration so that the player can mix the skills and effects they may want to use as well as before unlocking this passive.
- Make players choose between different types of combat related passives, rather then dividing them into a sustain, damage and healing constellation into which everyone can invest the same amount of CP.
There's more I would change, but I feel without these points any effort is somewhat wasted. With combat and non combat related passives competing directly, no one will ever take non combat stuff on a character they optimize for combat activities. And without the other points, individual specialization, which I think the CP system is supposed to create, just isn't a reality.

Nonsense, you can have high burst DPS in heavy armor in no CP PVP as well - Clever Alchemist, 7th Legion...
As for the PVE - I have never seen DD using heavy armor or tank using medium armor so yeah....
- Make sure combat passives do not force the players to choose a certain playstyle, but rather complement their choice whatever it may be. For example, if you introduce a passive that increases penetration, let it be both physical and spell penetration so that the player can mix the skills and effects they may want to use as well as before unlocking this passive.
Yeah, let the players cherry pick most powerfull stamina and magicka morphs at once. We can also delete all other classes and leave only Magstamblade xD
- Make players choose between different types of combat related passives, rather then dividing them into a sustain, damage and healing constellation into which everyone can invest the same amount of CP.
Again, let players become invicible by spending all CPs in the defense tree or allow them to one shot eachother by spending all CPs into damage dealing tree. Let's skip skill based part of the game such as rotation and burst
There's more I would change, but I feel without these points any effort is somewhat wasted. With combat and non combat related passives competing directly, no one will ever take non combat stuff on a character they optimize for combat activities. And without the other points, individual specialization, which I think the CP system is supposed to create, just isn't a reality.
Current CP system is making your character stronger all rounded. It might need some tweaks, but overall it's balanced. It's funny how people don't realise that what makes your character specialised or powerefull is not CP but 3 other things:
1. Gear / Enchants
2. Abilities /Rotation / Weaving
3. Skillpoint Passives
CPs are just a cherry on the top. I would change the UI to something more intuitive, in the small window, with more information how the changes affect our character and then I would add some more interesting CP passives.