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What do you think of level progression in ESO?

  • CambionDaemon
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    Remove Champion Points and go back to Veteran Ranks. Champion Points do not work and all they do is increase power creep.
  • Tasear
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    Iluvrien wrote: »
    Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.

    Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.

    For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.

    I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.

    What do you mean more narrative appoarch?
  • Drako_Ei
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    Should be called gear progression
  • Merlight
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    Tasear wrote: »
    Are you excited when you get a new level or champion point?

    You mean when I get LEVEL UP REWARD prompt on screen that just won't go away until I choose which REWARD I don't want less? Not excited, annoyed. Back in the day we could use those attributes / skill points right away; or not, without clutter on screen.

    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • Casul
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    I only play one character. Mainly due to not having account wide achievements and titles.

    So I’m order for me to be excited when I level up I’m going to need account wide achievements and titles first.
    PvP needs more love.
  • yRaven
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    Leveling a new character when you're already High Level is boring as hell, my brain melt of just remember it
    Jack of all trades. Master of at least one.
    -
    Àrës - Magicka Dragonknight (EP)
    Persephónē - Magicka Warden (EP)
    Athēna - Magicka Templar (EP)
    Hādēs - Magicka Necromancer (EP)
    Hërmës - Runner Troll (EP)
  • Nestor
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    I might be weird in that I enjoy leveling Alts. Of course, i am also not in an all fired hurry to get an alt leveled.

    However, on my end game characters, a new CP Point is an interesting thing, in that it tells me I have earned another Million CXPs.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Starlock
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    To preface this, I don't really care about "progression" in RPGs in general. I care about character development. Solid, well-designed RPGs have "progression" systems that are really bound up with character development. They feel meaningful and substantive as they help define who your character is and what they can do. There are more well-defined roles, specialized feats and skills, proper attributes, and so on. ESO is not and has never been one of those games, nor do I imagine it will be so in the future.

    With the relatively bland non-character driven development system we have to work with in this game, it has been a mess since One Tamriel. There is no sense of the character becoming better from a mechanics standpoint because of battle scaling and item levels still existing. Worse, as you level, you can often feel worse from a mechanics standpoint because of these same systems. If you don't keep your gear at-level, you get weaker. It's incredibly bizarre and a mystifying design choice. I don't know why they didn't do away with item levels altogether with One Tamriel other than that being too big of a change and redesign at that time.

    Short of developing ESO2, these are systemic issues that cannot be fixed entirely. A good step forward would be to abolish item levels and rework the crafting system accordingly. Don't see that happening, though.
  • THEDKEXPERIENCE
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    I look forward to it because that means I get to say “Champion Point” like “KOBE!” every few hours and somehow that doesn’t get old.
  • Jeremy
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    I"m level 50 and the champion points I get go to waste. So not much to get excited about sadly.

    It would be nice if ESO could find a way to implement a character progression system that didn't taper off at the end.
  • Anhedonie
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    Champion system is terrible and should die in agony.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • idk
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    I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.

    The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    I look forward to it because that means I get to say “Champion Point” like “KOBE!” every few hours and somehow that doesn’t get old.
    idk wrote: »
    I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.

    The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.

    There’s stories in ESO? I just thought I was supposed to hit A as fast as I could. Interesting.
  • kargen27
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    Only time I worried about level was when it came time to make gear. I would see what level my character was at then make the appropriate gear. Last several characters I didn't bother crafting them gear and just let them wear what they found. I'm not sure where my CP is at. I know I am over 1000 because guild mates congratulated me when I hit 1000.

    I do think the current system has led to a power creep that makes much of the game easier than I would prefer and takes away from the three role dynamic quite a bit with groups. The easy content I can tolerate by going to something more difficult for a while. I would like to see some tweaks that make all three roles necessary in more group content.
    and then the parrot said, "must be the water mines green too."
  • D0PAMINE
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    @Tasear I enjoy not having to regrind or recraft all my gear. I hope they change CP to be easier and clearer to allocate, because it's hard helping someone do their CP when you have a different playstyle than them. For example, I could give you all my build info on the Sorc Tank I showed you and it may not perform the same for you because you do things differently than I do. Maybe you heavy attack more, so you don't need as much regen as I do etc.
  • Tasear
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    I look forward to it because that means I get to say “Champion Point” like “KOBE!” every few hours and somehow that doesn’t get old.
    idk wrote: »
    I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.

    The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.

    There’s stories in ESO? I just thought I was supposed to hit A as fast as I could. Interesting.

    Sometimes my main gets jealous of light that under 50 characters get. I miss that.
  • jainiadral
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    One thing I like about leveling alts are the little goodies you get. An outfit here, maybe a new pet. And a nice little stat boost you can click on. It's kinda fun, even if most of what you get is useless. It feels like more than just another samey-same CP or dull-as-dishwater skill point. I have extra skillpoints on most of my alts once I get past the third Alliance zone map...zzzz.

    Champion points are nice in that you really finally do begin to feel more powerful in relation to the environment instead of the feeling of losing power as your armor degrades while leveling. There are too frigging many, though, and they take forever to earn. Plus, as you get higher up, you need so many to see an improvement that they start to feel pointless and frustrating. (CP 707 right now).
  • idk
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    I look forward to it because that means I get to say “Champion Point” like “KOBE!” every few hours and somehow that doesn’t get old.
    idk wrote: »
    I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.

    The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.

    There’s stories in ESO? I just thought I was supposed to hit A as fast as I could. Interesting.

    LOL, yes,

    But again to OP's point where some games will raise the level cap when they do an expanstion, ESO has always raised the level cap in a pointless manner.

    To a degree this has to do with CP but I am thinking more the real lvl cap and when Zos raised it twice in the first year and again a year later it was always pointless and without any benefit to the game. Zos just does it because they want to.

    As for gaining more CP we can use is not very exciting and carries little meaning. Zos never thought through the CP design very well. This is obvious by how it launched. There was a 3600 point cap with no artificial ceiling before that and Zos stated they expected the average player to reach that cap in less than two years. We told Zos how strong that was and they still launched with as is. Of course they ended up having to make changes when the most obvious issues came to light.
  • Sylvermynx
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    This game still confuzzles me. I came from WoW and RIFT where you get more levels, and have to regear etc. - which makes perfect sense to me. ESO's setup doesn't. Of course, I also came from the entire TES single-player games cycle, where you also just keep leveling up, and regearing.

    I guess I think ESO thought it should be different. But for me, it's painfully different.
  • Iluvrien
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    Tasear wrote: »
    Iluvrien wrote: »
    Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.

    Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.

    For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.

    I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.

    What do you mean more narrative appoarch?

    1) The attribute system could do with adding points based on the pools that you actually use (i.e. get depleted) rather than some sort of out-of-body application of a point to a resource. It is perfectly possible, for example, to use a Magicka based character for 50 levels but assign all of your attribute points to Stamina. You wouldn't want to, but that discontinuity exists.

    2) The way in which characters learn new abilities is surreal. All members of a single class have access to the same pool of abilities to select from. They somehow develop these identical abilities spontaneously as part of their adventures with no input from another living being. The way I'd like to see this handled is through deeper connections to the world itself. The TES games had situations where you had to learn spells/abilities from people/tomes/items/etc., SWTOR and LotRO both had class trainers. I'd love to see this made more involved! Visit a Dark Magic enclave, train with your alliance's military, apprentice yourself to the Fighter's Guild, seek ancient knowledge with the Mage's Guild... something, anything, that actually connects in-game actions to the development of new abilities. Because, again, there is a discontinuity.

    Those are the kind of things I meant by a more narrative approach.
  • kargen27
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    Sylvermynx wrote: »
    This game still confuzzles me. I came from WoW and RIFT where you get more levels, and have to regear etc. - which makes perfect sense to me. ESO's setup doesn't. Of course, I also came from the entire TES single-player games cycle, where you also just keep leveling up, and regearing.

    I guess I think ESO thought it should be different. But for me, it's painfully different.

    Since One Tamriel it really wouldn't make any sense to keep increasing levels. Everything scales to your level anyway.
    and then the parrot said, "must be the water mines green too."
  • jainiadral
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    Iluvrien wrote: »
    Tasear wrote: »
    Iluvrien wrote: »
    Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.

    Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.

    For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.

    I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.

    What do you mean more narrative appoarch?

    1) The attribute system could do with adding points based on the pools that you actually use (i.e. get depleted) rather than some sort of out-of-body application of a point to a resource. It is perfectly possible, for example, to use a Magicka based character for 50 levels but assign all of your attribute points to Stamina. You wouldn't want to, but that discontinuity exists.

    2) The way in which characters learn new abilities is surreal. All members of a single class have access to the same pool of abilities to select from. They somehow develop these identical abilities spontaneously as part of their adventures with no input from another living being. The way I'd like to see this handled is through deeper connections to the world itself. The TES games had situations where you had to learn spells/abilities from people/tomes/items/etc., SWTOR and LotRO both had class trainers. I'd love to see this made more involved! Visit a Dark Magic enclave, train with your alliance's military, apprentice yourself to the Fighter's Guild, seek ancient knowledge with the Mage's Guild... something, anything, that actually connects in-game actions to the development of new abilities. Because, again, there is a discontinuity.

    Those are the kind of things I meant by a more narrative approach.

    The second part sounds pretty cool :) To have real quests and storyline attached to learning skills would be great for immersion.
  • Uryel
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    Starlock wrote: »
    Short of developing ESO2, these are systemic issues that cannot be fixed entirely. A good step forward would be to abolish item levels and rework the crafting system accordingly. Don't see that happening, though.

    They can be fixed, they just don't have the guts to do so. A major redesign would make the progression and fighting infinetely better, but that drastic a change would probably broing out the proverbial pitchforks and torches. Which, in ZOS's world, translates as "less income". Considering some prices in the crown stores, they already don't know how to earn money (once again I'll mention the outfit slots, yes... 1500 crowns for one single character-only slot is armed robbery, at this price it should be account-wide), so might as well give it a try.

    Things I'd change :

    - Away with levels. Plain and simple. They are already meaningless, and as you described, they make things WORSE as you advance, until you reach gear cap. To avoid mass suicide of crafters, though, maybe keep some sort of progression. Something like "better gear requires more advanced skill to use". Like, you can't equip the current CP 160 armor until you have reached 50 in appropriate the armor skill line. Can't use CP 160 greatsword until you reached 50 in two-handed.

    The problem would be that, since those skills advance at different speed, matching gear would be a nightmare. And the loot tables would need to be entirely revised. So... maybe just "away with levels". That's probably the hardest pill to swallow for everyone, though.


    - Away with the damage tied to ressource pools. That never made sense anyway, and is a hindrance to creative builds. You kinda need to chose the morph that suits your specialty, when it exists. The number of stam morph for class skills is ridiculously low, and magic users don't really have a choice when it comes to weapons. Make all skills and weapons use the same ressource, or keep the different ressource pools to stay in line with previous Elder Scrolls, but make the both ressource pools grow simultaneously, and have damaged detached from them. That would require a redesign of most sets, though.

    Basically, I'd like to see 3 different attribues : HP, unchanged ; Power, that defines both weapon attacks and skill use efficiency (either heals, damage or whatever) ; Energy, that defins both the amount of ressource you have and their regeneration speed. This way you can balance between few impactfull attacks or spamming them, or any which way you like. Also, that would allow hybrid builds to be very efficient.


    - Along with the "away with levels" thing, away with "I have to use skill 1 of a line so that I gain XP to use skill 2 later so that in the end I can use skill 5". For instance, the only skills i care about in destruction staff line are 2 and 5. Meaning I will have to reset at some point, or wait even longer for the staff to level without a skill equipped. Let use chose any skill we like to start with, in any order. BUT... To keep some sense of progression, we can't open another skill of that line before some threshold has been reached, either by morphing the skill, reaching a given rank in the skill line or whatever.

    Of course, that would also mean we're able to preview morphs before even chosing a skill. How van a choice be significant if we don't even know what we chose ?


    - Separate PvE and PvP skills. The game can already tell when you're in a PvP area and won't let you summon the assistants, so it's not like it's impossible. That way, PvP "balance" wouldn't impact PvE. I'm kinda fed up with my bosmer getting shafted because of some PvP whiners complaining about "snipe is unfair" and whatnot. I'm a PvE thief, or rather I was, so why am I getting a stupid bonus to detection radius that has no use in PvE whatsoever ? Oh, right, because stealth was unfair combined with a bow. In PvP. Probably still is, but hey, whatever.


    - Redesign all gear sets to be custom. Since it will be needed anyway if those changes happen, why not ?

    Keep the 4 bonus system and all, just make it modular, so people can chose whatever bous they like. Away with "I need to loot this in some dungeon" or even "I need to get to forge X to make it". Make it so that people can CHOSE their bonuses when crafting. Said bonus might need to be unmocked first, but not with a month long research, thank you. Maybe by actually going to where the forges we have today are to discover the process. For PvP players, remove the tedium by making the bonuses also available through alliance points or some other PvP currency, so thay don't HAVE to explore the world, which they might find boring, to get what trait they like.

    Actually, maybe keep the drops as they are and just make it so for crafting, this way people don't HAVE to craft or find a crafter either. They can get sets that match their needs through drops, or make one.


    - Align Jewellery to other crafts. The way it is now, it was designed to be a pain in the bottom. I think the word used back then was "significant", but there is NOTHING significant in mind-numbing farm. Gather a zillion ressources to get enough temper ? Yeah, sure. We do it already on 6 other crafts. Gather a zillion ressources to get enough PARTS of a temper that needs refining, then do it all over and over and over again to get ONE temper, then again and again and again to actually have enough to improve one piece ? This is korean MMORPG level of mindless.

    Jewellery should have been ingame from the start. Trying to make it "harder and more significant" by making it a dumb farming isn't doing much good to fix a major overlook that took 4 years to fix. It's so irrelevant and NOT significant that most people can't even be arsed making jewellery writ, even when they reward enormous amounts of vouchers. They are simply not worth it, as demonstrated by theirincredibly low value when traded between player. That system is a failure, if the goal was to make it "significant". Making it uselessly boring and mind numbing, however ? That worked just fine.


    - Make racial passives selectable among a pool of available choices for the race. Like, for instance, each race picks 3 passives in a pool of 6. Meaning EACH racial passive should be balanced by itself, and that's probably the hardest part as of today, since even racest hat share the same basic structure for passives are not on the same footing. I'm thinking about "gain resist to X, immunity to Y, and Z ressource". The ressource amount varies from 0 to 2000 depending on the race.

    This would allow to retain some racial identity as per the previous chapters while still not forcing useless PvP racials on PvE people (also true the other way around, even though I can't think of any passive that is very useful in PvE and useless entirely in PvP, but I'm no PvP expert). Could even have some PvP-oriented passives and some PvE ones, with corresponding advice when creating the character.

    That way, Bosmers would still be able to pick the stealth they uised to share with Khajiits. There would need some exclusives, too. I can imagine the Imperial ressource regen to be an exclusive, or the bosmers's ability to roll on the floor to pick up speed (I utterly despise that one, to the point I have 3 more free skill points since it landed, but I understand some people like it). The resist disease would be available to Bosmers and Argonians, the resist poison would be exclusive to Argonians, for instance. Again, flexibility and creativity, more custom character tailoring, all for the best. But that would require some ACTUAL balancing instead of some thinly veiled PvP buff.


    The good things with the changes I'm proposing is that they are not intertwined. They could be made one by one, progressively, or even only some of them. Maybe they wouldn't want to abandon levels, but the sets could still be made modular, for instance. Personnaly, the ones I want the most are the "aways with ressource pools", "modular gear" and "custom racial traits".
  • Iluvrien
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    jainiadral wrote: »
    Iluvrien wrote: »
    Tasear wrote: »
    Iluvrien wrote: »
    Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.

    Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.

    For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.

    I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.

    What do you mean more narrative appoarch?

    1) The attribute system could do with adding points based on the pools that you actually use (i.e. get depleted) rather than some sort of out-of-body application of a point to a resource. It is perfectly possible, for example, to use a Magicka based character for 50 levels but assign all of your attribute points to Stamina. You wouldn't want to, but that discontinuity exists.

    2) The way in which characters learn new abilities is surreal. All members of a single class have access to the same pool of abilities to select from. They somehow develop these identical abilities spontaneously as part of their adventures with no input from another living being. The way I'd like to see this handled is through deeper connections to the world itself. The TES games had situations where you had to learn spells/abilities from people/tomes/items/etc., SWTOR and LotRO both had class trainers. I'd love to see this made more involved! Visit a Dark Magic enclave, train with your alliance's military, apprentice yourself to the Fighter's Guild, seek ancient knowledge with the Mage's Guild... something, anything, that actually connects in-game actions to the development of new abilities. Because, again, there is a discontinuity.

    Those are the kind of things I meant by a more narrative approach.

    The second part sounds pretty cool :) To have real quests and storyline attached to learning skills would be great for immersion.

    I’m running a new character through the EP now. I’ve started making notes on NPCs and organizations that might be good trainers for certain things.

    I am pretty much certain the ZOS will do nothing with the idea, but I won’t feel like I’ve given it a reasonable run if I don’t post it.
  • Agobi
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    Since everything in the game "levels" with you ...for me there is absolutely no sense of progress at all......kinda took the fun out of the game :/
  • ThanatosXR
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    Tasear wrote: »
    Are you excited when you get a new level or champion point? If not what would make you more excited?

    Never have I seen a development team leave progression and alternate advancement stagnate like this. It's no wonder there is no permanent community . Personaly Matt frior should have been let go long ago for this short sighted vision. Fixing it ? Meh... they already answered your question with the announcement of a new IP and a new MMO . Eso is in its twilight years they are only planning in 18 month blocks now not 5 year plans.

    Pretty sad since elder scrolls is a billion dollar IP
  • Chilly-McFreeze
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    I'm not a fan of the current 1-50 leveling system that makes you weaker by leveling up. Only reason why I look forward on gaining levels on alts is because I come closer to use my farmed CP160 gear. But the process to that point is a letdown. In every other game you get stronger, not here.
    On the other hand I don't know how you can stay true to the 1T thought (playing with everyone, everywhere, no matter the level) without battle scaling. But I haven't pondered much about it as well.

    And neither I'm a fan of most parts the CP system. By that I mean the points you actually spend (+x% dmg, healing, mitigation, regen). But I like the CP passives that get unlocked along the way. I'd like to see CP revolve around those passives instead of power creep (jaja, I know, there are other things that push power creep as well).
  • AbysmalGhul
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    barney2525 wrote: »
    Na0cho wrote: »
    They should let you start alts at 50 unless you otherwise specify.

    Honestly it’s just a waste of a couple hours



    I'm callin horse hockey. No way it only takes 2 hours to get to 50 from character creation.


    You can do it in 2 1/2 to 3 hours :sunglasses:
  • Darkenarlol
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    it is funy to have 1111 1234 cp etc

    but unfortunatelly we old players have no use

    of our way overcapped stock of cp

    so... it become just a funny meaningless numbers
  • Shantu
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    Leveling the first couple of characters was fine. Now at 1200+ CP, leveling new characters is about as much fun as getting poked in the eye.
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