Shadowasrial wrote: »So cp has become a topic of many forum posts over the past few years. How to balance it, how to unlock the forward progression without causing imbalance, and how to alter it in a way that rewards veteran players while not penalizing the newer players. Well I have a solution.
And to be honest it could be fixed by such a simple change. The change I would propose is make cp only apply to non player characters (npc’s). Now before everyone starts screaming how does that help cause balance? Well if you have ever been to a non cp campaign you will notice that a lot of the cancerous builds don’t work nearly as well. Many of these meta builds rely on high cp allocation to be considered over-performing. Now I routinely switch between the cp and non cp campaigns and I definitely noticed a difference when in combat vs other players. 90% of the time it was who ever had the best skill and managed their resources better.
If we changed cp to only applying to npcs then we could continue to take these pvp objectives as we do now and forcing players to play with skill rather than relying on cp to carry people with powerful gear setups. Furthermore this would keep cp useful in pve. The game would remain very much the same in the aspect that high cp rewards the veteran players enabling them to do end game content easier. They could even remove the cap on cp further rewarding the players who have ground above the cap. It might take some work for zenimax to create a more reliable scaling mechanic for pve content so when a high cp joins a low cp , the higher level player won’t just slaughter everything. But let’s face it. No one has ever complained that a player was too overpowered in a dungeon or trial.
The other benifit of making cp only work against npcs is that it will bring less nerfs. As pvp will be more balanced and skill based only the skills and armor sets that are truly over performing will need slight readjusting. Maybe 10% decrease in power overall to make whatever skill or set is too op more in line with other sets
Tell me your thoughts
How about creating some campains with cp disabled, so people can choose what to play?
SidewalkChalk5 wrote: »Making all PvP non-CP is the best thing for the game, 100%. CP bonuses mostly cancel each other out for max CP players, anyway. CP only serves as a stat handicap for newer players, which seems unfair in a PvP environment.
Rave the Histborn wrote: »How is it unfair if you have to choose to enter? CP doesn't replace actual skill
Yeah, riiiiiight...Just remove CP already.

Shadowasrial wrote: »So cp has become a topic of many forum posts over the past few years. How to balance it, how to unlock the forward progression without causing imbalance, and how to alter it in a way that rewards veteran players while not penalizing the newer players. Well I have a solution.
And to be honest it could be fixed by such a simple change. The change I would propose is make cp only apply to non player characters (npc’s). Now before everyone starts screaming how does that help cause balance? Well if you have ever been to a non cp campaign you will notice that a lot of the cancerous builds don’t work nearly as well. Many of these meta builds rely on high cp allocation to be considered over-performing. Now I routinely switch between the cp and non cp campaigns and I definitely noticed a difference when in combat vs other players. 90% of the time it was who ever had the best skill and managed their resources better.
If we changed cp to only applying to npcs then we could continue to take these pvp objectives as we do now and forcing players to play with skill rather than relying on cp to carry people with powerful gear setups. Furthermore this would keep cp useful in pve. The game would remain very much the same in the aspect that high cp rewards the veteran players enabling them to do end game content easier. They could even remove the cap on cp further rewarding the players who have ground above the cap. It might take some work for zenimax to create a more reliable scaling mechanic for pve content so when a high cp joins a low cp , the higher level player won’t just slaughter everything. But let’s face it. No one has ever complained that a player was too overpowered in a dungeon or trial.
The other benifit of making cp only work against npcs is that it will bring less nerfs. As pvp will be more balanced and skill based only the skills and armor sets that are truly over performing will need slight readjusting. Maybe 10% decrease in power overall to make whatever skill or set is too op more in line with other sets
Tell me your thoughts
I say increase cp cap already. I'm tired of these *** excuses since over 2 years that you are working on something. If you do then show us your progress and goals otherwise I call it bullsht.