Honestly, making it 'mostly cosmetic' would probably be the best way to balance it between people who have any considerable number, and newer people who have none. This applies not just to PvP since we have the 1-49 and No CP campaigns, but also for people doing PvE. Look at how many people judge how 'capable' someone else is by CP alone, when all CP really means is how long you've been playing the game and means absolutely nothing in regards to skill for any given content. A person can get to max CP just by exploring, questing, doing crafting writs, and so on, especially given the fact that we get several exp scrolls every month from daily login rewards.
So really, making CP have less to do with actual combat stuff and more to do with the world itself would probably be the best thing. We can keep some of the combat things, like the CP that let us regen resources more or increase our ability to mitigate damage, but a lot of them could stand to be reworked into other useful buffs. Give us one that puts a perma increase on the number of gold we get from all sources, give us one that increases mount movement speed, give us one that increases the chance of getting epic loot from all sources, and maybe a CP that even grants a small chance to get gold stuff. Maybe introduce a new combat one that increases the effectiveness of enchantments (it's not a direct "here have more damage" CP since not all enchants are damage ones). Maybe make one that increases the amount of fall damage you can take, or in the same vein decreases how much fall damage you take.
There are a lot of things ZOS could do with CP that don't put a majority of the focus on combat buffs. We already have a lot of things like sets, skills, potions, and enchantments that do that, and maybe some of the CP trees we have could actually be translated into new sets or something. It would let ZOS do more stuff with CP overall.
oXI_Viper_IXo wrote: »So far this combat team hasn't proven that they are capable of changing anything that makes the game more interesting or enjoyable so at this point, I honestly hope they don't touch it.
The thing is the way anyone sees something doesn't mean that's 'how it is'. There are plenty of people who would disagree with you on the power creep, everyone seems to have their own idea of what it is and what causes it and how to fix it. I personally don't care about it too much, I don't PvP and when I do group content like dungeons it's pretty much only with friends these days. But making CP (more) combat-centric, in my opinion, won't fix anything, nor will keeping it as it is now. Too many people want to base whether a person is 'worthy' of doing content on their CP, to the point of kicking people below their accepted standard.
Maybe what they could do is split CP into two separate systems, where one focuses on the combat-specific side of things for people who want that kind of progression, and another system that focuses more on general buffs (fluff buffs, because rhymes are fun). And maybe make it so a person's progression on the combat side isn't as obvious to people who would judge on that alone, because regardless of what CP focuses on, at the end of the day you get it for earning ANY kind of experience.
Maybe they could tie getting CP into doing actual kinds of content? So like...do a dungeon, get CP. Do some PvP, get CP. Do crafting writs and questing? Get CP. One thing people always talk about here is encouraging people to try other parts of the game, so maybe making progression tied to certain things would help? And if you don't do certain things like PvP or crafting or whatever, it's fine because maybe the kind of progression you'd get from doing those things would only really benefit that 'section'? So doing crafting stuff wouldn't give you PvP-oriented CP, for example. That way at least the CP you have would correspond more to your ability in any given content.
They've already said a while back they're working on a rework. They just have no idea what that rework will be or when it'll happen, because of course they don't. This is ZOS after all. Then again I guess on this matter one does need to be fair, given how ingrained CP is these days and how much it touches. Unfortunately that also means whenever it does end up getting changed, there's that much they can break with it x__x.oXI_Viper_IXo wrote: »So far this combat team hasn't proven that they are capable of changing anything that makes the game more interesting or enjoyable so at this point, I honestly hope they don't touch it.
First, CP has had little to do with the power creep. Power Creep has mostly been due to changes Zos made to the skills and sets they have added to the game. The effect of the said CP since Morrowind has been minimal.
CP should provide a specific bonus to whatever it effects instead of making it % based as much if it still is. This approach would make it more straight forward, reduce the load on the server. It could also lead to the elimination of non-CP PvP since it prevents huge bonuses that we have now. Ofc, I would not be against simplification since many players do not understand the difference between the different damage types such as Direct, DoT, et al.
At the rate they're going with the rework, you might end up getting your wish lol. It's been at least 2 years I believe since they put the cap on CP because they intend to rework it, and in all this time we haven't heard even a breath of information on what the plan for CP is.I like the current system. Don’t change it.
Path of exile passive tree..
I'd like to see the number of CPs retained but with CPs only able to be activated on characters at level 50. That would help with the argument that "the overland content is too easy for new characters with a gazillion CPs".
A friend of mine gave a suggestion I would love to see.
Use champion points to customize each ability and bring in a unique feel to each class and skill.