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What would you like to see with champion points?

  • LadyDestiny
    LadyDestiny
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    Katahdin wrote: »
    Tandor wrote: »
    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".

    I disagree.

    I earned them, if I want to use them then I should be able to.
    Anyone that doesnt want it to be "too easy" while leveling can CHOOSE not to use the CP in the first place.

    I kind of feel the same way. If players feel that grinding cp out is a pain in eso, they should go try out the eternal black desert grind. Then they can really cry.
  • Runefang
    Runefang
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    The issue with CP wasn't power creep, its that it really didn't provide a meaningful progression in the endgame. A measly 30 CP per DLC was not doing anything interesting at all.

    As long as the new system is nothing like SWTOR I'll be happy. Galactic command boxes were the worst idea in an MMO endgame progression system.
  • Shantu
    Shantu
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    I got no problem with power creep. I wish they'd just leave it alone. CP gets a bad rap in this regard. If you want a challenge, remove your CP's, take off your gear, and go punch some skeevers. :/
  • xXMeowMeowXx
    xXMeowMeowXx
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    Ummmm, ZOS did do something with CP they stopped it.

    I really don’t see with all the constant XP buffs from events and the endless XP scrolls people get for free how they are not 810cp if they want that.

    It is easy to level, making it an even playing field. It is up to the player to learn how to properly allocate CP.

    With PvP, I see people buy skill lines and it doesn’t help them, as they die just fine. There still is a players experience with the content and understanding of the classes they play that make the biggest difference.

    ZoS needs to follow through with fixing the performance on the game before they start with anything else. Just my imo.
  • JinMori
    JinMori
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    Runefang wrote: »
    The issue with CP wasn't power creep, its that it really didn't provide a meaningful progression in the endgame. A measly 30 CP per DLC was not doing anything interesting at all.

    As long as the new system is nothing like SWTOR I'll be happy. Galactic command boxes were the worst idea in an MMO endgame progression system.

    Honestly, they could rework how some of the passives work, the artifact system in wow legion was very similar in some regards, but honestly better in many ways. aside from the fact that the game was balanced around it, making the progressive power gain a non problem, unlike in eso.

    You had your % modifiers, and also elite traits that actually could change how the spec played in some way, the % passives are just things like elfborn or master at arms etc... and the perk you get after reaching a certain level are the elite traits, but the problem is that a lot of those traits are very lackluster, extremely lackluster.

    But honestly, yea, cp isn't really the major contributor to power creep, and honestly, some people here may have gotten the idea that i have a problem with these systems because of power creep, but that is not true, i blame the devs for not following up to the systems they create, i don;t really have a problem with power creep, but i do have a problem with how they are handling the game overall.

    That is what i have a problem with. They always go with the least effort solution.

    Honestly, just for today i returned to the game and tried it out, i left at the end of elsweyr, i was at the trial dummy, and at my displeasure i found out that i lost about 10k dps.... this game is going backwards, things like these happen precisely because they go with the least effort solution, which most of the time it just means periodic nerfs to abilities, and new sets of gear which make us stronger, so at the end of the day we do about the same.... but we do not go forwards, we actually lose overall, we lose fun, this time it did not happen though, because they went nuclear with dots.
    Edited by JinMori on March 10, 2020 6:42AM
  • essi2
    essi2
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    I think CP should affect mostly non-combat aspect of the game.

    And maybe a few effects that are triggered by combat actions.

    f.ex. Maybe activating an Ult gives you increased Resource regen for x sec.
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  • Qbiken
    Qbiken
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    Should remain unchanged as it is right now. People who unironically think CP is the main culprit behind nerfs and other changes needs a forum timeout.....
  • Nemesis7884
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    more horizontal progression and kiss curse style bonus malus instead of just straight up vertical power creep that is not only bad for balancing but also lazy, boring and uninventive
  • Norgh
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    Perhaps it should just be left as it is now, 810 cp and 160 for gear, Trying to balance a game is a near impossible task as one thing changes it then affects another and so it goes on and on.

    Players themselves maybe the best form of balance you can get, some are better than others some are worse.
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  • Mayrael
    Mayrael
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    I've said it in the past and will tell it once again. Revamp CPs completly. Change them into tree, where you need to choose certain branches to unlock better bonuses or even better passive and active skills. This way we can make sure, certain combinations won't be possible (like being tanky, sustainable and having great damage). CPs would be just another skill line but with maybe a bit more uniqe or powerfull skills but not affecting all of your stats, meaning much less power creep and more controll over them.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • sekou_trayvond
    sekou_trayvond
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    Reposting my thoughts once again every time this thread pops up. Hopefully ZoS sees it and goes "hmmmm..."

    My two cents that I've espoused quietly over time:

    CP is fine, but I would prefer it be directly tied to skills rather a system whereby one point expended garners you a .08 percent increase in this or that buff.

    I'd prefer a system where CP are points you can expend to buff skills, e.g. Spend 50 CP to make Hail of Arrows do X more damage, or Spend 100 CP to increase the radius of Caltrops. Stuff like that. Depending on the CP cost of said buffs, you could design the system where the allocation of points is more meatier and makes the player consider varied options.

    It could act like a much more dynamic system that you switch in and out of points depending upon content or toon role. Right now, CP allocation is VERY rote.
  • justaquickword
    justaquickword
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    If some of the recent gear sets are anything to go by, I'd predict the CP points will be reworked in the very near future to make them more sympathetic towards hybrid builds.
  • ThePlayer
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    Stop the CPs points at 810 (for the moment), and for all other levels reached create another experience bar with special loots for each level.
    Of course, for all players who have reached +1000 CPs to give a special reward, they cannot be treated like axxhoxxs.
  • Grianasteri
    Grianasteri
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    A rework which effectively reduces the impact (benefit?) back down to around the 700 CP mark. This would go a long way to dealing with power creep.

    I remember when really top end dps was 40 or 50k. Now its 90 or 100k for the top enders. Thats just crazy.
    .
    Edited by Grianasteri on March 10, 2020 10:55AM
  • Elwendryll
    Elwendryll
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    I would love a Champion skill tree that would alter your gameplay.

    All nodes should be single purchase nodes with a cost in points. Some basic nodes would add raw stats like the current CP tree. But on top of that, there would be bigger and more expensive nodes with special effects, be it enhancing/altering weapon/class abilities, the equivalent of 5 pieces set effects that would alter your rotation, anything that adds synergy/combo between skills, etc... These special nodes could maybe change depending on your class, or your race to a lesser extent.

    Add some non-combat related effects, or niche gameplay bonuses.
    Bonus to loot in dungeons/trials. Bonus to gathering/deconstruction yield. Pickpocketing/Lockpicking chances. Rare fish chances. A furnishing hireling. etc...

    On top of that, I would like thresholds that unlock account wide QoL features or cosmetics as you level up, regardless of how you spend your points. Like extra Outfit/Spec slots. Character Slots. Extra Mount upgrades. Extra Bank Slots. Furnishing Cap. A house. A pet. Titles. Etc...
    These thresholds could be far beyond the cap so you still get rewards after you reached the skill point cap. And they could easily add new rewards with time.

    Sounds like a lot of work, but I mean. If they intend to do a full rework some day...
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  • Wing
    Wing
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    a role / build path option system similar to things like path of exile or wolcen.
    ESO player since beta.
    game got too disappointing.
  • Grianasteri
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    Wing wrote: »
    a role / build path option system similar to things like path of exile or wolcen.

    Path of exile like tree would melt folks minds! lol.

    But yeah, something similar I think could work :)
  • sparafucilsarwb17_ESO
    sparafucilsarwb17_ESO
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    Tandor wrote: »
    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".

    The last few times I made a new character I did not allocate any of my cp. While overland content was still too easy the boss fights were much harder especially when there is only a few people. Still doable though. So yes I agree completely with this.
  • fastolfv_ESO
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    biggest issue isnt the cp system, its those that believe they deserve to be as powerful as a max cp player when they have just hit 50. I really wish ZoS would just grow a spine and tell people the game isnt over when you hit max lvl get out there use the catchup mechanics and earn your power boost
  • Arunei
    Arunei
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    Ummmm, ZOS did do something with CP they stopped it.

    I really don’t see with all the constant XP buffs from events and the endless XP scrolls people get for free how they are not 810cp if they want that.

    It is easy to level, making it an even playing field. It is up to the player to learn how to properly allocate CP.

    With PvP, I see people buy skill lines and it doesn’t help them, as they die just fine. There still is a players experience with the content and understanding of the classes they play that make the biggest difference.

    ZoS needs to follow through with fixing the performance on the game before they start with anything else. Just my imo.
    Capping CP wasn't the 'something' ZOS was going to do, it was done while they decide what to actually do with/about CP. It's why we can still earn them but they can't be allocated past the 810.

    A lot of people also don't play this game for hours and hours every day every week. You have to keep in mind many people playing have work, school, errands, chores, and a general adult life they're living. It's not as easy to get to CP810 as you're trying to make it out to be, because a lot of people simply don't have the time to dedicate to it, regardless of the exp scrolls and events (and remember not every event has a double exp feature, only certain ones do). People who only play for a few hours a week will, more than likely, not spend the time they have grinding out CP, they'll spend it just playing like normal.

    As for fixing performance, we can see how well that's going, nearly six years into the game being live. If we waited for them to fix performance before doing anything else we'd never see the game improve in any other manner at all. Also keep in mind that there are teams that work on different things; the devs working on performance and bug fixes are different from the devs who work on game systems like CP, so holding up all the other parts of the game for one part isn't needed, nor is it practical.
    Edited by Arunei on March 10, 2020 12:13PM
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  • Kidgangster101
    Kidgangster101
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    JinMori wrote: »
    Personally i think many are looking at this at the wrong way.

    The problem is not cp, the problem is everything around it, power creep is only as bad as they let it be, progression system are cool, but the game needs to be balanced around it.

    I am worried that zos solution will be just to nerf cp into the ground and make it mostly cosmetic, which is the easy way out, and what they pretty much always take, if that is the case, when that happens it will probably be the final nail in the coffin for me, iv'e already left the game for long periods of time in morrowind and after elsweyr, because of the general direction of the game, which is let's make the least possible effort. I am honestly missing the incremental cp increase each patch that we were getting, at this point the % increase wasn't even that much.

    I don't know if you noticed but cp was already heavily nerfed, once it used to give resources up to almost 60 % more at full cp, that is no longer the case, you get 20 % at 300, and that is it, that is a pretty big nerf.

    What i want from zos is to counter power progression with new system to keep the power in check so we do not one shot bosses with 2 abilities, it requires more effort, but in the end it makes for a more satisfying product.

    How could they do that? Well, other games have already done it honestly, so it's not hard at all, just take some ideas here and there and make a system of your own.

    Cp does create a power creep (to the point that most of the community only want 810 people for content........) It creates elitism and it is why we have more and more bad players. The bad 810 player makes the person with 200 cp feel bad so the 200 cp person grinds to 810 thinking that is the only thing needed and just like that we have two 810 players bad at the game.......

    But saying that the biggest problem I have with cp is the terrible lag it can cause. It puts so much stress on the server side because it has to check your cp vs another players cp every like half second. It has to spend so much time calculating damages, resistances, recovery, healing out, healing received ECT ECT ECT. So this alone is not good for the lag so that small % you are talking about in gains might not look like a lot, but it is on the server side. Just adding a small but more could do so much more harm than good.

    And I don't understand the need people have for "more progression" to give them a reason to play a game. You play a game to enjoy it, if you are only caring about your cp how much fun are you really having? It takes zero skill to grind skyreach a few times or mobs to get the new max cp but that is boring and takes no skill.......
  • forztr2
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    Just cap the current useable points to 300 and any ranks over that give you an extra bank slot, simple.
  • Donny_Vito
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    forztr2 wrote: »
    Just cap the current useable points to 300 and any ranks over that give you an extra bank slot, simple.

    While simple...yes, but a good idea for seasoned vet players? No. Some extra bank space would be nice, but I don't need 1K+ more spots. I'd rather have my CP bonuses and/or other bonuses for my time and effort.
  • JinMori
    JinMori
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    JinMori wrote: »
    Personally i think many are looking at this at the wrong way.

    The problem is not cp, the problem is everything around it, power creep is only as bad as they let it be, progression system are cool, but the game needs to be balanced around it.

    I am worried that zos solution will be just to nerf cp into the ground and make it mostly cosmetic, which is the easy way out, and what they pretty much always take, if that is the case, when that happens it will probably be the final nail in the coffin for me, iv'e already left the game for long periods of time in morrowind and after elsweyr, because of the general direction of the game, which is let's make the least possible effort. I am honestly missing the incremental cp increase each patch that we were getting, at this point the % increase wasn't even that much.

    I don't know if you noticed but cp was already heavily nerfed, once it used to give resources up to almost 60 % more at full cp, that is no longer the case, you get 20 % at 300, and that is it, that is a pretty big nerf.

    What i want from zos is to counter power progression with new system to keep the power in check so we do not one shot bosses with 2 abilities, it requires more effort, but in the end it makes for a more satisfying product.

    How could they do that? Well, other games have already done it honestly, so it's not hard at all, just take some ideas here and there and make a system of your own.

    Cp does create a power creep (to the point that most of the community only want 810 people for content........) It creates elitism and it is why we have more and more bad players. The bad 810 player makes the person with 200 cp feel bad so the 200 cp person grinds to 810 thinking that is the only thing needed and just like that we have two 810 players bad at the game.......

    But saying that the biggest problem I have with cp is the terrible lag it can cause. It puts so much stress on the server side because it has to check your cp vs another players cp every like half second. It has to spend so much time calculating damages, resistances, recovery, healing out, healing received ECT ECT ECT. So this alone is not good for the lag so that small % you are talking about in gains might not look like a lot, but it is on the server side. Just adding a small but more could do so much more harm than good.

    And I don't understand the need people have for "more progression" to give them a reason to play a game. You play a game to enjoy it, if you are only caring about your cp how much fun are you really having? It takes zero skill to grind skyreach a few times or mobs to get the new max cp but that is boring and takes no skill.......

    The elitism boogieman.

    I do somewhat agree on your lag point though.
  • Tanis-Stormbinder
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    I posted this before but here go's:
    Open up the entire system, level all content to max cp's. Battle level everyone till they reach max cp. Done! This gives people a reason to log in every day and do some progression without always needing new content that only last for a week to complete. This also puts a end to the power creep.
    Edited by Tanis-Stormbinder on March 10, 2020 1:32PM
  • generalmyrick
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    How about some neat abilities?

    build some cities that require cp to enter..fun cities---like a ingame casino where we can gamble gold and stuff...oh yeah! think of the gold sink!
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  • Asardes
    Asardes
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    High CP is not a guarantee of playing well. I've seen quite a few high CP players that are awful: they don't even know how to play basic game mechanics, let alone do more advanced stuff like a rotation. And I've seen a few low CP players who were much better - most likely experienced because they played on other server/platform. However, people asking for minimum 810 CP to do easy content like 4 key pledges or normal trials are dumb.
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