The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – April 22, 4:00AM EDT (08:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
The maintenance is complete, and the PTS is now back online and patch 10.0.1 is available.

Introducing ⭐"CP 1.5"⭐ - An alternative suggestion to the CP 2.0 revamp

  • AlexanderDeLarge
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    Frankly I couldn't be less interested in points that make my numbers go up and believe the CP system as a whole is an unnecessary carrot on a stick and would much prefer that the system were used exclusively for cosmetics and a number that shows up next to people's names so they can have **** measuring contests... but it's been deemed necessary so might as well go with the best iteration of it (this thread). That being said, being able to expand my playstyles using interesting character builds and utilizing the dozens of gear sets that I've picked up and upgraded over the years is all the horizontal progression I need.

    Correct me if I am wrong but I thought the reasons they were overhauling the Champion Point system were primarily the following
    • Difficulty was pitiful in overworld content for seasoned players
    • Each action was taking a toll on servers due to CP-related calculations
    • Takes too long for new players to become endgame viable and it makes CP-enabled PvP ridiculous
    Let's break this down. #2 was addressed well. This kind of streamlining is what they need for performance reasons but they failed on points 1&3. The game is easier than ever and now it takes even longer for new players to become viable and catch up with others. Let's be real, the game isn't that complex so if the CP system is being used as an extended tutorial, please stop because it isn't necessary.

    The CP progression I've experienced has been incredibly arbitrary and has done nothing but keep myself from playing with others while I was low CP... And now that I'm high CP, it's used as a metric to filter out other players who are probably just as good as anyone else in the group and know just as much but haven't sunk the time into the game to be viable for our veteran dungeons or trial runs.

    It sucks that many of these suggestions will likely never happen because they're worried about players getting angry so let me address that real quick. These changes would definitely upset people on the basis of "so my CP progression was useless? WTF you wasted my time!" but give the high CP players some exclusive "legacy system" cosmetics and they'll get over it in a week or two. If I can get over adventure zones going bye-bye, they can get over their CP numbers.
    Difficulty scaling is desperately needed. 10 years. 7 paid expansions. 22 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the vast majority of this game.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character AFKing in front of a bear for a minute and a half before dying
  • Kurat
    Kurat
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    bluebird wrote: »
    Kurat wrote: »
    Why does everyone think they need 3000cp? This is why we have so many people in this game who don't know how to play. They grind mindlessly to reach 810 and then do barely 10k dps in dungeons. Just learn to play and enjoy, around 900-1200cp is all you need to be competitive with the new system. Beyond that it's just convenience and maybe 2-3k dps gain. Everyone wants to max out quick so they can complain again that theres no progression. Lmao
    '900-1200 cp is all you need to be competitive'? Do you play competitive game modes? I'd love to see you with 900cp dueling the same builds with 2900cp, or make a trial group full of 810s and another group with 2900s and we can see who times HMs on the leaderboard.

    270 red points (810 cp)
    1400 Max HP (slotted)
    15% longer CC-immunity (slotted)
    10% dmg reduction while immune to CC (slotted)
    1 free Break Free every 21 seconds (slotted)
    480 Stam reduction for Roll Dodge
    110 Stam reduction of Break Free

    790 red points (2370 cp) includes ^ ALL of the above PLUS passive:
    + 400 Stam reduction of Break Free extra
    + 25% reduction of Elemental effects on you
    + 1400 HP
    + 3 meter Stealth detection
    + 10% faster Sprint
    + 100 Stam reduction of Sprint
    + 100 Stam reduction of Block
    + 600 bonus damage to Bash
    + 20% more damage Blocked

    In the blue tree, they can continue earning no-slotting-needed passives up to 2900cp, such as 15% extra healing, 5% extra healing taken and 5% less damage taken, 1750 offensive penetration, etc.on top of the general damage perks that a 810cp player can get. And that's not even counting the fact that even higher cp players will have all useful slottable perks maxed out and ready to go, so they can switch from their AoE setup to their ST setup on the fly, without any restriction like CP respec costs. This will only make good players more BiS and noobs less good (CP 1.0. required them to pick good perks once; CP 2.0 would require them to pick good perks, and keep changing them appropriately for every situation).

    So yeah, while in CP 1.0 a player with 810cp was absolutely 100% competitive with 810cp or even 3000cp players, in CP 2.0, the new bar for being on par is around 2900cp. Also, I'm pretty tired of the 'you don't need to' argument. Sure, nothing is technically required. You're not forced to play the game, you don't have to win, and noobs don't have to not get kicked from every group content. :tongue: MMOs don't revolve around what's technically required, it's about what's relatively expected.

    And how many cp3000 people you expect to see right after patch drops? You sound like everyone is going to run around Cyro with 3000cp lol. Do you realize it will take years to grind that. If someone is even crazy enough and got nothing better to do. So yeah, you will be competitive at 810 because that's where majority of playerbase is atm.
  • bluebird
    bluebird
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    Kurat wrote: »
    bluebird wrote: »
    Kurat wrote: »
    Why does everyone think they need 3000cp? This is why we have so many people in this game who don't know how to play. They grind mindlessly to reach 810 and then do barely 10k dps in dungeons. Just learn to play and enjoy, around 900-1200cp is all you need to be competitive with the new system. Beyond that it's just convenience and maybe 2-3k dps gain. Everyone wants to max out quick so they can complain again that theres no progression. Lmao
    '900-1200 cp is all you need to be competitive'? Do you play competitive game modes? I'd love to see you with 900cp dueling the same builds with 2900cp, or make a trial group full of 810s and another group with 2900s and we can see who times HMs on the leaderboard.

    270 red points (810 cp)
    1400 Max HP (slotted)
    15% longer CC-immunity (slotted)
    10% dmg reduction while immune to CC (slotted)
    1 free Break Free every 21 seconds (slotted)
    480 Stam reduction for Roll Dodge
    110 Stam reduction of Break Free

    790 red points (2370 cp) includes ^ ALL of the above PLUS passive:
    + 400 Stam reduction of Break Free extra
    + 25% reduction of Elemental effects on you
    + 1400 HP
    + 3 meter Stealth detection
    + 10% faster Sprint
    + 100 Stam reduction of Sprint
    + 100 Stam reduction of Block
    + 600 bonus damage to Bash
    + 20% more damage Blocked

    In the blue tree, they can continue earning no-slotting-needed passives up to 2900cp, such as 15% extra healing, 5% extra healing taken and 5% less damage taken, 1750 offensive penetration, etc.on top of the general damage perks that a 810cp player can get. And that's not even counting the fact that even higher cp players will have all useful slottable perks maxed out and ready to go, so they can switch from their AoE setup to their ST setup on the fly, without any restriction like CP respec costs. This will only make good players more BiS and noobs less good (CP 1.0. required them to pick good perks once; CP 2.0 would require them to pick good perks, and keep changing them appropriately for every situation).

    So yeah, while in CP 1.0 a player with 810cp was absolutely 100% competitive with 810cp or even 3000cp players, in CP 2.0, the new bar for being on par is around 2900cp. Also, I'm pretty tired of the 'you don't need to' argument. Sure, nothing is technically required. You're not forced to play the game, you don't have to win, and noobs don't have to not get kicked from every group content. :tongue: MMOs don't revolve around what's technically required, it's about what's relatively expected.
    And how many cp3000 people you expect to see right after patch drops? You sound like everyone is going to run around Cyro with 3000cp lol. Do you realize it will take years to grind that. If someone is even crazy enough and got nothing better to do. So yeah, you will be competitive at 810 because that's where majority of playerbase is atm.
    How would you know where the majority of playerbase is? When you see all those 810cp players, you can't see how many extra CP points people have above 810. Here's a poll for example (which is only forum posters not the whole playerbase, but ESO doesn't publish CP data and at least that poll is sure better than assuming most players are at but not above 810).
    https://forums.elderscrollsonline.com/en/discussion/559238/your-current-cp-level-is-around/p1
  • vgabor
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    bluebird wrote: »
    How would you know where the majority of playerbase is? When you see all those 810cp players, you can't see how many extra CP points people have above 810.

    You actually can see, some addons group list showing you the real cp of the players above 810 in your group. And from my experience most of the players doing endgame vet dlc hm trials are between 1000-1300 cp.
    Edited by vgabor on February 3, 2021 10:44AM
  • bluebird
    bluebird
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    vgabor wrote: »
    bluebird wrote: »
    How would you know where the majority of playerbase is? When you see all those 810cp players, you can't see how many extra CP points people have above 810.
    You actually can see, some addons group list showing you the real cp of the players above 810 in your group. And from my experience most of the players doing endgame vet dlc hm trials are between 1000-1300 cp.
    That's actually what the poll I linked said. :smile: Most players answered around 1200cp. So not 810 at all as others claimed which was my point. Of course, it would be nice if ESO had public statistics like other games. Neither AddOn data nor forum polls are an accurate full picture but they sure are better than just assuming that most people are 810.

    The really funny thing is that with so many passive perks in addition to the slotted ones, raising the effective cp cap to 3600 overnight will raise average power from 810 to 1200. Much bigger than the 30 cp per patch increase (that had significant diminishing returns on each point spent) that was allegedly so bad they had to stop doing it. Now they'll just raise the soft cap to 2900cp overnight (with no diminishing returns) with many players nearly halfway there already. If new players had no chance to be competitive with 810cp ahead of them, they certainly won't be competitive with 1200-2900 ahead of them.
  • Foto1
    Foto1
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    Kurat wrote: »
    bluebird wrote: »
    Kurat wrote: »
    Why does everyone think they need 3000cp? This is why we have so many people in this game who don't know how to play. They grind mindlessly to reach 810 and then do barely 10k dps in dungeons. Just learn to play and enjoy, around 900-1200cp is all you need to be competitive with the new system. Beyond that it's just convenience and maybe 2-3k dps gain. Everyone wants to max out quick so they can complain again that theres no progression. Lmao
    '900-1200 cp is all you need to be competitive'? Do you play competitive game modes? I'd love to see you with 900cp dueling the same builds with 2900cp, or make a trial group full of 810s and another group with 2900s and we can see who times HMs on the leaderboard.

    270 red points (810 cp)
    1400 Max HP (slotted)
    15% longer CC-immunity (slotted)
    10% dmg reduction while immune to CC (slotted)
    1 free Break Free every 21 seconds (slotted)
    480 Stam reduction for Roll Dodge
    110 Stam reduction of Break Free

    790 red points (2370 cp) includes ^ ALL of the above PLUS passive:
    + 400 Stam reduction of Break Free extra
    + 25% reduction of Elemental effects on you
    + 1400 HP
    + 3 meter Stealth detection
    + 10% faster Sprint
    + 100 Stam reduction of Sprint
    + 100 Stam reduction of Block
    + 600 bonus damage to Bash
    + 20% more damage Blocked

    In the blue tree, they can continue earning no-slotting-needed passives up to 2900cp, such as 15% extra healing, 5% extra healing taken and 5% less damage taken, 1750 offensive penetration, etc.on top of the general damage perks that a 810cp player can get. And that's not even counting the fact that even higher cp players will have all useful slottable perks maxed out and ready to go, so they can switch from their AoE setup to their ST setup on the fly, without any restriction like CP respec costs. This will only make good players more BiS and noobs less good (CP 1.0. required them to pick good perks once; CP 2.0 would require them to pick good perks, and keep changing them appropriately for every situation).

    So yeah, while in CP 1.0 a player with 810cp was absolutely 100% competitive with 810cp or even 3000cp players, in CP 2.0, the new bar for being on par is around 2900cp. Also, I'm pretty tired of the 'you don't need to' argument. Sure, nothing is technically required. You're not forced to play the game, you don't have to win, and noobs don't have to not get kicked from every group content. :tongue: MMOs don't revolve around what's technically required, it's about what's relatively expected.

    And how many cp3000 people you expect to see right after patch drops? You sound like everyone is going to run around Cyro with 3000cp lol. Do you realize it will take years to grind that. If someone is even crazy enough and got nothing better to do. So yeah, you will be competitive at 810 because that's where majority of playerbase is atm.

    no matter how many there are, the main thing is that they are. so I will never enter the CP campaign again
    PC/EU CP 1200+
    Artaxerks stamina dk khajiit
    Wayna Qhapaq magicka dk argonian
    Rorekur stamina sorc orc
    Maria de Medici magicka sorc breton
    Cordeilla stamina warden wood elf
    Quienn Gwendolen magicka warden high elf
    Nefertari stamina necro khajiit
    Boadicea Icenian magicka templar dark elf
    Clarice de Medici healer nb breton
  • XomRhoK
    XomRhoK
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    I am agree that it were better to tune old CP system with 9 constellations, than introduce 3 overloaded constellations.
    • I'd keep 9 constellations and slotting system but expanded it to passives also, something like 5 combat change perks slots, 5 combat related passives slots, 5 utility passives slots, not by color but by essence.
    • I'd shifted focus from flat and repeated +heal, +ST heal, +AoE heal, + DoT heal to some "power fantasy"/roles passives and perks. For example Enchanter(not constellation, just some stars fiting the theme), some passives to increase potency of enchants and perk that triggers weapon enchant at all enemies in AoE, for example. Or Alchemist, some passives to increase potency and cooldowns of potions and poisons and perk that add additional damage to any poison and it can stack. Rogue passives increased damage from behind(already exist) and perk once every 5 seconds covers in shadow and get behind enemy, auto or by self synergy. Some Armorer, Mage specialised at channeling spells and so on.
    • No paths in constellations, system like at Live servers, after adding around 30-70-100-120 points in constlation you unblock some perks.
    • So at low CP you go for a limited path, for example, as Enchanter and Channeling Mage, and thats vertical progression until you fulfill all your perk/passives slots. After that you don't grow in straight power, but have enougth CP to open additional perks and passives and start to mix "classes". You have enougth CP to take passives from Enchanter and add perks from Armorer, and passives from Alchemy and perks from Channeling Mage, it will open some gameplay not available at low CP, but will not be stronger in raw power, and thats horizontal progression.
    • And, to bring sense in gaining an experience after you reach high CP, i'd add 10th constellation "Serpent", it will have 3-4 stars, you only can activate one star at a time and it will consume one CP. Stars can give: one additional slot for combat change perk or one additional slot for combat related passive or some bonus to % of gathering resources and finding recipes, tresures, leads and so on(not slot for utility passive, because doubt that some one will burn CP for this). Bonus will last 24 hours. You can change bonus at anytime, but it will consume another CP.
  • Vevvev
    Vevvev
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    Kurat wrote: »
    Why does everyone think they need 3000cp? This is why we have so many people in this game who don't know how to play. They grind mindlessly to reach 810 and then do barely 10k dps in dungeons. Just learn to play and enjoy, around 900-1200cp is all you need to be competitive with the new system. Beyond that it's just convenience and maybe 2-3k dps gain.
    Everyone wants to max out quick so they can complain again that theres no progression. Lmao

    There is a saying that a man will eat the food that is on his plate. If you give him a little he will eat it, but if you give him a lot he will also try to eat it all. Raise the effective CP from 810 to max 3,600 and everyone's goals will immediately shoot up to the highest checkpoint.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Vevvev wrote: »
    Kurat wrote: »
    Why does everyone think they need 3000cp? This is why we have so many people in this game who don't know how to play. They grind mindlessly to reach 810 and then do barely 10k dps in dungeons. Just learn to play and enjoy, around 900-1200cp is all you need to be competitive with the new system. Beyond that it's just convenience and maybe 2-3k dps gain.
    Everyone wants to max out quick so they can complain again that theres no progression. Lmao

    There is a saying that a man will eat the food that is on his plate. If you give him a little he will eat it, but if you give him a lot he will also try to eat it all. Raise the effective CP from 810 to max 3,600 and everyone's goals will immediately shoot up to the highest checkpoint.

    @Kurat
    the reason is simple. in an RPG players try and make their character as powerful as possible. When you have passives which grant your character more power at a baseline (with no choices needing to be made) people will want to obtain it.

    The slot system gives choices, the passive system doesnt.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast Podcast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • FinrodMacBeorn
    FinrodMacBeorn
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    Zayoo wrote: »
    Well that's some nice ideas... But unfortunately that's never gonna happen. Just imagine how long it took ZoS to create the CP 2.0. They won't throw away all the work they have done (I certainly wouldn't) and in that delay a revamp for another 6 months...

    Some of the proposed changes can be easily implemented during pts without throwing anything into the bin. E.g., diminishing returns would just require to change some numbers in a table which is adressed by the source code.

    Implementing a temporary cap (e.g. at 1200 cp) - only for spending cp, not for earning them which should be based on the final cap of 3600 - wouldn't also take much time.

    You're right that other proposal like going back to 9 constellations are unlikely to happen at this stage.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Thorough and well-reasoned. You seemed to touch on most of my primary concerns with CP 2.0.

    My biggest concern is that vertical progression ended at CP 810 and has been that way for years. Now vertical progression ends closer to 3000, estimates vary, but the number is higher than we were lead to believe. They need to bring that number down (or increase the CP cap on a defined schedule over the next year or two). Not saying it needs to be at 810, but it needs to be in the neighborhood. No issues with grinding even a few hundred CP if they can be obtained at a reasonable rate, but a few thousand? I would sooner uninstall.
    Edited by Oreyn_Bearclaw on February 3, 2021 7:44PM
  • ealdwin
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    Thorough and well-reasoned. You seemed to touch on most of my primary concerns with CP 2.0.

    My biggest concern is that vertical progression ended at CP 810 and has been that way for years. Now vertical progression ends closer to 3000, estimates vary, but the number is higher than we were lead to believe. They need to bring that number down (or increase the CP cap on a defined schedule over the next year or two). Not saying it needs to be at 810, but it needs to be in the neighborhood. No issues with grinding even a few hundred CP if they can be obtained at a reasonable rate, but a few thousand? I would sooner uninstall.

    They could bring it down to around 900 CP max where the Vertical Progression ends. While I would prefer that the system is redone with little to no Vertical Progression (instead focusing on expanding on opening up options for different builds, ie. Horizontal Progression), bringing it to 900 wouldn't be a (if I'm judging correctly) horrible decision. That at least wouldn't put it too far from the realm of reasonable reach. It would also mean 75% of CP could be focused on Horizontal Progression, and opening up options for different ways to build out a character to create a build that works for the player. At some point I want to be able to stop grinding for "power" and start asking "what is possible to do with this character".
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    ealdwin wrote: »
    Thorough and well-reasoned. You seemed to touch on most of my primary concerns with CP 2.0.

    My biggest concern is that vertical progression ended at CP 810 and has been that way for years. Now vertical progression ends closer to 3000, estimates vary, but the number is higher than we were lead to believe. They need to bring that number down (or increase the CP cap on a defined schedule over the next year or two). Not saying it needs to be at 810, but it needs to be in the neighborhood. No issues with grinding even a few hundred CP if they can be obtained at a reasonable rate, but a few thousand? I would sooner uninstall.

    They could bring it down to around 900 CP max where the Vertical Progression ends. While I would prefer that the system is redone with little to no Vertical Progression (instead focusing on expanding on opening up options for different builds, ie. Horizontal Progression), bringing it to 900 wouldn't be a (if I'm judging correctly) horrible decision. That at least wouldn't put it too far from the realm of reasonable reach. It would also mean 75% of CP could be focused on Horizontal Progression, and opening up options for different ways to build out a character to create a build that works for the player. At some point I want to be able to stop grinding for "power" and start asking "what is possible to do with this character".

    I would even be comfortable with something above 900 if it was reasonable (but wouldn't be opposed to something lower). I also wouldn't be opposed to the new system with say a CP cap of 12-1500 at launch, removing the limits on CP gains over 810, and saying we are going to increase by 300 each patch until we hit the cap. That would allow them to have Vertical progression end at a higher value, but it wouldnt move the goal line so far at one time. It would encourage people to play the game and give people a roadmap of what they need to do to stay near the cap. The problem of course is that while that might appeal to players like myself, it doesnt really address the player that starts tomorrow.

    What I am not okay with just moving the goal line from 810 to 3600 in one move, especially since CP gains have been very slow above 810 for a long while now. They are rewarding people that either play what is probably an unhealthy amount (even for an MMO), grind XP just for the sake of it, or did some serious grinding early on in the life of the CP system before caps.

    I have lost count of the number of players I have met (or talked into playing IRL) that really liked the game, but saw the gap between level 50 and 810 CP as simply too much to bother with and moved on. The new system as is makes this problem even worse, and furthermore, they have openly stated they want to reduce the power gap not increase it. It just doesn't pass the smell test.

  • Sgrug
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    Horrible suggestions, the worst being CP 360.

    All this recommendation does is tell players with more than a year into the game to leave, this makes the game a new player only experience, pointless to anyone who invests real time and effort into an MMO
  • bluebird
    bluebird
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    Sgrug wrote: »
    Horrible suggestions, the worst being CP 360.

    All this recommendation does is tell players with more than a year into the game to leave, this makes the game a new player only experience, pointless to anyone who invests real time and effort into an MMO
    Which part of 'reduce everything by a tenth and adjust xp gain accordingly' wasn't clear to you? :tongue:

    3600 levels past max level endgame progression system is ridiculous. It looks ridiculous, it sounds ridiculous to new players, and CP levelups are useless now, so that you only get anything every 10th or 50th or 100th point. It would be far more sensible, manageable at first sight if max CP was 360, and you got something useful every 1, 5 and 10 levelups. Otherwise you will literally have times in CP 2.0 (which switched away from % increases for every point) where players get nothing new for 300 extra CP-levelups (since they need 100 of the same coloured points for their next star to even have any any effect).

    This is simply a matter of shifting a decimal mark. All other changes (e.g. how long it should take for new players to reach, and what else to do with the system) are entirely independent.
  • AlexanderDeLarge
    AlexanderDeLarge
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    Sgrug wrote: »
    Horrible suggestions, the worst being CP 360.

    All this recommendation does is tell players with more than a year into the game to leave, this makes the game a new player only experience, pointless to anyone who invests real time and effort into an MMO

    Been playing since 2014. Still have all my gear sets with all the traits I collected, all the materials, all the gold I've made and the skill required for veteran trials. Give us some exclusive cosmetics to reward the time we've put into the previous system and the overwhelming majority of us would be okay with it because we've all had people who quit upon seeing that CP810 cap and now it's going to be increased by nearly 4X? I'm sick of people leaving over something this monotonous and unnecessary.

    We should've never been subjected to the previous, poorly thought out system in the first place so using it's existence as a defense for not only keeping it around but going further with it is nonsense. Good riddance to anyone that would quit over less vertical progression. They would not be missed and it would attract far more people to the game than it would drive away.
    Edited by AlexanderDeLarge on February 5, 2021 2:22AM
    Difficulty scaling is desperately needed. 10 years. 7 paid expansions. 22 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the vast majority of this game.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character AFKing in front of a bear for a minute and a half before dying
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