Hopefully this post makes sense. Enjoy. Please see my other Champion System posts with the links at the bottom. There is no TL/DR.
Note: This is my understanding of how “numbers” will work in the Champion System in ESO. This is based upon an extensive review of all publicly released information and the audio from the
Champion System portion of Guild Summit 2014.
“The Elder Staves Online” and
“Sticks and Skirts” are just some of the the less than flattering sentiments people have of the current balance in ESO and to a certain extent, they are correct. ZOS has been trying hard to balance the game and indeed every role is now viable throughout. From the lowly noob to end-game “raiders”, you will find every play style, every armor type and every weapon used but “Sticks and Skirts” is still number one. The main reason for this is how ESO currently crunches the numbers behind the scenes and it is this number crunching that is becoming extinct when the bulk of the Champion System rolls out.
“What you may know is [The Champion System] is a progression system . . . past level 50 . . . that provides significant growth opportunity for your account. What you may not know is it is a COMPLETE overhaul of game numbers and the way some abilities work.” - Paul Sage
It is the last statement by Paul above that I will ATTEMPT to address in this post.
Why the complete overhaul? Because the Champion System (CS) cannot simply be put on top of the current game. It would be irresponsible to do so. The CS will be changing the overall effectiveness of the player within the game and if they simply overlaid the CS on top of the current game they would also need to increase the overall monster effectiveness by that same percentage. They have to make sure the game has parity to challenge the players otherwise content would not be fun. With this in mind, no matter how they slice it (we’ll be talking about pie later) a complete rebalance is necessary. Furthermore if they are going to have to do all of this, it is a good time to correct other issues with balance they are having. This is also the reason why the CS is taking so much time. It is not a simple process.
Another reason for the overhaul is adding additional points to soft capped abilities would be bad. The numbers need to mean something. A soft capped ability provides diminishing returns once the soft cap is reached and there are reasons for that which we will cover briefly but if you add an enchantment for 50 points to an ability that is soft capped, you don’t see the full 50 points and that needs to change.
Understand that by you reading this you are most likely in the top 5% of the game. 80% of players never enter a gaming forum. They don’t min/max. They simply play. They most likely aren’t as skilled or informed as “we” all are. That is an important thing to understand as I proceed with an occasional generalization.
So why do we even have the current system? Mainly because it helps prevent bad builds and gives complete freedom of how to play.
This game is built upon, in part, your ability to dodge, interrupt and block and knowing when to do all those things. None of that is really hard but for some people it actually is. Add on top of that the freedom to build your character the way you want to build your character and you end up with people who create what they consider a “bad build”. Because they have to get past both player dexterity skills as well as the character build skills. These factors resulted in a gulf in beta where there were a bunch of players saying, “The game is too hard” and another group, probably those reading this article saying, “The game is too easy.” So ZOS created a freedom of how to play which allows players to go over limits - soft caps.
Let’s try to dig into that last statement a little more. Imagine you have 150 armor points total that you can have. What ZOS designed was a system to allow players to get to that armor total in a lot of different ways. So not just the armor you wear, but the abilities you use, the potions you use, the enchantments you use, etc. The sum of all those moving parts actually allows players to go over that complete total of 150 armor points reaching and exceeding the soft cap. Now by allowing people to go over that total it allows players to reach maximum effectiveness pretty easily. But by allowing players to reach maximum effectiveness pretty easily it creates a scenario where players are able to use the system to their greatest effect. This is what leads to light armor wearers who are somehow able to get to the top of the armor food chain. This is why you see light armor tanks and things like that. That naturally wasn’t ZOS’s intention with the system. It was designed to help those players that needed assistance and balance out “bad builds”.
What are some other shortcomings of the current system? Mainly there are no trade-offs or decision points in the current system. For example, why do I want to wear heavy armor when it seems so obvious that I should wear light armor which will allow me to still achieve max armor rating and receive the magicka benefits of wearing light armor? There is no real decision there.
The current system actually makes balance much harder for ZOS. When you start to allow things like light armor wearing tanks you have to get creative to make heavy armor more meaningful or attractive. Ideally the armor should mean the armor and that’s it - light for magicka, medium for stamina and heavy for health.
All of the things mentioned, among many others, are the reasons why the CS is also a complete overhaul of how game numbers work.
So how will the CS accomplish all this? The first thing most will notice is the CS completely removes all soft caps.
Next is the game system needs to get limits. But I thought we just removed soft caps? We did but hard caps still exist and need to. For example armor will cap out at 50% physical mitigation. Hard caps exist in-game now. 50% physical mitigation on the live servers is around 3,000 armor. Anything you put into armor past 3,000 is completely lost.
ZOS has to know for each game number what they want those top numbers to be. Once we know what those top numbers will be, we can then slice that pie - this will become clearer as we continue. Then once we have the limits and slice them up ZOS is going to have change all the numbers for abilities, item sets, enchantments, potions, etc that can modify those numbers.
Let’s hopefully clear things up by looking at the armor “pie” in the CS. Although we are going to focus on armor, there is a separate “pie” for every stat in the game - health, magicka, spell crit, frost resistance, etc. ZOS took this “pie slicing” activity for each stat and each pie is different. The numbers below are not illustrative these are actual numbers as they currently exist but are subject to change.
- 30% - Buffs (class/weapon skills and passives, potions, food) - They want to promote "active" combat so it gets the biggest chunk.
- 24% - The Armor itself - Legendary, max level, heavy armor gets the 24%. You cannot get to the 24% without all that is mentioned.
- 24% - 700 points in the CS passive. You can double the value of the armor itself by full CS investment. If you only got the armor slice to 15%, a 700 CS investment will only double the 15%.
- 5% - Item set bonuses
- 5% - Shield
- 4% - Reinforced armor trait (all pieces give 4% total)
- 4% - Enchants
- 2% - Defending weapon trait
- 2% - Mundas
As opposed to the current system you can now look at armor and see how it is all very neatly sectioned out into all the different traits, enchantments, buffs, etc.
Each “slice” is independent and static. Meaning if you don’t use any reinforced armor you cannot makeup that 4% armor amount in another category. It is “lost” for good or until you make/acquire different armor. If you don’t use a shield, you lose that 5%. The exception to these rules are racial passives and ultimates which are OUTSIDE the limits.
As mentioned ZOS must now change all the numbers for all the abilities, items and enchants to match the numbers in the pie. So knowing that Mundas Stones are 2% of the armor pie, they can set The Lady to increase armor by 2%. They can set a legendary, heavy armor VR14 shield to 5% and then scale all other armor types, quality grades and level shields accordingly. But the maximum a shield will ever contribute to the armor pie is 5%.
The only way to get 24% of the armor slice in the CS is to wear heavy armor. Medium and light armor will be a smaller chunk of the pie. Say 20% and 16% for illustrative purposes (made up numbers but reasonable). 700 points in the CS would double that percentage. So 48% for heavy, 40% for medium and 32% for light in the extrapolated example. You cannot get to maximum armor in the CS without wearing heavy, max level, legendary gear. Everything else will be less than that with no way to make up the difference. All other stats being equal, a heavy armor wearer will be a better physical mitigation tank than a light armor wearer. No exceptions. A Dragonknight by virtue of their passives and active skills and abilities in their class skill lines will be a better physical mitigation tank than a Sorcerer. No exceptions. This doesn't mean you can't be a light armor sorcerer tank. It just makes it much less optimal.
So what does all of this mean? You are going to have to make commitments to be the very best at a particular stat. Which is really going to give us more varied builds. The choices you make on your builds are going to be felt a lot more. They don’t expect everyone to go to the maximum in every stat. You’ll be effective if you don’t, but you’ll be the best if you do.
Now knowing what the players can do, ZOS can start adjusting all the monsters and all the abilities the monsters have to start balancing things like trials and Dragon Star Arena. This is another monumental undertaking.
Hopefully I was able to shed some light on what will be a big change. Let’s continue the discussion in the comments below.
Q. When will the Champion System be released?
A. The official answer is “When it’s ready.” Here is my educated guess. The Champion system will be released in update 1.7. There is quite a bit of groundwork that needs to be laid before the CS can be released. They can’t possibly release the CS with the constellations and all the required ability and skill changes as outlined in the post above all at once. That would be too much change at once for players to handle. They need to somewhat slow walk it. We have already seen some of the groundwork being laid in 1.5 with some ability and skill changes and the removal of abilities that can stack. This is all in preparation for the CS. Also as announced in an ESO Live episode as well as
Guild Summit Audio on Skills and Combat Reponsiveness, 1.6 will contain significant skill and ability tweaks and changes. This is actually laying the final groundwork to skills and abilities before the CS implementation. This leads me to believe they will be in position to release the meat of the CS complete with constellations in 1.7.
Q. How will more casual players react to the scope of these changes? How will they understand it?
A. As mentioned above, the bulk of players simply play. But you are the top 5% so what I am about to say might not make sense to you. The reality is that most players won’t care or need to understand it. They simply trust that the system works, that their stats are adding naturally and they will continue to simply play.
My Other Posts on the Champion System:
Champion System to Add 25,200 HOURS of Character AdvancementChampion System Enlightenment: What Is It and How Will It Work?