We are all familiar with the arguments for and against.
1. Many people want parity in PVP.
2. CP is a linear progression system where the grinders leave everyone else for dust.
3. Everyone wants progression but not at the cost of the CP system.
So how do you fix what is a vertical progression system (diminished returns doesn't make the system horizontal) ?
How do you reward time and effort without making gods that ruin the game for everyone else ?
How do you keep the Champion system and keep the PVP crowd and the grinders happy ?
Some have said CP caps...which castrate the grinders
Some have said CP catch up mechanisms....which makes a mockery of the time and effort put in by some..but restores parity for the rest just like level caps.
Some have said remove CP from PVP...which works, but then we end up with bits of system running in PVE only and other bits on PVP only with a management nightmare for ZOS.
My suggestion then....
With the skyshard/skill tree system, we have two loadouts with 5 actives + 1
This is in place to stop people having 20 toolbars with every skill from every tree being available in combat instantly at all times like some MMOs.
No one is stopped from farming/grinding skyshards and skills....but everyone is limited in how many they can use at a time.
Now apply this to the Champion system.
No one is limited on how many CP they grind nor how many Champion skills they can work on and invest into.
BUT... you can only have 1 constellation from Mage, 1 constellation from Warrior and 1 constellation from Thief active at any time.
The passives from all trees are disabled, unless they are selected and placed in one of 3 slots in the Champion system skillbar.
Champion Bar example.
Slot 1 - Mage Slot - Ritual - Mighty (+ unlocks....Opportunist / Perfect Strike / Exploiter / Last Stand)
Slot 2 - Thief Slot - Tower - Warlord (+ unlocks...Ensnare / Inspiration Boost/ Maras Gift / War Mount)
Slot 3 - Warrior Slot - Steed - Medium Armour Focus (+ Unlocks...Invigorating Bash / Phase / Shield Expert / Reinforced)
Now it doesn't matter if someone has maxed out all 12 skills in Warrior or Mage or Thief.... you can only use 1 each of them at any time.
Benefits of this system.
All characters are forced to make sacrifices on their choice of Champion skills encouraging unique builds to suit individual playstyles.
Everyone can grind to their hearts content endlessly developing their character for years without restriction.
PVP is much more balanced as low level players can max out the 3 skill (out of 3) they really want to use most quickly while the Ancient Vets can also only use 3 skills (out of 36).
Player separation power wise is minimised if not eliminated but rock/paper/scissor builds are encouraged and enhanced.
PVE Trial/Boss/Quest and PVP balance is much easier to achieve rather than trying to accommodate all CS skill trees with any number of CP invested into them.
The other problem is the stamina/magicka/health stats 150% overcharge issue which I would suggest reducing by half to a max of 100-125% increase form 0-3600 CP.
V14 have a 55% advantage over V1 players as it is which led to rebalancing Vet PVP with combat bonus.
So either combat balance CP points too or reduce/remove the stats increase associated with Champion System.
Edited by Rune_Relic on June 21, 2015 2:22PM Anything that can be exploited will be exploited