Really. Why than with 100 Befoul, Dark Flare from 30% reduction becoming 40%?Effectively communicate all bonuses so it's easier to understand what they are doing:
It’s unclear exactly how some Champion passives work just by reading their tooltips. For example, Befoul reads: “Increases the effectiveness of healing reduction abilities by 33%”. This bonus is actually additive, so a 30% debuff ends up being a 63% debuff when this passive is maxed. We’ll be cleaning up instances of tooltips like this so they are easy to understand.
Joy_Division wrote: »Is this actually going to be a discussion?
Or are we going to say stuff that has zero effect on game development like the last topic?
Anyway:
- Some specs should not have to split between different trees. Sorcerers need thaumaturge and elemental to increase their damage. Stam builds only need mighty
- Apprentice perks are bad and too situational. Vengeance? What magicka build blocks 3 spells? Foresight? I have to use a potion that has a 45 second cooldown?
- Combine blade and heavy weapon expert from Apprentice tree (people should never have to invest in 2 stars what others get for 1) and make new passive that reduces the charge-up time for a heavy attack
Joy_Division wrote: »Is this actually going to be a discussion?
Or are we going to say stuff that has zero effect on game development like the last topic?
Anyway:
- Some specs should not have to split between different trees. Sorcerers need thaumaturge and elemental to increase their damage. Stam builds only need mighty
- Apprentice perks are bad and too situational. Vengeance? What magicka build blocks 3 spells? Foresight? I have to use a potion that has a 45 second cooldown?
- Combine blade and heavy weapon expert from Apprentice tree (people should never have to invest in 2 stars what others get for 1) and make new passive that reduces the charge-up time for a heavy attack
Ultimates (except dragon leap) different skills and passives (burning light, killers blade, poison injection, etc) scales with thaumaturge or elemental defender, so stamina builds still suffer from that issue.
Calling all ESO forum posters! We are currently reviewing the Champion System bonuses and would love hear your feedback on them. Our goals for this review are:
- Ensure bonuses have a counter weight
- Improve infrequently selected bonuses
- Effectively communicate all bonuses so it’s easier to understand what they’re doing
Ensure every bonus has a counter weight:
For the Champion System, every offensive bonus should have a defensive counterpart and vice versa. For example: Offensive players can get increased spell penetration from Spell Erosion, while defensive players can get increased spell resistance from Spell Shield.
Improve infrequently selected bonuses:
Some of the Champion Point stars are much less popular than others. It’s not intended that all specs are equally useful, but they should be somewhat useful for some playstyle. Nourishing is a great example of a passive we are looking at in our review. It’s in the same constellation as Quick Recovery and gives a similar bonus of increased healing. However, Nourishing only works every 45 seconds when you can use a potion and Quick Recovery works all the time on all abilities, from both ally and self cast sources.
Effectively communicate all bonuses so it's easier to understand what they are doing:
It’s unclear exactly how some Champion passives work just by reading their tooltips. For example, Befoul reads: “Increases the effectiveness of healing reduction abilities by 33%”. This bonus is actually additive, so a 30% debuff ends up being a 63% debuff when this passive is maxed. We’ll be cleaning up instances of tooltips like this so they are easy to understand.
We would love to hear what your top three changes would be to the Champion bonuses. Keep in mind the criteria above, and as always, please keep things constructive!
Calling all ESO forum posters! We are currently reviewing the Champion System bonuses and would love hear your feedback on them. Our goals for this review are:
- Ensure bonuses have a counter weight
- Improve infrequently selected bonuses
- Effectively communicate all bonuses so it’s easier to understand what they’re doing
Ensure every bonus has a counter weight:
For the Champion System, every offensive bonus should have a defensive counterpart and vice versa. For example: Offensive players can get increased spell penetration from Spell Erosion, while defensive players can get increased spell resistance from Spell Shield.
Improve infrequently selected bonuses:
Some of the Champion Point stars are much less popular than others. It’s not intended that all specs are equally useful, but they should be somewhat useful for some playstyle. Nourishing is a great example of a passive we are looking at in our review. It’s in the same constellation as Quick Recovery and gives a similar bonus of increased healing. However, Nourishing only works every 45 seconds when you can use a potion and Quick Recovery works all the time on all abilities, from both ally and self cast sources.
Effectively communicate all bonuses so it's easier to understand what they are doing:
It’s unclear exactly how some Champion passives work just by reading their tooltips. For example, Befoul reads: “Increases the effectiveness of healing reduction abilities by 33%”. This bonus is actually additive, so a 30% debuff ends up being a 63% debuff when this passive is maxed. We’ll be cleaning up instances of tooltips like this so they are easy to understand.
We would love to hear what your top three changes would be to the Champion bonuses. Keep in mind the criteria above, and as always, please keep things constructive!
I hate to go on a tangent, but the power of Sithis compels me.
You got it! Now you understand why the "Amphibious" Argonian racial passive is so bad, as well. You just explained it perfectly. It only works every 45 seconds while other passives work all the time. Now can you please put some of the effort you're putting into making the Champion Point system better into making the racial passives better, too? Please? I know no one likes begging, but this is me begging. Please? I now know that you understand Argonians' pain. You wrote it out yourself. Please, help us. Please?
Argonian passives are just as restricted and niche as that nourishing passive. Not only amphibious, but every one of their passives except the 6% health bonus is just as limited. The Argonian race has the same exact problem as those underused champion point passives. The exaxt. Same. Problem.
Please do something about it.
Thank you.
Joy_Division wrote: »Joy_Division wrote: »Is this actually going to be a discussion?
Or are we going to say stuff that has zero effect on game development like the last topic?
Anyway:
- Some specs should not have to split between different trees. Sorcerers need thaumaturge and elemental to increase their damage. Stam builds only need mighty
- Apprentice perks are bad and too situational. Vengeance? What magicka build blocks 3 spells? Foresight? I have to use a potion that has a 45 second cooldown?
- Combine blade and heavy weapon expert from Apprentice tree (people should never have to invest in 2 stars what others get for 1) and make new passive that reduces the charge-up time for a heavy attack
Ultimates (except dragon leap) different skills and passives (burning light, killers blade, poison injection, etc) scales with thaumaturge or elemental defender, so stamina builds still suffer from that issue.
I hear you. Don't understand why Killer's Blade and such do magic damage, though I think the fix for that would be to rework those specific abilities and come up with some more physical ultimates (I don't know why the weapon lines don't have them).
% damage reduction is the same thing as armor. Something that adds 3500 armor can simply be thought of as adding 5% DR.zerosingularity wrote: »Heavy/Medium/Light Armor Focus(counter weight/infrequent bonus) - I think these are meant to be the counter to the Mighty passive (Physical Damage) but currently these feel lackluster at best. I know many would like this to be a % damage reduction while wearing the 5 pc (not % bonus to armor) but that might be a little powerful and would need a balance check in PvP AND PvE.
Arcane Well(clarity) - I never see this 120 point passive activate, so I do not know easily if it is working or not. If it is working correctly, a better telegraph to show it is working might be a good idea.
Effectively communicate all bonuses so it's easier to understand what they are doing:
It’s unclear exactly how some Champion passives work just by reading their tooltips. For example, Befoul reads: “Increases the effectiveness of healing reduction abilities by 33%”. This bonus is actually additive, so a 30% debuff ends up being a 63% debuff when this passive is maxed. We’ll be cleaning up instances of tooltips like this so they are easy to understand.
s7732425ub17_ESO wrote: »The problem is that no one except tanks cares about damage reduction in this game. Light armor users focus entirely on DPS or healing buffs and use shields as their defense. Medium armor users focus entirely on DPS and use dodge roll as their defense. As a magicka DPS, would I spend 10 points to increase my damage reduction by some %? No, I'll always skip that star and put it in some + damage star. So you have a bunch of useless defensive stars that no one will ever put points into.