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Gear Leveling, A new Method of Crafting, Soft Caps, and Skills on VR rank removal

LegendaryNinja
LegendaryNinja
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GEAR LEVELING:

Hello everyone. I don't post much and i'm not popular on the forums either; but there's an idea that's worth looking into.
As many of you know VR are ranks are being removed from ESO and everyone will go back to lvl50 and the champion points; with this change gear will have a CP requirements in increments(maybe every 10-15 CP). The game was not originally designed to have VR ranks as the scaling is not the same when in normal levels. For example, if you have a good all-round build it is currently possible to solo most normal dungeons before you hit VR1. I totally agree with the removal of VR ranks, as the game was originally intended to be. The gear that we have now will retain its current strength when the conversion happens according to ZOS.
Something else to mention, in a previous eso live, Gina Bruno stated that the levels we show will be a combination of champion points and character level, would that mean that a level one character would be able to equip gear in the amount of champion points you have?(Just speculation)

Now, the main topic of discussion; itemization when the conversion happens. So lets say you have a VR 16 right now with no alts, you get an extra 160CP, then lets say you have 100cp right now, you start with 260CP when the conversion happens.
Lets say VR16 gear right know in terms of strength CP requirement is 160CP. Tats all cool, I have no complaint about that. Now where I'm having a problem is is when they make current crafted sets and drops at CP200 gear, CP220, CP250, and CP300 gear. This would be a problem because we would have to re equip our characters every time we hit the next CP gear increment mark; with that comes crafting and upgrading all of our gear on all of our characters.

A few concerns:

1.The game does not make it easy to get purple and gold mats to upgrade our gear, it worked if we had a level cap, but not under this system; is it worth investing so much time and effort in to upgrading our gear and running vet maelstrom, trials, and vet dungeons every 10-15 CP?

2.Players that don't focus in crafting will have problems and may get kicked out of groups due to sub-par gear level. (There should be a penalty for people leaving groups formed under the group finder, just a thought)

Proposed mechanic: Gear that levels with you with limits

-So my proposed mechanic is gear that you can level with just experience and/or an item(that a little tough to get, but not impossible(maybe normal maelstrom and purchasable with alliance points)). Leveling the gear to the current CP cap.

-Maybe limit the gear you can level to only purple and gold, giving an incentive for players to use their rare mats and additionally for giving a new player an incentive to craft even more.

-It would make it so that now players can equip any gear set that they desire, making a massive amounts of multiple gear builds in the game.

-They can make it so that Master Weapons and Monster Sets don't level, since those are special items.

-it would be also possible to level up jewelry as well

-About enchantments, they can make it so that that doesn't level.

-If there's a lot of concern that it will take players that craft out of business, they can make it so CRAFTED sets can only be leveled so much, while DROPPED sets can continue to level.

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A new Method of crafting

Another idea is to give players freedom in what they craft. My proposed idea is a special crafting station that allows a player to select the bonuses they want in their gear; this way players will always have the bonuses that they want. There should be limits on the 5th trait bonus, in order to keep certain dropped sets unique.

-The player crafting has to have researched all items in a category to have access to craft in this station

-All 2-4 trait bonuses in the game should be available.

-No 1 trait bonuses can be available or 2 trait bonuses from helmet sets, or bonuses from master weapons

-For the 5th trait bonus, I propose that only crafted bonuses are available, to keep dropped sets unique.

This would create parity in the game in terms of build options, while still keeping unique 5th trait bonuses special. Please think about this, this can change the game to make player freedom even better.

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Soft Caps in a new way

Initially when the game first came out on PC there was something known as Soft and Hard Caps, and Overcharging; if my memory serves me correct until Update 5.
I believe that when they first implemented this they did not did it well, simply because the soft caps was too low, so it wasn't hard to get multiple stats to the soft cap amount. For example, a magic light armor build could get to the soft cap for armor with just a buff.

Now with soft caps removed, i think is a bad idea because this allows anyone to unlimited stack one stat over the other making then extremely powerful in both PvE and PvP. Every stat and damage should have soft cap, but the soft cap amount should be higher than before and updated with every CP season. I know that a lot of you might view this as something bad, but there are multiple benefits.

-This can bring back great hybrid builds, obviously not as powerful as focusing in a specific role.

-This will remove the one shot builds out there, or at least limit their damage and crit damage to a certain cap, making them counter-able for builds without damage shields.

-This will also balance PvE content

-Here is the suggested amounts(This CP Season): (I'm no expert, but at least is something)
-Magic and Stamina: 30-35 k
-Health: 35-40k
-Crit chance: N/A
-Spell and Weapon Power: 3500
-Bonus crit damage: 80% more
-Armor: Should be buffed to 60-70% damage mitigation(I've seen tanks, full heavy and buffed get one shot, they need some love)
-Regen: 2k, 2.5 k health

-Within the current meta players cannot really choose any other type of build, because they have to reach certain numbers to be and remain competitive. There isn't any player choice if the player can only choose one of the following builds:
1. Max Stamina, Weapon Crit, And Bonus Crit Damage(Stamina DPS)
2. Max Stamina, Max Weapon power(Stamina DPS)
3. Max Magic, Max Spell Crit, and Max Bonus Crit Damage(Magic DPS, Magic Healer)
4. Max Magic, Max Spell Power(Magic DPS, Magic Healer)
5. Max Stamina, Max Armor, Reduced Block Cost(Stamina Based Tank)
6. Max Magic, Max Armor, Magic Regen(Magic Shield Based Tank)

Builds than a lot of players want to see:
1. Stamina Healer
2. Evasion Builds/Evasion Tanks(60% total evasion, but low armor mitigation)(minor/mayor Evasion,minor/mayor Blind)
3. Hybrid support builds( a buff master)
4. Ultimate Generation Builds(with some sort of drawback)

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Skills ESO should have:

1. Stamina based Damage shield (Both Spell and Physical Absorption)
2. Stamina Based Harness Physical (Opposite of Harness Magic)
3. Skills that get stronger the more enemy's you fight
4. A skill similar to mist form but not requiring vampire
5. You can now transform into a skeleton(no Health regen, but with abilities that buff defenses.)
6. A skill that makes you immune to damage for a short period but at a tremendous cost
7. A skill that you sacrifice yourself to either bring everyone to life at full health or insta kill certain enemies or reduce a portion of hp for bosses(PvE ONLY)
8. Skills to trade Magic for Stamina, Health for Stamina, or Stamina for Magic for all classes.
9. A tount skill for PvP, this would be interesting for organized combat, maybe other players can ignore this skill at a cost.
10. A skill that restore magic to other players for all classes
11. A skill that restores Stamina to other players for all classes

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This is all I have, I'm eager to hear from everyone, I really want to make this game better; one last thing, ask yourself, Why do you play ESO?
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