Guys, thanks for all the feedback thus far. Here are some suggestions we really like and are considering so far:
- No longer requiring players to invest in multiple different stars if their build does more than 1 type of damage
i still think we should have some star to burst damage against shields in the champion system, @Derra
you can have your opinion too, np
Ofc. I just don´t like having yet another passive (most people don´t have points for anyway) just to counter shields when the passive buffing shields does not makes sense in the first place.
It would hit everyone really. Basically every build apart from magica sorcs (which would get hit by taking bastion) relies on selfheals. Nothing templar exclusive.
One could counter and say, the CP's that increase dmg shouldn't exist either.
Ezareth said it best, ZOS needs to let the players understand how they Invision Champion points from concept to implementation. Then we can really start to balance this aspect of ESO.
It's like me walking into a meeting, telling a client "you'll get 'x' if we do 'y'." But come launch I just put out 'cvfg'anyway without communication or presenting the proposed changes. End result is that our expectations aren't met because our vision differs from ZOS's.
They are on the right track though with this.
But these actually have counters in the cp system (apart from physical dmg). So no not a valid point.
Yea but they have a soft counter; the fact you have to make a choice between healer or dps . 10 points into blessed means you can lose out on hitting 100 points in thaumaturge. If you do have thaumaturge maxed, you have to give up spell pen or crit.
Flip side, for stam build they don't need blessed because they have a heal that works with weapon crit/dmg, thus a CP dedicated towards adding to weapon crit heals. Counter to that is also not on the CP system; they only have two heals and no access to Templar heal passives.
My argument is that if you want to buff your healing, you have to remove points from dmg points. Same for tanking. There shouldn't be an actual counter point for healing, since the dps class or dps options whole point of existing IS TO REDUCE your health points.
ZOS just needs to show us a preliminary CP system for the new update, and their vision for said system. Because without that we can go in circles what should get removed versus others.
The problem with your though is: Eventually people will have dmg passives maxed out and dmg reduction passives maxed out. These cancel each other out (roughly - reduction is a tad more effective).
What remains (at a point where people have enough cp to spec most things they´re interested in) then is healing passives and bastion.
At that point you have +25% dmg -25% dmg but nothing to combat the effect of 16% increased healing taken and 25% outgoing healing resulting in basically ~45% better heals and 25% stronger shields while dmg stays the same. That´s where the problem lies and why i don´t think these passives are well thought out.
Minno wrote: »
Thanks @Wrobel for the quick recap!
Question for the community; should Champion points alter dmg / heals in the first place? I know its a very popular placement for CP's but do we want the black hole associated with offering an increase then a way to counter it?
Is it easy to turn points over to effect how skills are used versus the dmg themselves?
Examples:
- decrease cast time for magicka spells
- increase range of arrows
- increase elemental status effect chance
- increase magicka penetration. (Which we already have spell pen.)
Then you have passives that alter the way you play:
- 6% chance on spell penetration to chain lighting.
- % chance at multiple penetration with arrow
- increased crit hit dmg and chance with melee when you hit behind a enemy
- heal allies for 1000 when you dispel a negative effect. Occurs only once per 6 seconds.
You get the idea. Thoughts?
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, Spell Erosion and Piercing are looking at the attackers stats instead of the defenders so the number don't end up being what you may expect. 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!
@Ezareth The Armor Focus and weapon Expert stars are forms of specialization currently in the CS. Making more stars like those, perhaps increase passives/stats for specific skill lines or add other specific bonuses ("Increase block mitigation by x% for 2 seconds after starting to block, 2 second cooldown" for example). But to make those bonuses worthwhile, the general power increases such as Mighty, Thaumaturge, Warlord, Magician, Hardy, etc. need to be removed. There are far more general power increasing stars than specialty ones, requiring a reinventing of the CS to shift it towards player specialization.
Passives with restrictions, like the weapon Expert and Armor Focus stars mentioned, are what will need to permeate the CS for passives. Stars that reward skilled or reflexive play, like the suggested block mitigation above, would also further allow specialization. Passives that require a certain mixing of armor types, or focusing of armor types, or weapon types.
i.e. Increase weapon damage when a one-handed weapon and shield are equipped for both weapon slots;
Amplify the effects of armor passives when wearing 7 of a single type (could be 1 star or 3, 1 for each type);
When you reflect/absorb an attack with an ability, increase the power of your next ability (not just attacks);
For 1 second after roll dodging, have a chance to dodge incoming attacks;
While wearing 6 or more Heavy Armor pieces, reflect a percentage of melee damage;
While wearing 6 or more Light Armor pieces, there is a chance an incoming attack will be mitigated by 50%, 5 second cooldown;
While wearing up to 3 Medium Armor pieces, reduce cost of Stamina abilities per Medium Armor piece equipped;
With 4 or more abilities from the same skill line on your bar, increase their effectiveness
The list can go on.
Percentages would need to be balanced per passive rather than standardized like the current 25-16 caps. Some will cap at 50% and others at 5%, depending on the power of the passive. There are also passives supporting every type of build, making up for weaknesses in double sword 'n' board users, rewarding armor mixing beyond 5-2 or 5-1-1, including armor specializing for 6-1 or even 7-0, and promoting weapon or class builds. Passives that offer general power increases have conditions, like applying a debuff first or requiring timed actions (with leeway for latency). Passives like these change the way the game is played, letting players specialize in their own playstyle or allow them to ease into different ones.
There are a lot of stars to replace and coming up with specific passives like these is harder than general power boosts. If we want the CS done right, we need to pitch in with passive ideas.
Guys, thanks for all the feedback thus far. Here are some suggestions we really like and are considering so far:
- No longer requiring players to invest in multiple different stars if their build does more than 1 type of damage
At the moment Ultimates and monster sets (Valkyn, Nerienth) only work with Spell Penetration, do you have any intention to change this and make it so that they either scale with Spell or Physical penetration if you make those changes with the CP system?
And I do not think "dumbing" down the CP system will be any good at all. But I guess lets create some new OP things with those changes.
dwemer_paleologist wrote: »guys, please NOTE:
this does Not apply to "PVP"
this is only for "PVE" very soon will be a NON-CP cryodiil campaign
Wish @Wrobel created thread "Ultimate generation mechanic"
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.
With 100pts into Befoul my reverberating bash / soul harvest tells me it reduces heals by 40 %. Either it´s an error in the tooltip or it´s not working as you described.
I think one of the largest issues with this game is in how attributes and bonuses interact with each other. For some reason everything is a percentage, and this is bad for the health of the game. Superlinear scaling means that the only winning move is to pump a small number of attributes up super high. This is why damage and sustain has skyrocket recently, and why hybrid builds, and build diversity, have suffered.
Some people advocate for adding softcaps back into the game, but I think that is unnecessary. The solution is to remove as many superlinear bonuses as possible, and I think the champion system is a great place to start.
What do I mean by this? Well, lets use Mooncalf as an example: currently at 100 points it increases your regen by 25%. This means that the more base regen you have, the more you benefit from this bonus (i.e. superlinear). A better alternative would be to have this bonus be a flat one, e.g. at 100 points you get a flat 200 regen. This makes the bonus useful for both stamina and magicka builds: stamina can use it for more primary resource regen, and magicka can use it to shore up a weakness. The idea is that the bonus is equally powerful in both cases.
Personally I think this treatment should be given to more game systems. For example, racial passives given this treatment would mean that the passives they give would be useful for all builds.
ZOS_GinaBruno wrote: »I wish ZOS would participate in these discussions
Keep in mind this thread isn't meant to be a discussion or Q&A, the goal is to gather feedback from everyone about the topic at hand.
With that said, please keep this thread focused on what Wrobel and his team are looking for: three changes you'd like to see with the Champion bonuses. This is not a place to discuss other systems. Thank you!
What stars would you feel need a fixed value and what value(s) would those be?