DRXHarbinger wrote: »What cp needs is a line to boost execution damage. Would make templar ganking much more fun. Toppling charge (when it works) vampires bane and then beeeeam gone.
One of the concerns with the Champion System is the eventual homogenization of players. As players apply more points, their skill-sets will begin to converge toward an eventual identical conclusion. Every player who reaches the 3600 CP cap will have the exact same CP benefits. This is a concern because it de-diversifies builds.
Active Passive Astrolabe
Along with whatever champion system cap and catch-up mechanic ZOS devises, I think it would be a good idea to have an Active Passive bar added to the Champion System with a total of nine slots.
This way, each constellation could be taken advantage of and no matter the veteran rank, diverse builds will remain possible. This would also help with the Champion System power creep concerns.
This bar would have one slot per Constellation in the Champion System.
Activating the star would be as simple as dragging and dropping the star into the astrolabe slot when viewing each constellation.
Only the CP skills that are slotted in the Astrolabe actively impacts player performance.
CP Burn Mechanic:
Another part of this concept is the consumption of CPs through use. When a star is placed in a slot it has the possibility of burning away. When a player enters combat their slotted stars burn. After a set number of time burning, the CPs within the stars are consumed. This would only happen while the player is in combat so players wouldn't consume their stars while crafting or gathering materials, or RPing. This would prevent players from feeling that need to always be on the grind.
The time left for each CP within a star could be tracked with a burn bar that is displayed in the above concept image. It's important to note that loosing CPs should NEVER make players loose access to stars they have already unlocked.
These two concepts will turn the champion system into a perpetual earning concept and prevent it from being a mechanic that has an end with the need for further maintenance. Players will be encouraged to try different stars and those who only use one set of stars will need to continually earn CPs to keep their stars fully charged.
So, what do you think? Beneficial? Unneeded? Another idea?
Oh, and if this sounds familiar, it's because this concept is highly influenced by an idea by @Rune_relic which can be found HERE.
I certainly wouldn't be opposed to differing slot effectiveness @BuggeX. Nor would I be opposed to multiple slots. A total of 9 100% effective slots and 18 50% slots would be excellent.
It's the concept of limiting the effective stars that I'm advocating... not necessarily the exact number. I do think, however, that a 3 or 5 slot bar would be too few. At minimum, I think we would need one for each constellation.
Why should No CP make hybrids in any way viable? It's not because of the CP system that hybrid doesn't work. It's because softcaps are gone that maximazing one stat is just by far the best option. CPs could actually help making hybrids more viable in a distant future when the cap is set high enough. But even then maxing out one stat is most likely going to be superior.I am just curious if the no-CP campaigns make hybrid builds more viable as well?- Any experience with that?
I've said this already.
ALL campaigns should be 0 cp.
With CP capped, almost all of the reasons above are irrelevant. A non-cp campaign would only work if CP was not capped. It serves no purpose now.
Steel_Brightblade wrote: »Strange, so many agree that champion points are a bad thing and yet, on xbox one at least, the no cp azuras star campaign is empty.
Steel_Brightblade wrote: »Strange, so many agree that champion points are a bad thing and yet, on xbox one at least, the no cp azuras star campaign is empty.
Im having more fun in pvp because:
- Theres little to no lagg compared to other camps
- Resources matter
- Your build matters much more and how well you play it
- With champion system pvp is too forgiving if you dont play well
Im having more fun in pve because:
- Its much more challenging, quite simple
Should ZOS remove the current implementation of the champion system and insert something else?
Im fairly convinced the answer is YES.
kendellking_chaosb14_ESO wrote: »Im having more fun in pvp because:
- Theres little to no lagg compared to other camps
- Resources matter
- Your build matters much more and how well you play it
- With champion system pvp is too forgiving if you dont play well
Im having more fun in pve because:
- Its much more challenging, quite simple
Should ZOS remove the current implementation of the champion system and insert something else?
Im fairly convinced the answer is YES.
•Little lag cause no one is there.
•Resources matter now if you don't play a min max race with 10-12% more resources and recovery.
•Builds matter now run a super burst build with 2 Kena and burn your pools and have your damage buffs on cool down you die 100% of the time if the rolled or shielded your damage.
•Forgiving when everyone buffs damage by 20% cause anymore and to return is too small everyone has 60 points (17.5) resistance to magic and stamina.
I don't care if you find it harder to nerf yourself, I did not spend two years on this game to see no progress. I hit max level long ago their must be progress.
Shadesofkin wrote: »I've got 10k gold on PC NA that says post Veteran Ranks the power creep will be lessened.
Steel_Brightblade wrote: »Strange, so many agree that champion points are a bad thing and yet, on xbox one at least, the no cp azuras star campaign is empty.
kendellking_chaosb14_ESO wrote: »Steel_Brightblade wrote: »Strange, so many agree that champion points are a bad thing and yet, on xbox one at least, the no cp azuras star campaign is empty.
Same for PC NA