I've said this already.
ALL campaigns should be 0 cp.
bowmanz607 wrote: »Shadesofkin wrote: »I've got 10k gold on PC NA that says post Veteran Ranks the power creep will be lessened.
perhaps, but what is the point of having the champ system if everytime people start earning more and more cp you have to nerf damage or healing or shields etc? that just gives the illusion of progression. IC comes to mind here.That just shows the inherent flaws in the system.
Dont get me wrong I thnk the concept is great, but limiting the stars to like 5% or providing some soft caps or something will go a long way to make the system better. imo, it shouldnt be scrapped but reworking the numbers would be nice.
I've been advocating a change in the CP concept for a while now. I had this idea of an active passive bar where you can choose a small number of CPs to be active in any consolation at any given point.
Not only would this make the way you build your character important, it would allow for players that have multiple builds to where you change your CP load out depending on what role you're going to fulfill.
Original link: http://forums.elderscrollsonline.com/en/discussion/219662/cp-active-passive-bar-cp-burn-concept/p1One 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.
Some thought one Active Passive slot per constellation was too few.... so I also suggested: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.
I really like the idea of consuming CPs. I have another concept where you would concentrate prayers to the Gods with CPs.
Also like the idea of CP being used as a sort of currency. They could do something in game that helps players get those rare drops. Perhaps there could even be a way to convert Champion Points to Crowns. With the Champion Point catch up mechanic making CPs is pretty easy, I think a one-to-one conversion rate would be pretty good. Want to buy the new DLC with champion points? That'll be 3000 CP please.
bowmanz607 wrote: »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.
-azuras has a good pop on the weekend
-sorry, but resources do not matter. When i run my magblade i do it with a bosmer. I have zero issues with resources b/c of champ tree. Resource management is a joke with cp.
-its not that builds dont matter now, its that builds are much more significant with no cp. You actually have weaknesses. You want resources, than you lose damage. You want damage, than you lose resources. You want mitigation well you will either lose resources or damage or both if you go full mitigation. even a kena proc is not bad with cp. no one is running around with it up 100% of the time. also, can you name a build today outside of kena proc that has issues with sustain?
-it is extremely forgiving b/c of the issues with resource managment (or lack there of i suppose) and reducing break free and dodgeroll etc. it is extremely forgiving these days.
ofcourse it is nice to have progression, but progression that gives everyone easy mode is just crazy. Went back to non-vet yesterday for first time since they removed cp and the figts required so much more strategy, timing, manuvering, and managment. it was great.
There is a reason this game is not considered to have competitive pvp. Everyone is on easy mode and two players who know what they ar doing will be in a never ending fight b/c of cp. heck, just dueled someone this weekend and after 13min of fighting we walked away. Where is the fun in that?
imo, progress can come in the form of getting more skillful at the game. there does not need to be a system in place just so yo can point to something and say "see i progressed and am better." Just getting better at the game is progress. This is what I miss about 1.5
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.
that sounds like even more power creep to me - what the game needs is not more damage, but less.
bowmanz607 wrote: »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
keep in mind that many players dont want to spend money to regear for no cp. many builds rely on cp, so players dont either (1) want to take the time to do it (2) dont have the money to do it or both.
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.
After many months of hard contemplation and flabbergastion, it is obvious that I have no idea how Champion Points make the game too easy for the lot of you. I've come to accept that I'm just not getting the way you guys build your characters cause even with 260 points my gameplay is still difficult and PvP is something I avoid entirely.
But here's a thought. If you want the game to be just a little harder for people like you, it'd be making it extremely more difficult for the likes of me.
I was one of the few way back when who argued for diminishing returns, genuine softcaps, when everyone seemed to be screaming for their removal.
At this point it's probably too much to hope for that they revert to softcaps, but I think a better solution is decoupling resources from ability scaling entirely. Damage should scale with power, and there should be meaningful, difficult balancing choices between damage, mitigation, utility, and sustain every player has to make, rather than get everything from one stat as most strong builds do now.
I have no idea what they were thinking with the CP system. Makes difficulty scaling and balance a nightmare, inherently, and introduces another grind to an already grindy game.
I believe a group if ppl should not feel entitled to discuss what should be done with what was earned by others that worked hard for it.
Its like trying to control the economy to keep everyone on the same financial level. If I work harder, get an education and focus on success then I should be able to represent that outcome regardless of those around me and their current status.
That is what CPs do, my hard work towards them and the benefit or edge I get out of them is deserving.
If everyone had the same amount of CP then these threads would be non existent since everyone we could be on the same playing field per se'.
Since that is not the case, these threads do exist and what they imply is bring others down to the level they are currently at because the edge others have from hard work is not convenient.
What you and I earn is what we are entitled to and no one has a say in that.
bowmanz607 wrote: »I believe a group if ppl should not feel entitled to discuss what should be done with what was earned by others that worked hard for it.
Its like trying to control the economy to keep everyone on the same financial level. If I work harder, get an education and focus on success then I should be able to represent that outcome regardless of those around me and their current status.
That is what CPs do, my hard work towards them and the benefit or edge I get out of them is deserving.
If everyone had the same amount of CP then these threads would be non existent since everyone we could be on the same playing field per se'.
Since that is not the case, these threads do exist and what they imply is bring others down to the level they are currently at because the edge others have from hard work is not convenient.
What you and I earn is what we are entitled to and no one has a say in that.
I am at cap and would still like to see something happen. Other I know also above cap feel the same way. Sypher also doesn't like what the cp system did. Don't assume that because we don't like something we didn't earn it.
itscompton wrote: »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.
that sounds like even more power creep to me - what the game needs is not more damage, but less.
This exactly, Magica Templar and Magica DK are actually optimal as far as how much damage they can put out in PVP. If someone with one of these classes ganks you and you don't get a chance to fight back it's because they used an ultimate to take you out, not because they stunned you and spammed a standard attack two or three times. If they could bring other classes in line with this damage output it would eliminate the current meta of getting stunned and killed before you can break out and all the two button to win players would actually have to develop skill and reflexes to get kills.
I believe a group if ppl should not feel entitled to discuss what should be done with what was earned by others that worked hard for it.
Its like trying to control the economy to keep everyone on the same financial level. If I work harder, get an education and focus on success then I should be able to represent that outcome regardless of those around me and their current status.
That is what CPs do, my hard work towards them and the benefit or edge I get out of them is deserving.
If everyone had the same amount of CP then these threads would be non existent since everyone we could be on the same playing field per se'.
Since that is not the case, these threads do exist and what they imply is bring others down to the level they are currently at because the edge others have from hard work is not convenient.
What you and I earn is what we are entitled to and no one has a say in that.
bowmanz607 wrote: »I think just reintroduce caps.
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.
I dont see the big deal about this.
For PvP:
Everyone who enjoys no CP --> go to azura's
Everyone who enjoys CP--> go to had/TF
For PVE:
Does it really matter? Content should be balanced around close to the current CP cap. For example, I presume maw would be balanced to someone with around 250-350 CP since cap is 501. When cap becomes 800, content would be balanced to someone with around 500 CP is my guess. This would make it harder for new players to acquire leaderboard positons but CP dosent stop you from clearing a trial though. It gives everyone something to work towards. AKA, CP dosent matter in PvE.
So its a win-win for all no? Everyone can play the way they want and isnt that what ESO is all about? All that needs to happen is decoupling of offensive stats from defensive stats. ie: More stam/mag should not give you bigger heals/sheilds. Defensive skills such as vigor/ward etc should scale based off health while offensive skills should scale off stam/mag.