Hello citizens of Tamriel!
Today's Arm Chair Developer topic is simplifying a complex problem:
Create new separate a champion tree for PVP and make the existing Mage, Thief, and Warrior trees PVE only. This new tree can be called the "Serpent", the missing 13th mundus from the current champion system. With this, we will achieve separate balancing for PVE & PVP.
The Problem
When ZOS tries to make changes for PVE or PVP, they impact the other, complicating the balance and annoying either side. The champion system is only one part of this, but has a major impact on both. This issue has gone as far as to drive a social wedge between players and caused a lot of players to become disenfranchised because "their sideis getting nerfed" while "the others are getting buffed". This is very apparent when you look at the comments on the PTS forums and seen some of the reactions from players in the streaming & youtube community.
The Solution (in Detail)
The separation of champion trees should be between PVP & PVE, with passives & Unlocks useful in either situation. With these changes, the Mage, Thief, & Warrior would only activate in PVE Zones, and would turn off in Cyrodiil, Imperial City, Dueling, and battlegrounds. The Serpent would turn on in these locations instead, except in campaigns with no CP ruleset (Azuras & Blackwater Blade) and possibly battlegrounds until things are better tested.
Leveling the Serpent Champion tree is recommended to be done strictly with AP. This will give a higher benefit to players PVPing all the time, no matter which character they choose. Like one of the main three trees this would include 12 passives and 12 unlocks, and CP points for it would share between accounts.
While both systems are separate, I recommend the total number of champion points still make up your level. So a player with a 140 points between the Mage, Thief, & Warrior and 20 CP with the Serpent would be allowed to wear CP160 armor. This might be a bit of a bonus to folks that level up all 4trees, but that's a good thing for low level players.
The Passives and Unlocks
First we'll be removing the following PVP centric passives from the Mage, Thief, and Warrior trees:
- Resistant - Reduces the amount of damage you take from critical hits by [x]%.
- Expert Defender - Reduce damage taken from Light and Heavy Attacks by [x]%.
- Befoul - Increases the effectiveness of healing reduction abilities by [x]%.
- Shattering Blows - Increases your damage against targets with a damage shield by [x]%.
- Siphoner - This passive ability now reduces the enemy’s Health, Magicka, and Stamina Recovery for 3 seconds when you damage them with a Light or Heavy Attack, instead of reducing the cost of your Magicka abilities. (I'd recommend splitting all 3 out and giving higher values in this model)
More could be removed and replaced with more PVE centric passives as necessary, maybe even some of the sustain passives that were removed.
After separating those out, more Champion Point passives will be needed. Here is a list of suggested passives to start from
- Venomous - increases the effectiveness of weapon poisons by x% (may require reducing cost poisons base)
- Anatomy - Increases the damage done on other players by x%
- Guarded - Reduces the damage from other players by x%
- Toughness - Reduces the effectiveness of player debuffs by X% (include vampire debuffs?)
- Cautious - Reduce the chance to be critically strike by x%
- Siege Mitigation - Reduce the damage from sieges by x %
- Altruistic - increase heal to others by x% while reducing healing taken by x% (might be better as a set)
- Suffer - increase player DOT damage by X%
- Storm guard - Reduce player AOE damage by x% (may need it to add in a counter skill)
- Umbra - Reduce player damage x% from ranged attacks over 10m away
- Siege Marksman - increase the damage of siege b to players by x% within 5m of the impact (oil unaffected)
- Fault Finder - increase the damage on siege, walls, or doors by x% (may require a wall or door health increase)
- Accuracy - Reduce the dodge of enemies you target by x% (does not affect dodge roll)
Next, here are some suggested unlocks. Admittedly I could use more feedback on these:
- Bypass CP120 - Chance to do X damage, unmitigated damage when damaging a target with heavy attack that has a shield up.
- Engineer CP10 - increase repair on siege only by X
- Duelist CP120 - increase chance to critical an enemy by 5% when you're the only one fighting them for 10 seconds.
- Avenger CP75 - increase weapon damage by x for 8 seconds after an party member dies near you
- Emergency response CP75 -when critically strike below 50% health, gain x damage shield for 3 seconds (20 second cooldown)
- Advance CP75 - x% chance to gain minor expedition for 5 seconds on crit (10 second cooldown)
Closing
So with this basic idea, these lists of passives & unlocks, and the PTS feedback on Morrowind I hope I have at least influenced some ideas among the ZOS Devs and the community in new ways to balance the two environments. This would really help soften the blow when we have champion system changes during these big patches. It would also help given PVPers something to play for again.
If you liked, or even slightly liked this topic please don't forget to click those
"agrees", "awesomes", "insightfuls" and please give a reply to keep this topic on top of the forum. As always arguments are always welcome to help iron out more details.
Thanks for reading!
Side Request: if you can identify what stuff you do (PVE casual, PVE Hardcore, PVP) and what you think of the request. entirely voluntary, but helps folks know where your argument is coming from.
Herfi Driderkitty of the Aldmeri Dominion
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