CatchMeTrolling wrote: »KaiDynasty wrote: »In my opinion they should rework the cp system and make it to provide a vertical progression and not a horizontal progression.
Right now more cp you have, more you will be tanky, more you will healing, more you will deal damage. Yes you can put all of the cps just in some perk to be full tank / full healer / full dps at once but imo that's not good because as the cp are "spreaded" you can gain more of these attributes (because cps are limited in blue, red, green tree, so you are forced to gain resistances in addition to sustain and damage).
They should spread cp in a way where players aren't forced to put cps in the 3 trees, but if they want to fully go sustain, being able to put all the cps in that direction. This is just a way to change the system.
It is clear that more the cps are, more the differences on builds are less because cps compensate for them, so in a long future, cps will make all just the same thing, and that's not good.
A concept mmos typically use. This stops players from being jack of all trades in a sense, that’s the direction it’ll ultimately go, again. I was for something like this early on. Damage, mitigation, sustain and healing for example should probably be in the same tree. Or like you said remove the trees and add a point system where you are force to invest in multiple areas but not all. So you can be good at damage and healing but subpar when it comes to mitigation.
CatchMeTrolling wrote: »
CatchMeTrolling wrote: »KaiDynasty wrote: »In my opinion they should rework the cp system and make it to provide a vertical progression and not a horizontal progression.
Right now more cp you have, more you will be tanky, more you will healing, more you will deal damage. Yes you can put all of the cps just in some perk to be full tank / full healer / full dps at once but imo that's not good because as the cp are "spreaded" you can gain more of these attributes (because cps are limited in blue, red, green tree, so you are forced to gain resistances in addition to sustain and damage).
They should spread cp in a way where players aren't forced to put cps in the 3 trees, but if they want to fully go sustain, being able to put all the cps in that direction. This is just a way to change the system.
It is clear that more the cps are, more the differences on builds are less because cps compensate for them, so in a long future, cps will make all just the same thing, and that's not good.
A concept mmos typically use. This stops players from being jack of all trades in a sense, that’s the direction it’ll ultimately go, again. I was for something like this early on. Damage, mitigation, sustain and healing for example should probably be in the same tree. Or like you said remove the trees and add a point system where you are force to invest in multiple areas but not all. So you can be good at damage and healing but subpar when it comes to mitigation.
I agree with this. Ultimately CP will kill class individuality and homogenize the game since we'll all have maxed resists, maxed damage, and maxed healing. They should either put a lock in place, or re-align passives so you can't have them all. Most MMO's lock progression in one way or another, and CP is the current progression system in place. Class levels are really just there for skill points at this point...skills are unlocked by use, and real power is all in the CP.
At the same time, I would also be for adding more QoL variances to the trees. run speed, sprint speed, CD reduction, AoE range increases, Duratiob increases...they could add a ton of stuff that would change how skills worked, and thin out the point investments at the same time.
Personally I like the cp system. The game is currently balanced around it. So changing it would require a lot of changes and we all know how the community takes this kind of changes and the amount of time it takes for ZOS to balance certain skills with the amount of time it takes to watch and learn to see how the changes really affect the game.
People talk about how a power creep is coming from the cp system and while I think this true from a point. With every major update or quarter new content release. They release new more powerful sets that become the new BIS is certain situations.
The added 30 cp points every quarter is not really that much and does add a little progression. I think they did address this some when that changed the cp system to diminished returns with the more you add to each skill the less you get.
starkerealm wrote: »I think we're getting into a critical limitation of how the Champion Point system was set up originally.
When it was originally introduced, the idea was that it would be a never ending system. You could keep earning CP (until you hit 3600), with no ceiling in sight. Which is where we got the rotation between the three types. This meant that you couldn't stack damage out of the gate, you needed to stack survival and resources as well.
With where the Champion Point system works now... that doesn't make sense. You can't simply max out your outgoing damage, even if you wanted to. (Though, legitimately, that would only take up about 500 CP), so everyone picks up some durability from CP, they pick up some damage, and they pick up some resources.
At this point, I'm starting to feel like the system needs to be unshackled from that rotation. Probably re-balanced towards the idea that players need to have a concrete power limit they can obtain, and add opportunity costs to getting that effectiveness.
It's also kind of critical to remember that if you give players a choice between spending points from a system to boost combat effectiveness or non-combat functionality, in almost every situation, the non-combat skills become the wrong choice. If the Champion system is supposed to have functionality like improved loot drops, or boosted crafting XP, that's what split points advantage.
Also, the system is obtuse. While I can parse it out, a lot of people have real difficulty even understanding what the individual stars do. Including things like, "what's direct damage?" Because figuring that one out isn't as immediately intuitive as you might think.
If I was tearing up the system, and starting over, I'd keep it. No, seriously, I think it is a fantastic progression tool, but I would make some major changes.
Instead of the existing stars as % points, I'd look at fixed, finite upgrades. Rather than a star that eventually gave you +25% to Direct Damage, I'd look at things like an upgrade that granted +20% to ability based damage, or another that granted +10% max Stamina (with the attribute buffs that are provided by ranking up CP being moved out of a blind system and directly onto the constellations.) If you want an upgrade, you pay an announced value for it. Something from 5CP for a very small buff up to as much as 50 points for major investments. This allows you to mimic the current diminishing returns system, but in a more transparent way.
Want more Max Health? 5pts will get you 10%, 20pts will get you another 10%, and 50 points will get you +5%. Why would you ever spend 50 points on that? When you've already spent 25pts for the easy +20%, and want to get that last push.
Beyond this, I'd probably suggest doing away with the direct mitigation buffs, and switching over to flat resistance increases. Because of how mitigation works, this stuff is not entire apparent. So, the options are to completely rework mitigation, to make it more transparent, or (at least short term) change how they're presented to the player.
If the goal is to have non-combat CP bonuses, those need to come out of a separate pool, so that players aren't being forced to chose between them. That can either be direct parity, where each CP earned grants a non-combat, and a combat focused point, it could be the current round robin system, or it could be staggered (eg: every 5 CP earned, you gain one non-combat point to spend.)
PvP buffs share a similar situation, where these should be clearly delineated from PvE focused buffs. This doesn't, necessarily, need to be as extreme, but players need to know if they're spending points on something that is only useful in PvP. It's not as critical to put these in a separate pool, also they could do with some more variety. Such as offering buffs to players who are assaulting a keep.
My recommendation on non-combat would be to split it into distinct "roles," like crafter, harvester, or thief, with a range of buffs in each. Some stuff like Treasure Hunter, Master Gatherer, and Merchant's Friend are natural fits here, as are some of the existing percentage stars, like Sprinter and Shade.
As is, I think the framework of the system is brilliant. It frees players from being tied to a single character, the way many MMOs do.
That said, I'll also just throw this one out there, I think all the champion mats should be compacted down, I think the gear cap should hit at 50 (the stats can be tweaked around), but there's really no compelling value in telling someone, "no, don't use that key you just got until you hit 160," with the added ambiguity of, "how long will that be?" for a new player. If I were messing with it, I'd probably look at the idea of stripping levels from gear entirely and letting them scale to the player, with the different material tiers having different upper caps, (so 15 for Iron, but 50 for Ebony.) If Ruby tier gear survived, and capped at 160, sure, why not?
That's a different discussion.
I like the champion system as a concept. The implementation is flawed. Not so flawed that I think it's without merit, because there is a lot to love here, but it could improvements.
starkerealm wrote: »I think we're getting into a critical limitation of how the Champion Point system was set up originally.
When it was originally introduced, the idea was that it would be a never ending system. You could keep earning CP (until you hit 3600), with no ceiling in sight. Which is where we got the rotation between the three types. This meant that you couldn't stack damage out of the gate, you needed to stack survival and resources as well.
With where the Champion Point system works now... that doesn't make sense. You can't simply max out your outgoing damage, even if you wanted to. (Though, legitimately, that would only take up about 500 CP), so everyone picks up some durability from CP, they pick up some damage, and they pick up some resources.
At this point, I'm starting to feel like the system needs to be unshackled from that rotation. Probably re-balanced towards the idea that players need to have a concrete power limit they can obtain, and add opportunity costs to getting that effectiveness.
It's also kind of critical to remember that if you give players a choice between spending points from a system to boost combat effectiveness or non-combat functionality, in almost every situation, the non-combat skills become the wrong choice. If the Champion system is supposed to have functionality like improved loot drops, or boosted crafting XP, that's what split points advantage.
Also, the system is obtuse. While I can parse it out, a lot of people have real difficulty even understanding what the individual stars do. Including things like, "what's direct damage?" Because figuring that one out isn't as immediately intuitive as you might think.
If I was tearing up the system, and starting over, I'd keep it. No, seriously, I think it is a fantastic progression tool, but I would make some major changes.
Instead of the existing stars as % points, I'd look at fixed, finite upgrades. Rather than a star that eventually gave you +25% to Direct Damage, I'd look at things like an upgrade that granted +20% to ability based damage, or another that granted +10% max Stamina (with the attribute buffs that are provided by ranking up CP being moved out of a blind system and directly onto the constellations.) If you want an upgrade, you pay an announced value for it. Something from 5CP for a very small buff up to as much as 50 points for major investments. This allows you to mimic the current diminishing returns system, but in a more transparent way.
Want more Max Health? 5pts will get you 10%, 20pts will get you another 10%, and 50 points will get you +5%. Why would you ever spend 50 points on that? When you've already spent 25pts for the easy +20%, and want to get that last push.
Beyond this, I'd probably suggest doing away with the direct mitigation buffs, and switching over to flat resistance increases. Because of how mitigation works, this stuff is not entire apparent. So, the options are to completely rework mitigation, to make it more transparent, or (at least short term) change how they're presented to the player.
If the goal is to have non-combat CP bonuses, those need to come out of a separate pool, so that players aren't being forced to chose between them. That can either be direct parity, where each CP earned grants a non-combat, and a combat focused point, it could be the current round robin system, or it could be staggered (eg: every 5 CP earned, you gain one non-combat point to spend.)
PvP buffs share a similar situation, where these should be clearly delineated from PvE focused buffs. This doesn't, necessarily, need to be as extreme, but players need to know if they're spending points on something that is only useful in PvP. It's not as critical to put these in a separate pool, also they could do with some more variety. Such as offering buffs to players who are assaulting a keep.
My recommendation on non-combat would be to split it into distinct "roles," like crafter, harvester, or thief, with a range of buffs in each. Some stuff like Treasure Hunter, Master Gatherer, and Merchant's Friend are natural fits here, as are some of the existing percentage stars, like Sprinter and Shade.
As is, I think the framework of the system is brilliant. It frees players from being tied to a single character, the way many MMOs do.
That said, I'll also just throw this one out there, I think all the champion mats should be compacted down, I think the gear cap should hit at 50 (the stats can be tweaked around), but there's really no compelling value in telling someone, "no, don't use that key you just got until you hit 160," with the added ambiguity of, "how long will that be?" for a new player. If I were messing with it, I'd probably look at the idea of stripping levels from gear entirely and letting them scale to the player, with the different material tiers having different upper caps, (so 15 for Iron, but 50 for Ebony.) If Ruby tier gear survived, and capped at 160, sure, why not?
That's a different discussion.
I like the champion system as a concept. The implementation is flawed. Not so flawed that I think it's without merit, because there is a lot to love here, but it could improvements.
1st, that full 3600 was expected to be obtained by most in less than 2 years. Clearly that was part of the persistent issue with Zos where they do not think things through very well even when we called it god mode when it was tested in the PTS.
It should not be unshackled as you suggest. Part of the reason Zos squashed CP heavily in Morrowind and did more to front load the benefit from each CP while increasing the diminished returns was to make bad CP builds less common. Unshackling it would go against that in a major and obvious way.
Further, you are wrong in suggesting CP frees players to play various characters vs how it is in other MMO(RPGs) as with most MMORPGs it is much easier to level up initially than it is in ESO. The reason we have CP is it is the brainchild of the same geniuses that thought VR was such a great idea.
PS4_ZeColmeia wrote: »I don't agree. With the changes to make them more front loaded you actually open up true hybrids to be closer to dedicated resource pool characters. Additionally, it continually makes it easier and easier for new people to "catch up" since you get most of the benefit early in the CP tree and the higher the cap, the quicker you can get enough CP to viable against a cap player.
Personally, I'd like to see a new constellation "the Serpent" to be added that is opened up after CP 400-ish that is a bit more Crafting centric that is less combat orientated and more around side stuff in the game. It'd encourage additional spread in the CP which will put downward pressure on high CP maxing out combat trees. Probably more so in my case since I do everything on one character, but if the passives helped any type of character (drop rates, improvement rates, something else) I think you would see everyone use it to some degree
the upside is, that i dont "lose" xp after hitting the cap.
the downside is, for me it stopped giving a sense of progression somewhen last year. im currently at 1390 cp, since the last 6 or 7 patches, i dont feel any difference anymore when im allowed to spend 30 points more. "u now do 0,8% (rounded down to 0) more dmg with elemental attacks."
I can't talk for raid content.
Until I see what I saw happen in TSW with dungeon bosses <Bosses equal to that of Vet DLC/HM> being burned in 20-30
seconds by *PUG* groups <fastest being literally a 6 second kill on a final encounter with a coordinated team> and barely casting a spell I don't think its quite out of hand.
From what I see doing dungeons, most players skill/dmg output isn't into crazy levels. Maybe its a matter of the final DPS ceiling is too high and those up there are too powerful. In that case though you would need to specifically nerf that level and bring it down without screwing over the other majority. Flat nerfing CP would just indirectly hit everyone.
I quite recall people on forums asking for buffs on certain classes. We should focus on that first before flat nerfing every build by reducing CP effects on dmg.
slowly but surely its getting boring... every patch +10 cp to spend in each tree doesnt change gameplay at all... it just makes the powercreep in the game stronger with every consecutive patch, while content is still scaled around 300cp
Also the itemization in this game is getting boring slowly, every patch you get 20 new item sets of which 2-3 are useable.
Elwendryll wrote: »I'd like the progression to open new gameplay mechanics, not raw stats. Like some of the perks you unlock : a kill with an heavy attack make you invisible, you can deal damage to an enemy if you block, shield while blocking, regen magicka for you and allies when you kill an enemy...
I'd like some exotics perks that open original and fun gameplay...
Personally I like the cp system. The game is currently balanced around it. So changing it would require a lot of changes and we all know how the community takes this kind of changes and the amount of time it takes for ZOS to balance certain skills with the amount of time it takes to watch and learn to see how the changes really affect the game.
People talk about how a power creep is coming from the cp system and while I think this true from a point. With every major update or quarter new content release. They release new more powerful sets that become the new BIS is certain situations.
The added 30 cp points every quarter is not really that much and does add a little progression. I think they did address this some when that changed the cp system to diminished returns with the more you add to each skill the less you get.
NupidStoob wrote: »500 CP max for PvE and an adjustment to overperforming sets so that we can play mechanics in trials again rather than just ignore most of it.
No CP for PvP would also make balancing a lot easier there.
Won't happen anyways since for some reason people feel like their chars always need to progress.