To add how this could effect pvp and bring light and medium up to par with heavy specific bonuses would be tied to having 5 or more of specific armor type and some bonuses for playing your selected role
validifyedneb18_ESO wrote: »To add how this could effect pvp and bring light and medium up to par with heavy specific bonuses would be tied to having 5 or more of specific armor type and some bonuses for playing your selected role
Way to continue to seal the deal against hybrid builds.
Honestly I hope whatever system does replace it, its less of a grind for new players to progress (ESO has grown quite a reputation for grind and seeing a level 2000 player as a new player doenst help) and is generally more toned down compared to now, giving us only the bare essentials we currently get and no more.
We've had power creep for a long time, we need a reversal of that, not just a system that keeps us where we are now.

The intention is not to kill hybrid builds. The intention is to take the current system and simplify it and find a way to allow play your way based on your role. So another example bonus could be increase your max resource by 20% so a hybrid would intentionally make their resources equal to get a bonus to both. This system I’m proposing if done right will allow you to play as you want.
Madcap_Symphony wrote: »The intention is not to kill hybrid builds. The intention is to take the current system and simplify it and find a way to allow play your way based on your role. So another example bonus could be increase your max resource by 20% so a hybrid would intentionally make their resources equal to get a bonus to both. This system I’m proposing if done right will allow you to play as you want.
We already get a 20% bonus to all three resource pools with the current CP setup.
The system itself doesn't need to be replaced entirely in my opinion.
They could just reduce the functional amount of CP to 160 (so they don't mess with gear) and reduce the granularity of each point. So instead of having to pump 10 points into something to get 1% increase out of it you just put in one point. The requirements for perks are scaled down accordingly.
To make up for the time investment of high CP player they could add a new outfit style tied to Champion Level.
Like every one hundred CP you get a Level up like reward where you can pick one page of said style. Champion Level themselves could be kept as a prestige system instead.
ZOS wants 4 "properties" to the new CP system:
• Permanent improvement of the character
• Infinitely grindable
• No power creep
• Catch up mechanics for new players
One point for removing the system entirely is performance in cyrodiil. CPs take a separate and unneccessary calculation layer.
One point for removing the system entirely is performance in cyrodiil. CPs take a separate and unneccessary calculation layer.
i doubt they're going to remove it. it's been in the game too long and players have invested too much time into it. removing it would be very problematic.
emelee_ESO wrote: »No, not a good idea. You will kill hybrids, unique builds, personal playstyle builds, etc... WoW did this and it killed any minor amount of uniqueness you could from their different trees. I had attempted to replay that game a while ago and found this out and it made me sad. Part of the joy I take from ESO is the fact that I can mess around and tweak gear sets, skills, and CP for a play style I want.
Does something need to be done with CP due to the power creep? Yes. Should it be this suggestion? No. Props to you for providing a suggestion though, because it does need something, and I don't have a viable suggestion myself.
How about a simple catch up system for new players? You grant 3 banked CP for every level earned up to level 50 and once level 50 is reached they have access to 150 CP to use once level 50 is reached.
This wouldn't be that bad in my opinion as those who have played for a long time already have access to their full CP pool on a new character.
Mettaricana wrote: »How about a simple catch up system for new players? You grant 3 banked CP for every level earned up to level 50 and once level 50 is reached they have access to 150 CP to use once level 50 is reached.
This wouldn't be that bad in my opinion as those who have played for a long time already have access to their full CP pool on a new character.
That sounds nice but its not a catch up issue thats the issue... its more or less the entire system sucks and imbalances the game on its own
Temeraire507 wrote: »If some new System is differentiating between tanks, healers and damage dealers, please make sure they are viable wherever you want to play them (if not still do it anyway it is something that is annoying me very much). Make sure that you can play your role.
(The following part is not meant as a rant against any playstyle we currently have and is all together a bit narrow minded but still I believe it serves as an example of what I want to point out)
E.g. in PvP real tanks are not necessarily useless but they have the flaw that they can't really do their job (protecting their allies from damage) because you can just ignore them. All they can do against that is spamming some debuffs on you to make you want to attack them, but still that is not the idea of tanking. The problem that you can't really tank leads to healers and DD's running around as tanky as possible since they are just priority targets compared to an almost unkillable guy running around with as much as he can do to absorb damage but doing nothing else.
In PvE healers and tanks are basically supporters not really tanks or healers. A tank shouldn't necessarily need to debuff enemies. We could just take the radical route and make enemies so hard that you need your 60k HP full heavy armor block build to not die with one hit. That is tanking to me, not standing around buffing your DD's taking whatever set benefits their damage the most and debuffing as many enemies as possible (I know that is not everything you do. In reality the current meta tanks still have a hard job. And yes raising enemies strength to the point where you need such a build would also kill a lot of build diversity, which is why I said 'could'. I would not want them to do this.). That buffing and debuffing to me fulfills the definition of support not tanking. (I do not say someone playing like this is bad at what he does. Or that this playstyle is bad. I kinda like playing such a semi-tank myself but to me that is just not tanking.) Same goes for healers. DD's basically exist in the states full life, almost dead and dead, jumping between them all the time and their health is so low that you do not need that much raw healing and HoTs most of the time (ever saw a good group popping healing ults in PvE? I mean a real healing ult like soul siphon, practised incantation or healing thicket not stuff like replenishing barrier against a lot of incoming burst damage). You can just focus on support. That also makes some classes more desirable in this roles than others which is against the philosophy the classes are built around. Every class should be able to heal, tank, support and deal damage in a different way but on a comparable level.
That leads me to the point of saying that just differentiating between those three roles is a really bad idea in my opinion. Personal builds, generally builds that trade part of their damage for tankiness or healing or vice versa, should be playable. Hybrids should be playable. Maybe it should even have its benefit to run 2-2-3 on armor or a bow as magicka DD. Stuff like that would make builds way more diverse than they are currently. But as what do you mark yourself then? If you can do everything but half as good as the others, are you a tank? A healer? A damage dealer? And how do you ensure those builds can still compete with the specialized ones?