After several weeks rewriting the Champion Points System, I finally have something to show! It's not perfect. It's not a new system. It's a
rework! I wasted my time thinking about it. Of course I didn't stop living because of it. It was a gradual process. Although I expose my work now, I still have the feeling that it's not finished yet. That's why I need your help. ZOS can use what I wrote as the basis for something better. All I hope is that we can have a healthy and constructive discussion.
Your feedback is welcome!
Well... It all started after I read this:
Champion Points
We spent a fair amount of time discussing the Champion Point system because it is our belief that the power creep in this system is responsible for many of the issues ZOS is trying to address in the first place (such as players being able to avoid mechanics, not have to make difficult build choices, and the feeling that healers are not needed). The Devs indicated that the CP system is intended to counter-balance itself, that is, I can get X% buff, but that is negated by your -X% buff. The Devs indicated the way multipliers and other mechanics currently work means that counter-balance is not quite right. The class reps agreed and added the problem goes deeper; since Bosses don’t have CP, they aren’t getting the -X% modifiers. The end result is that players quickly out-scale and become too strong for any PvE content that gets released.
We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
Power Creep exists and is an issue. As you all know, CP cap will not increase until ZOS resolves this problem. "I loved it, that was the best decision!" "I hate it, my characters need to keep becoming gods. This is RPG!" Some players like CP System, the feeling of progression. Others hate it and want to completely remove the CP System, make it disappear. I particularly like the CP System, and that's why I wrote a rework! Well... As I wrote this rework, I thought "players hate nerfs". Yeah, I hate it too. But unfortunately it's necessary. I'd like to solve two problems at once: I want my characters to become stronger without "power creep".
Anyway ... Let's get right to the point! I will try to summarize the main changes:
- Today there are only 4 (white) Stars per Constellation to distribute CPs. The other 4 Stars are (yellow and) unlocked after distributing 10, 30, 75 and 120 CPs in the Constellation. Example: in the blue constellation "The Apprentice", you can put CPs in Blessed, Elemental Expert, Elfborn and Spell Erosion. The other 4 yellow Stars (Vengeance, Spell Precision, Foresight and Arcane Well) are unlocked by putting 10, 30, 75 and 120 CPs respectively in "The Apprentice".
- I'm suggesting something new: There will now be 8 (white) Stars per Constellation to distribute CPs! But the yellow Stars have not been completely removed. Most of them have become white Stars or have been integrated into the existing white Stars. Example: "Spell Precision" is now a white Star. And some white Stars also have a second effect, the effect of a yellow Star. Example: Sprinter + Windrunning², that is, "Reduces the cost of Sprint by [0-20]%. // Increases your Health and Magicka Recovery while Sprinting by [0-10]%".
- As you noted above, Spell Precision is now a white Star. That is, you can have 10% Spell Critical by putting 100 CPs in Spell Precision. It's not 9% nor 15%.
- All "The Mage" Stars have a maximum bonus of 10%. The counterpoint in "The Warrior" as well. With 100 CPs in Spell Erosion or Piercing, you can now have 3960 Penetration. This value before was 5280.
- The maximum bonus of many Stars has been reduced. There is no more "15%" "25%" "35%" etc. Values are now "10%", "20%", "30%" etc. The Stars most affected are those that directly affect combat: 15 and 25% are now 10%; 35 and 55% are now 20% (obs.: Physical Weapon Expert or Staff Expert have a maximum bonus of 35%, but even so have been reduced to 10%).
- Some values are marked as "X" and will be determined by ZOS. Example: [0-X].
- Many Stars have been fragmented: Elemental Expert became "Flame Expert", "Frost Expert", "Shock Expert" and "Magic Expert". In addition, there are several new Stars, with new bonuses.
- There is no Star name. ZOS is going to decide that.
Below I will be describing ALL Stars. Some stars have only 1 effect, the normal effect. Other Stars have 2 effects. Second effect will be after "//" and represent an effect of the old Yellow Stars. Description: (... normal effect...) // (... special - yellow Star effect...). Above, I mentioned the example of Sprinter + Windrunning² "Reduces the cost of Sprint by [0-20]%. // Increases your Health and Magicka Recovery while Sprinting by [0-10]%". That is, you get both effects at the same time, putting CPs in the Star.
I only mentioned "yellow Stars", but there are also green and blue Stars. Doesn't matter. These are the unlocked Stars by putting 10, 30, 75 and 120 CPs in a certain Constellations.
ConstellationsThe Thief
- The Tower
- When you deal damage with a Light or Heavy Attack, you decrease the enemy's Health resource restore and Recovery by [0-10]% for 6 seconds.
- When you deal damage with a Light or Heavy Attack, you decrease the enemy's Stamina resource restore and Recovery by [0-10]% for 6 seconds.
- When you deal damage with a Light or Heavy Attack, you decrease the enemy's Magicka resource restore and Recovery by [0-10]% for 6 seconds.
- Reduces the cost of Break Free by [0-10]%. // When you use Break Free, the cost of your next Stamina ability used within 5 seconds is reduced by [0-10]%.
- Reduces the cost of Bash by [0-20]%. // When you use Bash, you have a 25% chance to heal for [0-X] Health and reduce the enemy's Movement Speed by [0-10]% for 3 seconds.
- Reduces the cost of Sprint by [0-20]%. // Increases your Health and Magicka Recovery while Sprinting by [0-10]%.
- Increases your Swimming Speed by [0-30]%.
- Reduces your gathering time by [0-60]%. You have a [0-20]% chance to gain double the yield from normal resource nodes.
- The Lover
- Increases your Health Recovery by [0-10]%.
- Increases your Stamina Recovery by [0-10]%.
- Increases your Magicka Recovery by [0-10]%.
- Increases the Magicka your fully-charged Heavy Attacks restore by [0-10]%.
- Increases the Stamina your fully-charged Heavy Attacks restore by [0-10]%.
- Increase the duration of potion effects by [0-10]%. // When you drink a potion, the cost of your next Magicka ability used within 7 seconds is reduced by [0-10]%.
- Reduce the cooldown of potions by [0-10]%. // When you drink a potion, you gain a damage shield that absorbs [0-X] damage for 15 seconds.
- Increases your chance to gain 1 additional Ultimate when you gain Ultimate by [0-20]%. // When you activate a synergy ability, you have a [0-30]% chance to generate 2 Ultimate.
- The Shadow
- Reduces the cost of Roll Dodge by [0-10]%. // When you use Roll Dodge to dodge an attack, you have a [0-20]% chance to set the enemy Off Balance.
- Reduces the cost of Block by [0-10]%. // When you activate Block, you gain a damage shield that absorbs [0-X] damage for 3 seconds.
- Reduces the cost of Sneak by [0-20]%. // When you kill an enemy with a Heavy Attack, you have a [0-20]% chance to become invisible for 3 seconds.
- Increases the radius you can detect Sneaking enemies by [0-20]%.
- Reduces the size of your detection area while Sneaking by [0-20]%.
- Increases the effectiveness of healing reduction abilities by [0-20]%.
- Reduces the cost of repairing your armor by [0-30]%.
- Increases the amount of gold you find in slain enemies, treasure chests and safeboxes by [0-50]%. // 15 CPs here unlocks: Increases the quality of items you find in treasure chests.
The Mage
- The Apprentice
- Increases your Flame Damage done by [0-10]%.
- Increases your Frost Damage done by [0-10]%.
- Increases your Shock Damage done by [0-10]%.
- Increases your Magic Damage done by [0-10]%.
- Increases your Spell Critical by [0-10]%.
- Increases your Critical Damage with Magicka abilities by [0-10]%. // When you deal deal direct Critical Damage, you heal for [0-75] Health.
- Increases your Critical Healing with Magicka abilities by [0-10]%.
- Increases your Spell Penetration by [0-3960].
- The Atronach
- Increases your healing done with direct healing abilities by [0-10]%.
- Increases your healing done with healing over time abilities by [0-10]%.
- Increases your damage done with direct damage attacks by [0-10]%.
- Increases your damage done with damage over time effects by [0-10]%.
- Increases your damage done to blocking targets by [0-10]%.
- Increases your damage done against Off Balance enemies by [0-10]%.
- Increases your damage done with Light and Heavy Attacks for Two Handed, One Hand and Shield, Dual Wield, and Bow weapons, as well as in Werewolf form by [0-10]%. // Light and Heavy Attacks deal [0-10]% extra damage to targets below 25% Health.
- Increases your damage done with Light and Heavy Attacks for Destruction and Restoration Staves by [0-10]%. // Light and Heavy Attacks deal [0-10]% extra damage to targets below 25% Health.
- The Ritual
- Increases your Physical Damage done by [0-10]%.
- Increases your Poison Damage done by [0-10]%.
- Increases your Disease Damage done by [0-10]%.
- Increases your Weapon Critical by [0-10]%.
- Increases your Critical Damage with Stamina abilities by [0-10]%. // When you deal deal direct Critical Damage, you heal for [0-75] Health.
- Increases your Critical Healing with Stamina abilities by [0-10]%.
- Increases your damage done to enemies with a damage shield by [0-10]%.
- Increases your Physical Penetration by [0-3960].
The Warrior
- The Steed
- Reduces your damage taken against direct damage attacks by [0-10]%.
- Reduces your damage taken from damage over time effects by [0-10]%.
- Increases your block mitigation by [0-10]%.
- Reduces the duration of all snare, fear, stun and disorient effects on you by [0-20]%.
- Reduces your damage taken from Siege Weapons by [0-30]%.
- Increases your Critical Resistance by [0-660]. // When you take Critical Damage, you heal for [0-X] Health.
- Increases your Spell Resistance by [0-3960].
- Increases your Physical Resistance by [0-3960] while wearing 5 or more pieces of Medium Armor. // When you use Roll Dodge, your Physical and Spell Resistance is increased by [0-660] for 3 seconds.
- The Lady
- Reduces your damage taken from Flame Damage by [0-10]%. // When you take Flame Damage equal to 30% of your Max Health, you restore [0-75] Magicka.
- Reduces your damage taken from Frost Damage by [0-10]%. // When you take Frost Damage equal to 30% of your Max Health, you restore [0-75] Magicka.
- Reduces your damage taken from Shock Damage by [0-10]%. // When you take Shock Damage equal to 30% of your Max Health, you restore [0-75] Magicka.
- Reduces your damage taken from Magic Damage by [0-10]%. // When you take Magic Damage equal to 30% of your Max Health, you restore [0-75] Magicka.
- Reduces your damage taken from Physical Damage by [0-10]%.
- Reduces your damage taken from Poison Damage by [0-10]%.
- Reduces your damage taken from Disease Damage by [0-10]%.
- Increases your Physical Resistance by [0-3960] while wearing 5 or more pieces of Light Armor. // While you have a Shield or Frost Staff equipped, your Physical and Spell Resistance is increased by [0-1500].
- The Lord
- Increases your healing received by [0-10]%.
- Reduces your damage taken from Bleed Damage by [0-10]%.
- Reduces your damage taken from Oblivion Damage by [0-10]%. // When you take Oblivion Damage equal to 30% of your Max Health, you restore [0-75] Magicka.
- Reduces your damage taken while using a damage shield by [0-10]%.
- Reduces your damage taken from player Light and Heavy Attacks by [0-10]%.
- Increases your resurrection speed by [0-20]%. // When you resurrect another player, you increase their Magicka Recovery by [0-X] for 8 seconds.
- Reduces your damage taken while resurrecting another player by [0-20]%. // When you are ressurrected by another player, you gain a damage shield that absorbs [0-X] damage for 5 seconds.
- Increases your Physical Resistance by [0-3960] while wearing 5 or more pieces of Heavy Armor. // While you have a Shield or Frost Staff equipped, your Physical and Spell Resistance is increased by [0-1500].
Some yellow Stars have not yet been included.
- When you die, you heal all allies within 8 meters of you for [0-X] Health.
- Improves your mastery with mounts, removing all mount Stamina costs outside of combat.
- Increases your crafting inspiration gained by [0-X]%.
- When you block three spells within 10 seconds of each other, your next Magicka ability used within 5 seconds will always be a Critical Strike.
- When you kill an enemy, you have a 20% chance to restore [0-X] Magicka for up to 3 friendly targets within 2.5 meters of the enemy.
- When you block a Heavy Attack, your next Light Attack used within 7 seconds deals 30% additional damage.
- When you block a melee attack, you have a 15% chance to deal [0-X] Physical Damage to the enemy.
- When you interrupt an enemy, your next Physical Damage ability used within 7 seconds deals 15% additional damage.
- When you fall below 20% Health you gain Major Heroism, granting 3 Ultimate every 1.5 seconds for 8 seconds. This effect can occur once every 20 secondos.
Also, there are other interesting Stars.
- Increases the duration of Major and Minor buffs you apply to yourself by [0-20]%.
- Increases the range of your abilities by [0-20]%.
As you may have noticed, many values have changed. If you could have up to 35% increased damage with Light and Heavy Attacks (through Physical Weapon Expert or Staff Expert), you can only have up to 10% now! Also, if you are a healer, you could have your healing increased by 15% after putting 100 CPs on Blessed. Now you will need 200 CPs to have a 10% bonus. "Number Squish"!
With these changes, CP cap may increase beyond 810. Power Creep will be dead for some time.
As I said up there, reworking the Champion System lasted several weeks. And the Stars had different versions. The end result is completely different from the initial one.
Example? Physical Weapon Expert and Staff Expert have also been fragmented in a previous version. But this concept has been eliminated.
I will be reading all feedbacks and constantly updating the Constellations. Feel free to suggest.
Thank you so much for reading my post.
@ZOS_GinaBruno @Jessica_Folsom @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Finn @ZOS_Gilliam @Alcast @Joy_Division @Masel @Liofa @Tasear @TurelusEditing... 1: Although I suggest percentage, rework can also work with absolute numbers (see Racial changes)!
- When you deal damage with a Light or Heavy Attack, you decrease the enemy's Stamina resource restore and Recovery by [0-10]% [0-129] for 6 seconds.
- Reduces the cost of Bash by [0-20]% 243.
- Increases your Stamina Recovery by [0-10]% [0-129].
- Increases your Spell Critical by [0-10]% 2191.
- Etc...