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A relatively simple idea for ZOS' CP concerns.

xirub17_ESO
xirub17_ESO
✭✭
Add more CP options (such as having 5 nodes per a Sector instead of 4), and make the options more coherent to different play styles per a Sector; and re-introduce Cost Reduction on a limited basis as a fifth option (Capped at maybe 10-15% with 100 points). CDR (Cool Down Reduction) would also be a welcome sight. Maybe reorganized/improved Health / Sword & Board options for tanks and utility perks paired up in a sector, where anything to do with Magic Damage or Weapon Damage being in the same sector, sort of like how the Blue Points work, minus the center Sector, but make the center Sector all about Health, Sword & Board / Utility Points.

Basically take for example:

- Apprentice (Spell Damage/Light Armor/Magic):
Move Staff Damage node here (Destro Staves)
Move Blessed to the Ritual, (Because after all, Healers use the "Ritual Stone" for Healing)
Add a Magic-only version of Thaumaturge (Increases Magic DoTs)
Make Magic Penetration more useful for PvE
All Nodes/Passives are Magic DPS themed.

- Atronach (Weapon Damage/Medium Armor/Stamina):
Move Mighty / Piercing / Precise Strikes here.
Move Weapon Expert Here (Dual Wield, Two Handed, Bows)
Add a Stamina-only version of Thaumaturge (Increases Physical DoTs, ie. Bleed Damage, Poison, Disease damage)
Make Physical Penetration more useful for PvE.
All Nodes/Passives are Stamina DPS themed.

-Ritual (Healer / Tank / Support / Berserker (Heavy Armor/(Resto/S&B)/Health)):
Adds Blessed from Apprentice.
Shattering Blows / Master at-Arms could remain... maybe
Add something to Increase damage / Resources Return for Sword & Board / Bashing / Resto Staves ?
Add something to boost Reduce on self, but increase to others Crowd Control / Stun duration ?
All nodes/passives are Healer / Tank / Support / Berserker themed (ie. Reduce the time to resurrect another Player)

Obviously for a Tank / Berserker you would then take your 270-300 Blue CP and use them all in Atronach / Ritual, and ZERO in Apprentice, or a Healer would take all of their CP and use them all in the Ritual and Apprentice sectors; unlike today where builds are basically a mixed bag of everything, and little to no coherence with passives, where each Sector would give a total bonus to their respective Magic / Stamina / Health Pools perhaps.

The flip side to this is the whole idea of using Blue / Red / Green CP Points. Why is it that all of your Blue (Mage) Points are for damage dealing instead of for "Mages" ? Or the Green "Warrior" CP Points are for only Resource management ? I am sure there was once a more cohesive plan for this years ago.

I know people can easily pick this apart, this is the Internet after all; but I assume you see the direction I am going with this idea. Give the players a 5th node in each Sector, so as a way to give them more diverse areas to place their 840+ Champion Points. Maybe make the CP unbound to colors, but cap the amount you can spend in each Sector. Simple enough for average people, I hope.
Edited by xirub17_ESO on March 12, 2019 3:31PM
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