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CP System Rework

MindOfTheSwarm
MindOfTheSwarm
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I personally feel that the CP system needs a much needed overhaul. I think that removing the current percentage system with a flat system and removing detrimental returns on nodes would allow more build variety and allow people with less CP compete with higher CP players in endgame content and CP PVP. Please look at my suggested change and leave thoughts below.


Warrior Tree:

The Steed:

Medium Armor Focus: No Change.

Resistant: No Change. Maybe give it a slight buff [200-2000].

Spell Shield: No Change.

Expert Defender: Reduces damage taken from Light and Heavy Attacks by [100-1000]. (moved from The Lord)


The Lady:

Light Armor Focus: No Change.

Thick Skinned: Reduce the damage you take from damage over time effects by [50-500].

Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [50-500].

Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [50-500].


The Lord:

Heavy Armor Focus: No Change.

Quick Recovery: Increases healing received by [50-500].

Bastion: Increases the value of damage shields by [200-2000].

Iron Clad: Reduce the damage you take from direct damage attacks by [100-1000]. (moved from The Steed)


The Thief Tree:

The Tower:

Bashing Focus: Reduces the Stamina cost of Bash attacks by [50-500].

Warlord: Reduces the Stamina cost of Break Free by [50-500].

Shadow Ward: Reduces the cost of Blocking by [100-1000]. (moved from The Shadow)

Tenacity: Increases the amount of Magicka and Stamina your Heavy Attacks restore by [100-1000]. (moved from The Lover)


The Lover:

Healthy: Increases your Health Recovery by [30-300].

Arcanist: Increases your Magicka Recovery by [50-500].

Mooncalf: Increases your Stamina Recovery by [50-500].

Tumbling: Reduces the Stamina cost of Roll Dodge by [100-1000]. (moved from The Shadow)


The Shadow:

Befoul: Increases the healing prevented through your healing reduction abilities by [50-500].

Leech (renamed from Siphoner and changed): When you deal damage with a light or heavy attack, you decrease the enemy’s health, magicka, and stamina resource and recovery by [20-200] and gain [20-200] increased health, magicka and stamina recovery for the duration.

Sprinter: Reduces the Stamina cost of Sprinting by [30-300]. (moved from The Tower)

Shade: Reduces the Stamina cost of moving while in Stealth by [50-500].


The Mage Tree:

Elemental Expert (changed): Increases your Flame, Frost and Shock Damage by [100-1000]. (No longer improves Magic damage)

Blessed: Increases the effectiveness of healing done by [100-1000].

Elfborn: Increases damage and healing dealt of critical strikes with magicka abilities by [200-2000].

Spell Erosion: No Change.


The Atronach:

Shattering Blows (changed): Increases your damage with fully charged heavy attacks against targets with damage shields by [400-4000].

Master-at-arms (changed): Increases the damage of your light and heavy attacks and standard bash attacks by [200-2000].

Anarchist: (new passive replaces Physical Weapon Expert) Increases the damage of your area of effect abilities by [50-500].

Clarity: (new passive replaces Staff Expert) Increases the damage of your Magic and Physical abilities by [100-1000].


The Ritual:

Thaumaturge (changed): Increases the damage of your non-bleed damage over time effects by [50-500] and a further [15-150] when enemies are under the effects of the Burned, Chilled or Diseased status effect. This effect can stack up to 3 times for each different effect.
(This change would incentivise the use of Charged trait for dedicated DoT builds and push for more build variety in groups).

Insidious (renamed from Mighty/changed): Increases your Bleed, Poison and Disease Damage by [100-1000] and a further [10-100] damage against targets with the Poisoned or Diseased status effect.

Precise Strikes: Increases damage and healing of critical strikes dealt by stamina abilities by [200-2000].

Piercing: No Change.



* Note this combined with no detrimental effects by focusing on single nodes would encourage a wider variety of builds and 'spread out' the CP system a bit and give lower CP players a real feeling that their points are having an effect.

** Obviously there would have to be certain caps on these effect so that for example, a player with 100 points in Expert Defender would not reduce the Light Attack that hits for 1000 deal 0 damage.

*** I did not include a node that increases the damage of single target abilities as these already do enough. Even with 100 points put into Anarchist, your area of effect abilities would still not match the burst of a single target ability. The exception here would be Templar Jabs as 100 points into Anarchist would essentially give 500 damage to each individual jab, but 100 points into a single ability would be detrimental to an overall build.

**** The Clarity passive was to give hybrid builds more viability without stepping on the toes of dedicated Magicka and Stamina builds too much. You will also notice that by combining Clarity and Insidious you could effectively double down on Bleed, which is why Thaumaturge does not benefit Bleed in any way.
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