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Champion System rework should have been about....

Bigbeef
Bigbeef
Soul Shriven
Champion System rework should have been done in a way that caps vertical progression at an extremely low CP, and further CP gain should have been about unlocking convenience. Maybe by the time you're CP 300 or 400 you'd be able to max out a DPS spec, but at 600 or so you could use the active star bar to easily shift to a tank role or healer role all with the same point allocation and just changing your active stars.

This way new players would hit the vertical cap rather quickly and join in on the DLC vet dungeon game play with more veteran players. And people who have or achieve even higher CP could easily change their game play style with ease.

Instead, this new system just added more grinding and more vertical progression. There's real point to the active star system as it is now. If I want to change it up and play a mage, even with 1000 CP points I still have to rework my entire point allocation from scratch.

This system could have been great. A way cut down on mindless grinding and incorporate fun, make the game more accessible to new players and provide easy ways to change/play how you want, but instead it just turned the game into a korean grinder.

I hope it's implementation in the near future is re-evaluated.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    They effectively did that to a large degree. A No/Low CP player saw a massive buff to their damage with the new system (approximately 30k on a trial dummy). Yes the vertical progression ends at a higher amount, but the impact of the system is far less powerful.

    You dont need CP to hit 80k on a trial dummy now which is frankly enough for any content in the game. Most Low CP players are frankly wise to focus mitigation before damage at this point. Nobody will, but most people arent all that wise. LOL
  • Bigbeef
    Bigbeef
    Soul Shriven
    They effectively did that to a large degree.

    While the bump to lower CP players damage helps, in the end they really didn't do as you say they did and it doesn't solve any issues, it just created more issues. They added more grind and the amount of CP points needed to vertically max any one role (tank, healer, dps) is about 1500 - 1600ish?

    So even if a person grinded like crazy to get to that CP level, you still don't have enough to change up your game play without respeccing and basically starting over.

    It adds more grind and doesn't add any character customization or build flexibility, which is what a system like this should be about.

    If this system is just going to be one big vertical grind, why even have it in the first place? Just make it so you get a damage/mitigation bump every CP level and be done with it.

    Makes no sense to me.

    A dozen times now I've tried to get people into ESO, and they typically like the content and game play, but they always get discouraged when it comes to the CP grind for vet DLC/Trials, which they always want to do. To do vet DLC dungeon content requires a decent chunk of CP and every time I get a person into the game and they want to do it, I try to help them level up and they typically get a couple hundred CP in and quit out of sheer boredom.

    When I heard about the new CP system coming they made it sound like they were going to basically flatten out the vertical climb and make it easier for new players to get into vet DLC content.

    But they didn't do that. They just made playing the game more discouraging for new players. It's frustrating that they went with this direction and I see it literally driving players away.
    Edited by Bigbeef on March 18, 2021 7:17PM
  • BXR_Lonestar
    BXR_Lonestar
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    Bigbeef wrote: »
    Champion System rework should have been done in a way that caps vertical progression at an extremely low CP, and further CP gain should have been about unlocking convenience. Maybe by the time you're CP 300 or 400 you'd be able to max out a DPS spec, but at 600 or so you could use the active star bar to easily shift to a tank role or healer role all with the same point allocation and just changing your active stars.

    This way new players would hit the vertical cap rather quickly and join in on the DLC vet dungeon game play with more veteran players. And people who have or achieve even higher CP could easily change their game play style with ease.

    Instead, this new system just added more grinding and more vertical progression. There's real point to the active star system as it is now. If I want to change it up and play a mage, even with 1000 CP points I still have to rework my entire point allocation from scratch.

    This system could have been great. A way cut down on mindless grinding and incorporate fun, make the game more accessible to new players and provide easy ways to change/play how you want, but instead it just turned the game into a korean grinder.

    I hope it's implementation in the near future is re-evaluated.

    Are you kidding me? Cap out at 3-400 CP? I'm going to be very honest with you: it doesn't take a whole lot of time investment to get to CP 3-400, especially now with Zos giving away exp scrolls as login rewards. I reached the cap (810) well before the login rewards was even a thing, but I've seen several players rank up a fresh character with 0 CP to CP 3-400 in a matter of a month or two without no-lifing. This game is designed to be played over the long-haul, so that is actually a pretty "short" time to reach the CP 3-400 level.

    With that in mind, there is really less difference in having 0 CP and having max CP in this system than there was previously. I think I saw a few posts in these forums when the patch first came out that the difference in 0 CP (not putting in your CP) and optimizing your CP for damage is ~ 20%. It was much greater pre-patch, so there is already less power differential between the max CP players and lower CP players under the new system.
  • xaraan
    xaraan
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    I agree, but I think they did that by just making CP less relevant to overall power. They did what they tried to do with the LA/HA changes that didn't roll out and raised the floor for new players and less experienced and those with little CP and lowered the ceiling on high CP/vets/super-parsers. (Although the whole hit 80k with no CP everyone keeps tossing around comes from one of those super parsers, so it's not common and shouldn't be tossed around like it's expected/average). So overall, doing that with CP probably worked better than doing it through LA/HA changes.

    The amount of CP people feel they need though is much higher than the old 810. I've been sitting right under 1800 for a while now (I don't grind, not gonna start now even though I've probably earned enough XP when it was capped/curved to be at 3600 in the new system) and I'm seeing everyone in my trials guiId and friends grinding hardcore trying to reach that 1800 mark that I guess in the new goal. I don't think it was smart to make people feel like they need to grind to 1800. I'd have targeted 1000 CP for power, by then you'd have had enough to have every combat worthy passive and 4 actives of each. Past that it would be all about convenience of having more active options to swap and more passives that are for out of combat quality of life. (They really screwed up the green tree here, 90% of the actives in it now should be passive. My character feels worse quality of life wise after the new system at 1780CP than before when it was capped at 810)
    Edited by xaraan on March 19, 2021 5:52PM
    -- @xaraan --
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