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Any ideas for some new CP nodes?

MindOfTheSwarm
MindOfTheSwarm
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Just wanted to know what the community had in mind to expand build diversity. I personally think a node that directly increases status effect damage would be nice. Maybe up to a maximum of 40% or so.
  • Necrotech_Master
    Necrotech_Master
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    based on the dmg increases for other things, i highly doubt the % would go that high, i mean most of our other dmg ones (the dot buffer thaumaterge only is +6%, and that also includes status effects that are dot based like burning and poison)

    the other problem with cp too is lack of slottable slots for the large quantity of slottables, and if your new node was a passive it would be even weaker than a slottable

    not to mention the entire green cp tree needs to be overhauled, because non-combat related nodes should never be a slottable period
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • MindOfTheSwarm
    MindOfTheSwarm
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    based on the dmg increases for other things, i highly doubt the % would go that high, i mean most of our other dmg ones (the dot buffer thaumaterge only is +6%, and that also includes status effects that are dot based like burning and poison)

    the other problem with cp too is lack of slottable slots for the large quantity of slottables, and if your new node was a passive it would be even weaker than a slottable

    not to mention the entire green cp tree needs to be overhauled, because non-combat related nodes should never be a slottable period

    The nodes you mentioned are low due to multiple abilities being affected by them. Status effect typically deal low damage and thus would require a higher buff to be worth it. Maybe not 40%, due to stacking. Perhaps 20% or even 12%.
  • Ugrak
    Ugrak
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    The effect from stormreaver's cavort seems like a better candidate for a CP node than a mythic item.
  • Amottica
    Amottica
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    based on the dmg increases for other things, i highly doubt the % would go that high, i mean most of our other dmg ones (the dot buffer thaumaterge only is +6%, and that also includes status effects that are dot based like burning and poison)

    the other problem with cp too is lack of slottable slots for the large quantity of slottables, and if your new node was a passive it would be even weaker than a slottable

    not to mention the entire green cp tree needs to be overhauled, because non-combat related nodes should never be a slottable period

    The nodes you mentioned are low due to multiple abilities being affected by them. Status effect typically deal low damage and thus would require a higher buff to be worth it. Maybe not 40%, due to stacking. Perhaps 20% or even 12%.

    I expect multiple nodes affect starts effects as well. The suggestion would allow them to dip into yet another bucket.

    Also, their point of limit slots to place our actives creates a real issue.
  • phaneub17_ESO
    phaneub17_ESO
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    1. 50 points, 25 points per segment, increases the damage done by your summoned pets and companions by 3% per segment, up to 6%.
    2. 50 points, 25 points per segment, reduces the damage taken by your summoned pets and companions by 3% per segment, up to 6%.
    3. 50 points, 10 points per segment, increases the health of your summoned pets and companions by 2% per segment, up to 10%.
    4. More the Merrier: 100 points, Allows you to have an additional companion following you while not in a party/group, reduces EXP gains of your companions by 25%.
    5. Warband: 100 points, Allows you to have up to 3 companions following you while not in a party/group, reduces EXP gains of your companions by 50%. Requires More the Merrier actively slotted.
  • Heartrage
    Heartrage
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    I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.

    For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.

    Another node could guarantee a furnishing ressource while reducing raw ressources.

    The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.
  • logan68
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    Heartrage wrote: »
    I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.

    For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.

    Another node could guarantee a furnishing ressource while reducing raw ressources.

    The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.

    people would only slot the valuable ones, like cloth and Jewelry nodes the rest are pretty worthless compared to these
  • Amottica
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    logan68 wrote: »
    Heartrage wrote: »
    I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.

    For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.

    Another node could guarantee a furnishing ressource while reducing raw ressources.

    The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.

    people would only slot the valuable ones, like cloth and Jewelry nodes the rest are pretty worthless compared to these

    This. Ans the idea of a CP style system making something weaker is not sound.

    The CP system doesn’t need a delay before an active actually becomes active since there is already a cooldown for changing CP again.

  • MindOfTheSwarm
    MindOfTheSwarm
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    Amottica wrote: »
    logan68 wrote: »
    Heartrage wrote: »
    I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.

    For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.

    Another node could guarantee a furnishing ressource while reducing raw ressources.

    The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.

    people would only slot the valuable ones, like cloth and Jewelry nodes the rest are pretty worthless compared to these

    This. Ans the idea of a CP style system making something weaker is not sound.

    The CP system doesn’t need a delay before an active actually becomes active since there is already a cooldown for changing CP again.

    What cool-down? Pay the gold and that’s it. Your new cp allocation is active.
  • SilverBride
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    I just want more passives and less slottables.
    PCNA
  • Northwold
    Northwold
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    Green Giant.

    Activate all slottable items in the green tree at all times without placing them in slots.
    Edited by Northwold on February 26, 2023 7:57PM
  • derkaiserliche
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    i hope they do way more passives again so leveling isnt meaningless past 1500cp
  • MindOfTheSwarm
    MindOfTheSwarm
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    i hope they do way more passives again so leveling isnt meaningless past 1500cp

    That can create power creep issues.
  • Paralyse
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    I would like to see at least one branch of one of the trees devoted to skills and passives that boost the effectiveness of Companions. Perhaps simplified versions of the heal/dps/tank Blue and Red branches.

    I would also like to see a branch devoted to Scrying and Excavation, two areas of the game which have been wholly ignored by ZOS in terms of CP -- this would go nicely with making Scrying and Excavation "baseline" skills instead of requiring players to learn them in Solitude.



    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • Kisakee
    Kisakee
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    Paralyse wrote: »
    I would like to see at least one branch of one of the trees devoted to skills and passives that boost the effectiveness of Companions. Perhaps simplified versions of the heal/dps/tank Blue and Red branches.

    I would also like to see a branch devoted to Scrying and Excavation, two areas of the game which have been wholly ignored by ZOS in terms of CP -- this would go nicely with making Scrying and Excavation "baseline" skills instead of requiring players to learn them in Solitude.

    What are those CP meant to do? If it's more loot i'm in but you really don't need any more help on scrying for even the hardest items. The moment you unlock snowflake v2 it's game over for every lead. And excavating isn't any harder once you know the chain reaction trick.
    I'm but a sarcastic beef jerky. Irony and cynicism are my parents. You've been warned.
  • Animar111
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    They should add nodes for ARCANIST, Vampires and werewolves.
  • Paralyse
    Paralyse
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    I do not have any trouble with excavating or scrying at all.

    How about these?
    - Increase your % chance of finding bonus loot
    - Increase your % chance of randomly discovering another lead from the same zone when you scry or excavate successfully there
    - Increase the durability of the encasement to make it harder to accidentally break it
    - Gain a small % chance that when an encasement would break, you successfully save the item instead of destroying it
    - You and/or your companions gain extra experience when you complete an antiquity
    - Increase the gold value of excavated antiquities by a % value per stage
    - Reduce the cooldown on using the Eye by a # of seconds per stage
    - Unlockable CP that lets you scry more than 3 active leads at once (4 or 5 would be nice)
    - Increase the chance of receiving a given lead by a % value per stage (e.g. if a NPC drops a lead, this increases the chance that the lead will drop for you)
    - A certain number of items earned via scrying do not count against the furniture slots in your house, e.g. the first 5, 10 or 15 antiquities placed in your house do not count against the limits, but after that, they count like normal
    - Gain a small amount of maximum stamina, magicka, and health for each rank earned in the Scrying and Excavation lines (all that digging is hard work, it should improve your fitness and your knowledge!)
    - Increase the maximum inventory space by a # value per rank based on your skill in excavation (like max excavation = 10 slots, e.g.)
    -
    That's just a few off the top of my head

    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • MindOfTheSwarm
    MindOfTheSwarm
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    i hope they do way more passives again so leveling isnt meaningless past 1500cp

    That can create power creep issues.
    Animar111 wrote: »
    They should add nodes for ARCANIST, Vampires and werewolves.

    Vampire Nodes:

    Elder Vampire: Reduces the amount of days you have to wait before converting another player by 1 per stage. (3 stages)

    Ancient Blood Lord: Increases the damage and healing of your Vampire abilities but increases the damage you take from Fire and Fighter’s Guild abilities by 5% per stage. (4 stages)

    Horror of the Night: Extends the duration of Blood Scion by 1 second per stage. (5 stages)

    Werewolf Nodes:

    Werewolf Alpha: Reduces the amount of days you have to wait before converting another player by 1 per stage. (3 stages)

    Feral Werewolf: Increases the damage and healing of your Werewolf abilities but increases the damage you take from Poison and Fighter’s Guild abilities by 5% per stage. (4 stages)

    Hircine’s Favor: Increases the duration of your werewolf transformation by 1 second per stage. (5 stages)
  • Necrotech_Master
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    im still fully against any more slottable cp nodes with the ridiculous 4 slottable limitation (i dont even bother spending my cp anymore because why? i got all 4 slottables i use maxed out and rarely if ever change them)

    heck we still technically need a cp cap increase to even max out all nodes now (im not at the cp cap yet, but since they added those extra nodes already, its not even possible to max out all of the cp nodes even at the cp cap)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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