desired new Champion Point nodes

ESO_Nightingale
ESO_Nightingale
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The Champion Points system has been around for a while but it never really tends to recieve new nodes. if we're sticking to a theme of generic slotted damage bonus nodes, i think it'd be really nice to see individual element nodes as slotted options. something like 10-12% increases to specific elemental types that help pure element builds.

eg:

Hypothermia: Increases your Frost Damage done by 10%.
Hyperthermia: Increases your Flame Damage done by 10%.
Super Conductor: Increases your Shock Damage done by 10%.
Master of the Arcane: Increases your Magic Damage done by 10%
Pestulent Horror: Increases your Disease Damage done by 10%
Venomous Aura: Increases your Poison Damage done by 10%
Warrior's Stance: Increases your Physical Damage done by 10%
Bloody Rage: Increases your Bleed Damage done by 10%
PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Zodiarkslayer
    Zodiarkslayer
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    Agreed. These should've been added at the start of CP2.0

    But, I don't know. Maybe they did not add them, because they would be too powerful in PvP? That seems to be the main reasoning behind almost every nerf to passive damage in the past.

    So, maybe like that?
    Hypothermia: Increases your Frost Damage done to monsters by 10%.
    Hyperthermia: Increases your Flame Damage done to monsters by 10%.
    Super Conductor: Increases your Shock Damage done to monsters by 10%.
    Master of the Arcane: Increases your Magic Damage done to monsters by 10%
    Pestulent Horror: Increases your Disease Damage done to monsters by 10%
    Venomous Aura: Increases your Poison Damage done to monsters by 10%
    Warrior's Stance: Increases your Physical Damage done to monsters by 10%
    Bloody Rage: Increases your Bleed Damage done to monsters by 10%
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • ESO_Nightingale
    ESO_Nightingale
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    Agreed. These should've been added at the start of CP2.0

    But, I don't know. Maybe they did not add them, because they would be too powerful in PvP? That seems to be the main reasoning behind almost every nerf to passive damage in the past.

    So, maybe like that?
    Hypothermia: Increases your Frost Damage done to monsters by 10%.
    Hyperthermia: Increases your Flame Damage done to monsters by 10%.
    Super Conductor: Increases your Shock Damage done to monsters by 10%.
    Master of the Arcane: Increases your Magic Damage done to monsters by 10%
    Pestulent Horror: Increases your Disease Damage done to monsters by 10%
    Venomous Aura: Increases your Poison Damage done to monsters by 10%
    Warrior's Stance: Increases your Physical Damage done to monsters by 10%
    Bloody Rage: Increases your Bleed Damage done to monsters by 10%

    yeah that'd work tbh. I mainly play pve and these kinds of nodes can create issues in pvp.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Finedaible
    Finedaible
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    Or how about slotted perks which grant specific status immunity like the old racial passives for that good old Elder Scrolls roleplay? That would actually make switching slotted perks tactical and meaningful. Then you could make your Bosmer or Argonian resist poison or diseased status again if you really wanted to, or Dunmer resist fire... That was a much more interesting time to build into.
  • ESO_Nightingale
    ESO_Nightingale
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    Finedaible wrote: »
    Or how about slotted perks which grant specific status immunity like the old racial passives for that good old Elder Scrolls roleplay? That would actually make switching slotted perks tactical and meaningful. Then you could make your Bosmer or Argonian resist poison or diseased status again if you really wanted to, or Dunmer resist fire... That was a much more interesting time to build into.

    That sounds like it'd utterly brick your frost warden build if someone slotted it in pvp since a frost warden's playstyle is built around status effect and chilled proc. There's a reason why they removed that and other racial status immunities from the game. As a slotted node it seems too specific to be good in a lot of situations and too powerful against that 1 niche.
    Edited by ESO_Nightingale on November 1, 2024 3:37AM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • YandereGirlfriend
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    These should have been added like four years ago. But better late than never.

    Nightingale always bringing the great ideas!
  • ESO_Nightingale
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    These should have been added like four years ago. But better late than never.

    Nightingale always bringing the great ideas!

    i dont always have great ideas, but i feel like in this instance, it fits rather well for what existing nodes we already see.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Thumbless_Bot
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    The Champion Points system has been around for a while but it never really tends to recieve new nodes. if we're sticking to a theme of generic slotted damage bonus nodes, i think it'd be really nice to see individual element nodes as slotted options. something like 10-12% increases to specific elemental types that help pure element builds.

    eg:

    Hypothermia: Increases your Frost Damage done by 10%.
    Hyperthermia: Increases your Flame Damage done by 10%.
    Super Conductor: Increases your Shock Damage done by 10%.
    Master of the Arcane: Increases your Magic Damage done by 10%
    Pestulent Horror: Increases your Disease Damage done by 10%
    Venomous Aura: Increases your Poison Damage done by 10%
    Warrior's Stance: Increases your Physical Damage done by 10%
    Bloody Rage: Increases your Bleed Damage done by 10%

    I vote for the following:

    Hypoglycemia or Efficient Metabolism: increase the effectiveness of stat based food/drink like bewitched sugar skulls by 20%. Only applies to max mag, stam, health portion of foods. So for jewels of misrule would increase health.

    Hyperglycemia or Quick Metabolism: increase the effectiveness of recovery food/drink by 20%. Would apply to the recovery drinks and the recovery portion of foods like jewels of Misrule for mag and stam recovery.
    Edited by Thumbless_Bot on November 13, 2024 5:23PM
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