Making this post to further emphasize some concerns that the community has had since release of the game, but especially since the release of 1.6.
I will keep it short and simple, attempt to format appropriately to make my points and evidence clear and hope that ZoS and the community listens to these concerns once more so we can attempt to change the PvE aspect of the game for the better.
• Unfair Buff System
When attempting to compete against other guilds of the enemy faction in PvE Environments, it needs to be a level playing field.
Right now, whoever has the most PvP Buffs is at a major advantage. Even more outrageous is that PvP is affecting PvE. These two fields should be completely separate.
• Point System
The point system is completely imbalanced. Currently the mainstream tactic is to skip all trash mobs, and even some bosses in Trials by actually dying to reach the endboss faster and complete the event quicker. This has been shown to provide the most points. This means the point penalty per death is negligible compared to the point gain per second in Trials. You are basically not punished for dying anymore in Trials. The older system was much better in that you actually had a significant punishment for failing. Now it is all about skipping as much mechanics as possible, even if it means losing 24+ lives, to achieve a faster time thus achieving a higher score.
• Champion System
This goes without saying. Whoever grinds the most points, does more damage, takes less damage and has the higher advantage in all areas of the game. This is similar to the Emperor system in PvP. Whoever plays the most, wins.
Please Zenimax, make PvE a fair environment. Currently it is undeniably unfair.
Follow up Comment from Page 2 on The Champion System
Following up on my point,
I am still of the position that CP is an absolutely attrocious endgame progression system.
I feel personally that gear should be the aim for max level players, gear only obtainable in endgame content.
We see this done in other games such as WoW. Your character becomes more powerful based on the content you complete because the harder the content, the better the loot. This is a challenging, rewarding system.
In ESO however absolutely anybody who has time to spare can grind and grind and grind as many CP as he wants to make his character more powerful. This is rewarding players for absolutely nothing.
Again comparing a Gear V Grind System, let's look ahead a few months. Someone has reached 1,000 Champion points. He is unfathomably more powerful than a player who has just started on his CP progression journey, that is someone who has just hit V14. However, if a gear based system was implemented, that fresh V14 could begin working towards completing difficult content and eventually become just as powerful as a player who has played infinitely more than him in much less time than it would take for them to grind 1,000 CP. Now we have a fair playing field, two equally geared players. Now it is down to skill, simply who can play better, not who has played longer.
If we take a fresh guild for example. Brand new, full of recently dinged V14s who want to start Raiding they will effectively never be able to compete against a guild who has been here for 2 years with 1,000 CP on all their member's characters.
A gear based system will allow more and more people to progress, be rewarded for completing harder and harder content and allow for a more competitive raiding scene. This has been proven in other MMOs.
Edited by SirEwan on May 20, 2015 4:14PM Sorcerer Master Class.
PC Master Race.
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