Fix the champion tree....don't remove it.
Yolokin_Swagonborn wrote: »Fix the champion tree....don't remove it.
The champion system is trash and it promotes trashy gameplay. Half of the time you don't even notice that random damage shields and other procs from the passives. Some of the passives seem OP and others seem completely useless.
The only thing the champion system is good for is keeping your sustain up so you can use your gear to stack either weapon damage or spell damage to the roof without having to heavy attack for resource sustain.
That type of gearing wouldn't have been sustainable in 1.5 as you would have run out of resources. But having max damage and infinite regen lets you just burn things down super quickly and avoid the mechanics in PvE and avoid actually having an engaging fight in PvP.
Here is what the champion system is responsible for.
- Burning the boss down so fast you don't need to do the mechanics in PvE
- 1 Shot builds in PvP
- Constant nerf threads because escape and CC skills can now be spammed indefinitely
- Reduction in gear diversity due to the damage stacking meta.
- When is the last time you saw someone running seducer set? You can get 3x seducer bonus in full heavy with 100 CP.
I know some of you are carrot chasers and will scream "MAH PROGRESSUNZS" if ZOS removes the champion system but you have to realize that your character isn't really getting any stronger, ZOS will just make the content harder to compensate. It's a treadmill. Horizontal progression is what this game needs. Not some power creep mess like the champion system. There is another name for horizontal progression.
It's called content.
TayDibiase wrote: »Imo if you changed 2 of these 3 perks, treasure hunter, master gatherer or war mount to perks in which 1 would remove basic items from your final boss rng loot table (i.e. Rubedite greaves of stamina, ancient silk gloves of magicka etc.) and 1 that increases your refine rate to a guaranteed 4 golds per 200 stack of raw material those would be 2 great changes that would improve things around here.
Yolokin_Swagonborn wrote: »Fix the champion tree....don't remove it.
The champion system is trash and it promotes trashy gameplay. Half of the time you don't even notice that random damage shields and other procs from the passives. Some of the passives seem OP and others seem completely useless.
The only thing the champion system is good for is keeping your sustain up so you can use your gear to stack either weapon damage or spell damage to the roof without having to heavy attack for resource sustain.
That type of gearing wouldn't have been sustainable in 1.5 as you would have run out of resources. But having max damage and infinite regen lets you just burn things down super quickly and avoid the mechanics in PvE and avoid actually having an engaging fight in PvP.
Here is what the champion system is responsible for.
- Burning the boss down so fast you don't need to do the mechanics in PvE
- 1 Shot builds in PvP
- Constant nerf threads because escape and CC skills can now be spammed indefinitely
- Reduction in gear diversity due to the damage stacking meta.
- When is the last time you saw someone running seducer set? You can get 3x seducer bonus in full heavy with 100 CP.
I know some of you are carrot chasers and will scream "MAH PROGRESSUNZS" if ZOS removes the champion system but you have to realize that your character isn't really getting any stronger, ZOS will just make the content harder to compensate. It's a treadmill. Horizontal progression is what this game needs. Not some power creep mess like the champion system. There is another name for horizontal progression.
It's called content.
One point I'll disagree on, you're base regen at vr16 is what? 800 with the correct armor type buffs?
So even getting 25% from cp, that's still only going to give you around 1k regen, as 25% of a low figure isn't much, yes cost reduction is another cp tree, but cost reduction doesn't stack all that well.
Where as seducers, with 0 cp, will give you 300 regen ( so nearly double the cp regen) and 8% flat reduction.
Cp has meant glass cannons have less resource issues, but even with max cp, 1k regen isn't going to sustain you for long, in pvp or pve.
Where as my build (at 170cp) has 1700 regen, and only 200 less spell damage than is achieveable.