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Champion System Ability Review

  • Nifty2g
    Nifty2g
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    I wish ZOS would participate in these discussions :\
    #MOREORBS
  • olsborg
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    Also one very important point I forgot to mention. Eventually most people will be at 3000-3600 cp, by then, everyone will be the same when it comes to CP diversity because everyone will have everything.

    This is not good, people need to have choices, if you choose this you cannot choose that etc etc. Choice is important, simply alowing everyone to have everything makes builds and gameplay stale imo.

    PC EU
    PvP only
  • ClockworkArc
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    I went for a run this morning and this was all I could think about. Haha.

    My number one change I'd like to see is a champion system that more clearly articulates playstyles as opposed to stat pool users(magicka/stamina). Our stats naturally benefit a particular playstyle but that should not define the end use as to how our characters develop.

    This is a larger thought but something I'd like to see. What I mean by this are of our three constellations in each series I'd like to see things more aligned with how someone is using their total pool of resources, mitigation, weapons, armor, "world magic", active defenses (block, dodge roll, break free), and skills to benefit them without penalizing them for choosing the "wrong" armor or weapon.

    For instance, if we look at the Warrior Constellations we currently have champion points that help to articulate the use of heavy armor/light armor/medium armor, etc. I don't believe this adds to the health of the game as HA/LA/MA already clearly benefits someone who uses a specific type of stat. As such, I would like the constellations to look more like.

    The Lord= Defensive Playstyle
    This playstyle is for those who actively want to defend by blocking and or passive mitigation but are not penalized for the type of armor they wear.

    Passives include: Reduce Block Cost, Reduce Crit Damage, Increase Spell Resistance, Increase Armor. The active stars then entirely revolve around the active use of blocking, around passive mitigation and the like. The current Steed stars of creating a shield when you activate block, or shield defense are cool.

    The Lady = Sustained DPS/Defense
    This playstyle is for those who want to actively defend through the use of shields and/or healing.

    Passive include: Increase Shields, Increase Healing Received, Reduce DoTs, Reduce AoE Damage. The active stars would then revolve around the sustained use of shields/healing to survive but does not explicitly benefit a magicka or stamina user (even though we all know magicka users naturally use these mechanics slightly more than stamina users). The current active Lord stars of potion drinking / rezzing suit this playstyle well.

    The Steed = Burst DPS/Defense
    This playstyle is for those who actively want to defend by avoiding damage / choosing their opponents.

    Passives include: Reduce Dodge Roll Cost, Reduce Magic/Poison/Disease Damage, Reduce Elemental Damage, Reduce Physical Damage (?). The active stars would revolve around stealth gameplay, not being seen or hurt, or having specific opponents or times (interrupt bonuses) they can attack. I think the current 120 star from the shadow would be cool here. This also clearly benefits vampires and werewolves, and rightly so as those playstyles have specific disadvantages but also maintain huge burst utility. This obviously benefits Stamina users slightly more than Magicka users but that is because stamina naturally provides more burst utility than magicka users.

    I could go on about what I think each individual star should be but I have to go to work. The basic premise of the champion system though should be more centered around generalized types of playstyles.

    A general overview of what the Mage Constellations could be are: Pure Damage / Crit Bonuses (Bursty Playstle), Penetration / Debuffs Bonuses (Sustained DPS Playstyle), CC / Snare / Healing Bonuses (Support / Defensive Playstyle).

    A general overview of what the Thief Constellations could be are: Cost Reduction Bonuses (Larger Resource Pools / Defensive Playstle), Passive Regeneration Bonuses (Sustained DPS / Long Fight Playstyle), Active Sustain Bonuses (Such as Potion Usage, Heavy Attack Restore, Reduce Break Free Cost and/or generalized bonuses centered around having "Windows of Power" that allow for "bursty" regeneration).

    That was really one idea but its a big one so I'll stop there. :tongue:



  • Ernest145
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    The problem is that no one except tanks cares about damage reduction in this game. Light armor users focus entirely on DPS or healing buffs and use shields as their defense. Medium armor users focus entirely on DPS and use dodge roll as their defense. As a magicka DPS, would I spend 10 points to increase my damage reduction by some %? No, I'll always skip that star and put it in some + damage star. So you have a bunch of useless defensive stars that no one will ever put points into.

    How does that work when the mage cp trees focus on damage and the warrior focuses on defense? You are able to with the cp cap to put 167 points into increasing damage/healing and then are forced to use 167 in the warrior cp trees to increase defense or other difference bonuses.
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • zerosingularity
    zerosingularity
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    Heavy/Medium/Light Armor Focus(counter weight/infrequent bonus) - I think these are meant to be the counter to the Mighty passive (Physical Damage) but currently these feel lackluster at best. I know many would like this to be a % damage reduction while wearing the 5 pc (not % bonus to armor) but that might be a little powerful and would need a balance check in PvP AND PvE.

    Arcane Well(clarity) - I never see this 120 point passive activate, so I do not know easily if it is working or not. If it is working correctly, a better telegraph to show it is working might be a good idea.
    % damage reduction is the same thing as armor. Something that adds 3500 armor can simply be thought of as adding 5% DR.

    Arcane Well = very quick and hard to see blue flash when a mob dies.

    Thanks, I made a mistake, I meant "physical" damage reduction, not all damage reduction. Having it un-tethered to armor would have it stack differently and be more beneficial to the non-heavy users. (+15% armor is useless for tanks already at hard-cap anyways (in PvE), so they still need to be looked at.

    Thanks for the Arcane Well heads up, it does need a better telegraph than a simple blue flash. Maybe a proc notification that mods can track. (Sorry consolers, I got no better ideas.)
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • Gilvoth
    Gilvoth
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    guys, please NOTE:

    this does Not apply to "PVP"
    this is only for "PVE" very soon will be a NON-CP cryodiil campaign
  • AshTal
    AshTal
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    I think they need to have something for every play style for example sorcs have nothing to bonus up pets (granted pets suck in PvP and end game but still). Also damage should be the same a % bonus to fire should be the same % to magic damage as DKs and Sorcs both have this as their primary damage type.

    Lastly I really think they should look at Racials when looking at CP. There are already super racials. It we give a race +12% to base health then allow them to increase the new higher health by 15% though CP the race with the +12% to health gets a double bonus. The racials need to be balanced and be balanced at 0 CP, 300 CP or Max CP.
    Edited by AshTal on December 21, 2015 5:34PM
  • zerosingularity
    zerosingularity
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    guys, please NOTE:

    this does Not apply to "PVP"
    this is only for "PVE" very soon will be a NON-CP cryodiil campaign

    Not all campaigns will be non-CP, so this still applies to PvP.
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • Gilvoth
    Gilvoth
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    guys, please NOTE:

    this does Not apply to "PVP"
    this is only for "PVE" very soon will be a NON-CP cryodiil campaign

    Not all campaigns will be non-CP, so this still applies to PvP.

    that campaign will be empty. i promise you, it will be empty.
  • Ernest145
    Ernest145
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    guys, please NOTE:

    this does Not apply to "PVP"
    this is only for "PVE" very soon will be a NON-CP cryodiil campaign

    Not all campaigns will be non-CP, so this still applies to PvP.

    that campaign will be empty. i promise you, it will be empty.

    No it won't, players builds are right now made with how much cp they have. A lot of builds won't preform how the should with cp being removed from them, so I doubt people would remake their whole build and also play with weaker toons in a non cp campaign. If anything the non cp would be empty and only for new vet players.
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • ClockworkArc
    ClockworkArc
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    Okay, okay. I thought of one other suggestion.

    Nourishing shouldn't provide %healing from potion. It should provide %reduction on potion cooldown or %increase potion magnitude (providing either increased duration on buffs or increase resources on restores) in order to reflect the glyphs. Thus allowing an active regeneration playstyle possible.
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Nifty2g wrote: »
    I wish ZOS would participate in these discussions :\

    Keep in mind this thread isn't meant to be a discussion or Q&A, the goal is to gather feedback from everyone about the topic at hand.

    With that said, please keep this thread focused on what Wrobel and his team are looking for: three changes you'd like to see with the Champion bonuses. This is not a place to discuss other systems. Thank you!
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Waffennacht
    Waffennacht
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    Definitely should be a physical mitigation CP Not tied into armor.

    As is, those whom would most benefit from physical mitigation (light armor) has no real counter to the already higher armor of medium (or heavy) coupled with an untethered spell mitigation CP.

    Edited by Waffennacht on December 21, 2015 6:21PM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • tinythinker
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    didnt you guys say there is going to be a champion point free cryodiil campaign coming up next patch?
    then this discussion and anything related to champion points is completely useless and void for those of us who pvp 24 / 7
    OK, but for those who (also) do PvE and those who choose to PvP in a Champion System enabled campaign it is still very relevant. Those who want to PvP only in the non-Champ Point campaigns can sit this thread out :blush:
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  • Joy_Division
    Joy_Division
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    didnt you guys say there is going to be a champion point free cryodiil campaign coming up next patch?
    then this discussion and anything related to champion points is completely useless and void for those of us who pvp 24 / 7

    For those of us that will not PvP on that server, this discussion is not useless.

    Of course, that assumes this will be an actual discussion...
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • AGrz5585
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    1. A physical migation champion point
    2. An increase dot damage point
  • Praeficere
    Praeficere
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    Less about stats, really - LOWER the stats CP give, and more about passives/abilities that weave/interact with your play/play around - as it should've been. Will give examples later.
    Edited by Praeficere on December 21, 2015 7:00PM
    Though the shadow has moved not,
    A thousand miles I’ve passed –
    Ageless as the mountains but forgetting not the past.

    Are you Resolute?
    PC EU Progression Guild
  • Dagoth_Rac
    Dagoth_Rac
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    I would like a more simplified attack bonus system. There is just not much rhyme or reason behind the types of damage attacks do. So some classes/builds get much better synergy from the Champion System than other classes. There is an existing rhyme and reason behind the resources used by an attack, though. Build off that! Most players know that stamina attacks scale off max stamina and weapon damage, crit based off weapon critical, and are mitigated by physical resistance. Most players know that magicka attacks scale off max magicka and spell damage, crit based off spell critical, and are mitigated by spell resistance.

    So I would suggest a star in one constellation (probably Ritual) that buffs the damage of all stamina-based attacks and a star in another constellation (probably Apprentice) that buffs the damage of all magicka-based attacks. Ultimates (and some passives) are a little tricky because they scale dynamically based off whatever your higher stats are in. But if you guy and gals are smart enough to make basic game damage from Ultimates and passives scale dynamically, I trust you can make CP damage buffs scale dynamically off the right star.

    This should make it very clear to the average player what star they need for their build. And it should advantage/disadvantage no particular class.
  • Ladiev
    Ladiev
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    I see a lot of people complaining about the sepparation of the stars increasing specific damage (fire, physical, magic etc). A fix could be to simply have the following two; Increase the damage of abilities that cost stamina/magicka.

    Additionally here are a couple of ideas for stars just off my head that could be interesting:
    • Increase movement speed by x%.
    • Increase length of a dodge roll by x%
    • Increase the damage of pets and summoned creatures by x% (come Spellcrafting)
    • Reduce time to cast a full heavy attack by x%.

  • Derra
    Derra
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    What I would change on passives:

    Hardy: Reduces physical, poison and disease dmg
    Elemental (magical) defender: Now also reduces magic dmg
    Thick skinned: Reduces the effectiveness of healing debuffs by up to 33% (additive counteracting befoul)

    Mighty: Increases physical, poison and disease dmg.
    Thaumaturge: Increases duration of snare, fear and disorient (counter for elusive) - both need a buff (maybe higher % and affecting all cc)

    Elemental expert: Also increases magic dmg.

    Nourishing: Let it take effect on all potion effects and their duration.

    All weapon passives: Increase the value to ~33% at 100 points invested and let them also buff attack speed by that amount (make heavy attacks bashable again please).

    I have no idea what to do about tenacy and shade and will add thoughts about unlocks later.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • hrothbern
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    Derra wrote: »
    What I would change on passives:
    Thick skinned: Reduces the effectiveness of healing debuffs by up to 33% (additive counteracting befoul)

    Befoul is already countered by Blessed & Quick Recovery.

    The 33% of Befoul fits well enough with the 25% self-heal from Blessed and the 16% from Quick Recovery

    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • magictucktuck
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    Maybe a newb question but wanted to be sure. Using mighty increases my stam nb's suprise attack because it's phisical damage. Now power extraction and killers blade do magic but are also stamina morphs. Do they also get effected by mighty and thaumaturge or just thaumaturge?
    PC-NA

    Necromancer

    Flawless Conqueror

    https://www.magictucktuck.com for my builds and guides!
  • Derra
    Derra
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    hrothbern wrote: »
    Derra wrote: »
    What I would change on passives:
    Thick skinned: Reduces the effectiveness of healing debuffs by up to 33% (additive counteracting befoul)

    Befoul is already countered by Blessed & Quick Recovery.

    The 33% of Befoul fits well enough with the 25% self-heal from Blessed and the 16% from Quick Recovery

    Well maybe make it weaker then (sth like 20% at 100 points) but even if you have quick recovery AND blessed maxed it does not counteract befoul in the way wrobel describes it (and it should not take two passives let alone three to achieve that).
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • tinythinker
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    Another fun thread idea from Wrobel. Thanks for asking for feedback. Sorry if some of my "three" are a bit involved.

    I seem to recall from an interview when this system was being introduced that the maximum bonus for each investment start (as opposed to the perk stars being unlocked by investing in a constellation) is 25%. If that is correct, some bonuses may be unbalanced at the 25% mark, which means either adding something too such stars or to the perk stars they unlock.

    I picked my three equally from the areas mentioned...


    Improving the Value of Choices: Potion Related

    The Champion System boons and perks involving potions should reflect that they require consuming an item with a cool-down. I actually use Nourishing on my Argonians since drinking any potion restores 8% of their health, stamina, and magicka, but I can see why it would be more lackluster for other races. A boost here would help other races and make the Saxhleel shine a bit more (they could use it).

    Current
    Nourishing: Increases the effectiveness of healing potions by X%.

    Suggested
    Nourishing: Increases the effectiveness of healing potions by X% and grants an additional X% to the Major Fortitude bonus to Health Recovery.


    So, in other words, with a particular number of points invested to make X=10, a health potion that restored 5585 and granted a 20% bonus to Health Recovery would grant 6143.5 health and a 30% bonus to Health Recovery.

    I know this is supposed to be "one" suggestion but there is also a perk unlock that involves potions, too, so I am throwing it in as well:

    Current
    Foresight: Reduces the Magicka cost of your next spell by 80% after you drink a potion. (Unlocks at The Apprentice Rank 75).

    Suggested
    Foresight: Reduces the Magicka cost of spells by 20% for 4 seconds after you drink a potion. (Unlocks at The Apprentice Rank 75).

    *or*

    Foresight: Eliminate the Magicka cost of your next spell after you drink a potion. (Unlocks at The Apprentice Rank 75).




    Counterweights/Balancing: Health Recovery

    The Spell Resistance bonus under the Steed is caps at a 25% boost whatever armor you are wearing, but it is limited by the armor bonuses of what you are wearing. The 5-piece bonus for Light Armor Focus, Medium Armor Focus, and Heavy Armor Focus give only Physical Resistance. Most damage shields are magicka based and there is a Bastion passive for boosting them. So it looks at a glance like these resistance options have a chance to be balanced already or to be tweaked a bit to make sure. If not I would focus here first.

    Otherwise, I would look at Healthy in The Lover. If my recollection about the 25% cap is correct, this passive is weak because of how health recovery works/its relative value compared to magicka and health recovery. If someone is stacking health recovery anyway, this is worth taking some points in, but this can be debuffed by weapon abilities and enchants as well as meatbag catapults.

    Current
    Healthy: Increases Health Recovery by X%.

    Suggested
    Healthy: Increases Health Recovery by X% and reduces Health Recovery debuffs by Y%.

    [If both bonuses are to be the same value, it could be phrased "Increases Health Recovery and reduces Health Recovery debuffs by X%."]




    Effectively Communicate the Bonuses: All That Don't Show Up In ToolTips

    Have the effects of *all* relevant Champ bonuses show up in tool-tips and the character sheet page, so that you can more readily see the effect. Last I checked some damage bonuses didn't show up in the tool-tips, for example. On a related note several "active effects" (outside of the Champion System) only have their names listed on the character sheet under "Active", not what bonus or penalty is being applied. These should always be clear what general effect is being applied. So, the UI team has some work to do making it clear what the real numbers are when you look at tool-tips and character stat sheet.


    Runners-Up

    Honorable mentions beyond the "top three" in the spoiler tags below...
    Inspiration Boost (The Tower) - Nice perk, but even better if it reduced research time as well by a small amount like 5%.

    Resilient (The Lady) - The bonus from this is so small it has little value. Maybe at 32K or more Max Health it gets big enough to be a little helpful, but I'm not so sure.

    Synergizer (The Lover) - Not bad, but how many synergies do you get to activate in a battle? Two ultimate per synergy isn't much at all. It makes sense to be a small perk, but maybe four or five per activated synergy?
    Edited by tinythinker on December 21, 2015 8:42PM
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  • hrothbern
    hrothbern
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    Derra wrote: »
    hrothbern wrote: »
    Derra wrote: »
    What I would change on passives:
    Thick skinned: Reduces the effectiveness of healing debuffs by up to 33% (additive counteracting befoul)

    Befoul is already countered by Blessed & Quick Recovery.

    The 33% of Befoul fits well enough with the 25% self-heal from Blessed and the 16% from Quick Recovery

    Well maybe make it weaker then (sth like 20% at 100 points) but even if you have quick recovery AND blessed maxed it does not counteract befoul in the way wrobel describes it (and it should not take two passives let alone three to achieve that).

    Take note that Blessed and Quick Recovery are combined in a multiplicative way !!!

    If you have both at 100 CP you get 1.25 x 1.16 = 1.45 more Healing, or 45% more.

    If you have both at 50 CP (the fair comparison with 100 CP in Befoul) you get 1.15 x 1.10 = 1.265 more Healing, or 26.5% more.
    That would indicate that Befoul should not be more than 26.5%

    But Heals do crit.
    And if they crit they also benefit from Elfborn (Magicka heals) or Precise Strikes (Stamina Heals)
    Again multiplicative....

    So I think that the 33% of Befoul is not that badly chosen.
    At lower total CP's available Befoul wins, at higher total CP's available increased Healing wins !

    That at lower total CP available the offensive has better cards, can achieve more Damage output, than the defensive side..... is a general dynamic inbalance effect of the CP tree.
    That is also one of the reasons why the one stat stack meta is so strong at the moment.

    I mentioned this already in several posts lately, and again in this thread on post #11.


    EDIT added:
    It is kind of sneaky that Befoul is in the cost reducing constellation "the Thief" and not in the constellation "the Mage" where the other offensive stars are like Thaumaturge, Elfborn, Mighty and Precise Strikes....
    Offensive characters can nicely stack


    Edited by hrothbern on December 21, 2015 8:20PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • MisterBigglesworth
    MisterBigglesworth
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    Look, whatever you do, please please just bring back some form of softcaps (at the very least for PvP).
    You NEED to reign in these infinite resource builds.
    You NEED to reign in these bursty 1-shot builds.
    You NEED to step in, take charge, set stronger limitations.
    Really we do it without like, the musical instruments. This is the only musical: the mouth. And hopefully the brain attached to the mouth. Right? The brain, more important than the mouth, is the brain. The brain is much more important.
  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    Before any changes, adjustments or whatever else is done an audit needs to be done to see what is working as intended and what isnt working. I've played this game since open beta without addons, just my style and I love it. However, if it wasn't for the add on developers and those who use them the community would have zero clue what was working/not working. For game design how the hell does that even make sense outside of covering for game mechanics not working?

    If you really want the whole community's input (idk how consolers can even give solid opinions with all the hidden numbers) then open up to us in a clear and concise manner what stars effect what and how. Explain why some stars seem to 'jump' points in effectiveness. Outright give us, in full, the equations you use and let us not need to solve multivariable style, its a damn game not a job. I love the math work thats been done on sites like tamriel foundry and such I just prefer to play my games relaxed (addon less) ever since the jedi grind in swg (so many professions).

    Then I believe we could start talking about addressing the champ system but until then how does someone without addons give any viable input? Why bother even asking? How can I even consider listing three stars that could be changed without taking into account affects on armor loadouts, weapons, racial bonuses, etc? The champ system is felt game wide; adjusting with thinking just inside the champ trees is folly at best disingenuous at worst.

    /rant off sorry about that
  • Turelus
    Turelus
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    One thing although not directly tied to the CP points themselves.

    Can the achievements be changed to "when you unlock 300/600/1200 in a area" rather than when spent, as when spent for those values is going to be a long long time away now.
    Edited by Turelus on December 21, 2015 8:25PM
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Dagoth_Rac
    Dagoth_Rac
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    Maybe a newb question but wanted to be sure. Using mighty increases my stam nb's suprise attack because it's phisical damage. Now power extraction and killers blade do magic but are also stamina morphs. Do they also get effected by mighty and thaumaturge or just thaumaturge?

    Thaumaturge only. Mighty would have no effect on an attack that does magic damage. Basically, the resource used for an attack (stamina, magicka, ultimate) has no bearing whatsoever on Champion Points. The only thing that matters to the star is the type of damage done, as described in the tooltip. Weapons suffer from this, too. Bow skills all use stamina, but some attacks do physical damage, some do poison, one even does fire! That is 3 different stars (Mighty, Thaumaturge, Elemental Expert) to buff bow attacks. This is very confusing and makes getting the most out of CP kind of random, based on how your class or weapon splits out the type of damage it does. This is a big part of why I suggested a star to boost stamina-based attacks and a star to boost magicka-based attacks. Much clearer and easier to understand, much less likely to advantage some classes and weapons over others.
  • Bashev
    Bashev
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    Wrobel wrote: »

    Effectively communicate all bonuses so it's easier to understand what they are doing:
    It’s unclear exactly how some Champion passives work just by reading their tooltips. For example, Befoul reads: “Increases the effectiveness of healing reduction abilities by 33%”. This bonus is actually additive, so a 30% debuff ends up being a 63% debuff when this passive is maxed. We’ll be cleaning up instances of tooltips like this so they are easy to understand.

    We would love to hear what your top three changes would be to the Champion bonuses. Keep in mind the criteria above, and as always, please keep things constructive!
    @Wrobel Do you know how Befoul passive works now?
    You wrote that the bonus is additive but the bonus actually is multiplicative. With 100 points into it your healing debuff skills reduce the healing with 40% (30%*1.33). Also you can see the changes in the tooltip of the skills too. I did testing how much is really reduced and it is 40% not 63%.
    Because I can!
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