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.
magictucktuck wrote: »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?
jcasini222ub17_ESO wrote: »Explain why some stars seem to 'jump' points in effectiveness.
I am somewhat confused about the text tip text when it is for a weapon. Is the term "weapon" talking about stam (like swords, bows, etc) or magic ( staves). In the blue "Ritual" star cluster, Precise Strikes for an example: Weapons crits, what type of weapon? I am assuming melee based on type of star cluster it is in, but the tooltip does not say for sure.
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
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
Wrong math leading to wrong conclusion - with 100 points into befoul healdebuff will reduce a heal with 100 into blessed + 100 quick by 63%.
For a heal of value 100 this means:
100 x 1.16 x 1.25 x 0.37 = 53,65
For comparison without any cp passives it would be:
100 x 0.7 = 70
That´s still a 16.35% difference in favor of befoul. So you would still need a passive offering atleast these 16.35% to counteract the effects of befoul and this would be at the cost of 300 cp compared to 100.
(Ofc all of this is under the assumption that befoul gets changed to work in the way our lead combat designerTHINKS it is working)
ZOS_GinaBruno 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!
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
Wrong math leading to wrong conclusion - with 100 points into befoul healdebuff will reduce a heal with 100 into blessed + 100 quick by 63%.
For a heal of value 100 this means:
100 x 1.16 x 1.25 x 0.37 = 53,65
For comparison without any cp passives it would be:
100 x 0.7 = 70
That´s still a 16.35% difference in favor of befoul. So you would still need a passive offering atleast these 16.35% to counteract the effects of befoul and this would be at the cost of 300 cp compared to 100.
(Ofc all of this is under the assumption that befoul gets changed to work in the way our lead combat designerTHINKS it is working)
@Derra the healing debuf is 40% with 100 points (30*1.33). Dont listen what @Wrobel wrote. He is wrong. I can provide screenshots, even a video if it is needed.
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
Wrong math leading to wrong conclusion - with 100 points into befoul healdebuff will reduce a heal with 100 into blessed + 100 quick by 63%.
For a heal of value 100 this means:
100 x 1.16 x 1.25 x 0.37 = 53,65
For comparison without any cp passives it would be:
100 x 0.7 = 70
That´s still a 16.35% difference in favor of befoul. So you would still need a passive offering atleast these 16.35% to counteract the effects of befoul and this would be at the cost of 300 cp compared to 100.
(Ofc all of this is under the assumption that befoul gets changed to work in the way our lead combat designerTHINKS it is working)
@Derra the healing debuf is 40% with 100 points (30*1.33). Dont listen what @Wrobel wrote. He is wrong. I can provide screenshots, even a video if it is needed.
I know - i´ve tested that the instant i´ve read it - hence the edit: for the case it gets changed to work in the way wrobel thinks it´s working it would need a passive countering it.
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.
MisterBigglesworth wrote: »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.
Ensure every bonus has a counter weight:
For the Champion System, every offensive bonus should have a defensive counterpart and vice versa. For example: Offensive players can get increased spell penetration from Spell Erosion, while defensive players can get increased spell resistance from Spell Shield.
Really. Why than with 100 Befoul, Dark Flare from 30% reduction becoming 40%?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.
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.
With 100pts into Befoul my reverberating bash / soul harvest tells me it reduces heals by 40 %. Either it´s an error in the tooltip or it´s not working as you described.
2) The Shadow > Elusive passive
Reducing duration of CCs is a counter-synergy to reducing the cost of Dodge rolls / Break free, and between the two, the choice is quickly done: not using break free within 1 second is usually a death sentence when you have 2 or more people focusing you.
There are many few possible replacements: retaining stamina regeneration while blocking, increasing base movement speed (would probably too strong and I wouldn't recommend it), reducing detection radius...
I don't get what people are saying about there not being physical damage resisyance. Don't the armor specialization stars provide physical resistance?
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.