Calling all ESO forum posters! We are currently reviewing the Champion System bonuses and would love hear your feedback on them. Our goals for this review are:
- Ensure bonuses have a counter weight
- Improve infrequently selected bonuses
- Effectively communicate all bonuses so it’s easier to understand what they’re doing
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.
Improve infrequently selected bonuses:
Some of the Champion Point stars are much less popular than others. It’s not intended that all specs are equally useful, but they should be somewhat useful for some play style. Nourishing is a great example of a passive we are looking at in our review. It’s in the same constellation as Quick Recovery and gives a similar bonus of increased healing. However, Nourishing only works every 45 seconds when you can use a potion and Quick Recovery works all the time on all abilities, from both ally and self cast sources.
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 tool tips. For example, Spell Erosion and Piercing are looking at the attackers stats instead of the defenders so the number don't end up being what you may expect. We’ll be cleaning up instances of tool tips 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!
Guys, thanks for all the feedback thus far. Here are some suggestions we really like and are considering so far:There are also a bunch of cool ideas in here for new stars, which we’re keeping in mind!
- Ensuring equality between Stamina and Magicka users with the new counter weights in place
- Combining together some of the weaker Champion passives
- No longer requiring players to invest in multiple different stars if their build does more than 1 type of damage
We also want to make an edit to the original post. Befoul is currently working correctly, however we do want to ensure it's a proper counter weight to the increased healing passive. Apologies for the confusion. We've updated the last section on clarity and replaced the example so it now reads as follows:
“It’s unclear exactly how some champion passives work just by reading their tool tips. For example, Spell Erosion and Piercing are looking at the attackers stats instead of the defenders so the number don't end up being what you may expect. We’ll be cleaning up instances of tool tips like this so they are easy to understand.”
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!
[*] Ensure bonuses have a counter weight
..........
[*] Ensuring equality between Stamina and Magicka users with the new counter weights in place
ZoS_GinaBruno wrote:
While there are many abilities in each of the three constellation groups, the groups each have a general theme.
Points spent in the Warrior will improve your health and overall defensive capabilities.
Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing.
ZoS_GinaBruno wrote:
While there are many abilities in each of the three constellation groups, the groups each have a general theme.
Points spent in the Warrior will improve your health and overall defensive capabilities.
Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing.
Calling all ESO forum posters! We are currently reviewing the Champion System bonuses and would love hear your feedback on them. Our goals for this review are:
- Ensure bonuses have a counter weight
- Improve infrequently selected bonuses
- Effectively communicate all bonuses so it’s easier to understand what they’re doing
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.
Improve infrequently selected bonuses:
Some of the Champion Point stars are much less popular than others. It’s not intended that all specs are equally useful, but they should be somewhat useful for some play style. Nourishing is a great example of a passive we are looking at in our review. It’s in the same constellation as Quick Recovery and gives a similar bonus of increased healing. However, Nourishing only works every 45 seconds when you can use a potion and Quick Recovery works all the time on all abilities, from both ally and self cast sources.
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 tool tips. For example, Spell Erosion and Piercing are looking at the attackers stats instead of the defenders so the number don't end up being what you may expect. We’ll be cleaning up instances of tool tips 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!
Darkonflare15 wrote: »@Darlgon Nice read and a great way to show inconsistent the champion system is but I have a question about one of your conclusion suggestions.
1. Make each point available,, not on a screwed up, rotating circle, but directly to be used
The way the vet system worked was that with every rank we each get a little bit of health, stamina, and magicka. Since the champion system is suppose to replace this it seems they added this rotation to naturally increase our health, stamina, and magicka through progression.
How would you go by doing this without the rotation?
Good read OP and I agree that the current CP system needs a overhaul, that's for sure. I do have a question about Chapter 13. What's the difference between Scale 1 and Scale 5? They are both listed as Light, Medium, and Heavy armor passives.