Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Champion System & Combat Review

Rune_Relic
Rune_Relic
✭✭✭✭✭
@ZOS_RichLambert @Wrobel

Introduction to a Champion System, Trinity based rework.

I have taken the liberty to recreate the Champion System and fix all its shortcomings and imbalances (from my view).
  • The Thief, Mage & Warrior trees are now pure efficiency, offensive & defensive trees (although I tried to stick to the existing general concepts).
  • Each of these has damage, healing & tanking aspects optimised within those categories.
  • Every single buff is directly countered by a debuff, so that the whole system balances or negates itself (regardless of the combat system mechanics upon which it sits).
  • Magicka vs Stamina aspects have been removed to enable Hybrid or Generic DPS.
  • With this fix, damage can be scaled from the mean of max magicka/stamina (or NOT health/energy), putting hyrbids on an equal footing to magicka and stamina DPS.
  • In effect, everyone becomes a variation of a battle mage.

Further, I have added an Energy Pool & Energy Regen framework to be derived from unused attribute points, specifically for healing use.
  • This removes healing issues being biased in favour of magicka builds rather than stamina builds.
  • This enables the complete isolation, scaling and balancing of Magicka/Stamina damage dealers, Health based tanks & Energy based healers.
  • Red (Health), Blue (Magicka), Green (Stamina) are all forms of energy whose primary colours derive from white light (hence unused creative energy from which the other three are taken).
  • Mind, Body & Soul are derived from a common creative and regenerative Source if you like.

Lastly, medium and light armour have always caused issues with magicka/stamina balancing, especially with healing and bubbles in mind.
For that reason I have taken the notion of highly mobile, rapid, dynamic but fragile glass cannons as Damage dealers.
The only logical armour for such a build is light and as stamina/magicka are both used for DPS, I have worked on the assumption Light armour should be used for stamina & magicka buffs rather than just magicka.
Heavy armour is not a problem and has always been asssoicated with tanking and health buffs.
This by default leaves healers who are much more mobile than tanks, but have never been considered glass cannons.
Accordingly, I have assigned medium armour to healers which should now buff healing and the new Energy resource rather than stamina.

Anyway, I hope you can follow the reason for this post and you can see what I feel are the shortcomings that I have tried to address.
Thanks for looking.

.................

Existing Thief = Cost & Regen (stamina)
tower - spell/weapon costs - bash/sprint
lover - Regen - heavy recover
shadow - stealth/heal reduce/CC reduce/dodge break

New Thief (Efficiency)...(Stamina)

Tower...(DPS HPS MPS Skill Cost)
Damage/DoT - DPS cost reduction
Healing/HoT - HPS cost reduction
Mitigation/MoT - MPS cost reduction
Move/Sprint - Generic cost reduction

Lover...(DPS HPS MPS Efficiency)
Magicka regen (DPS Pool)
Stamina regen (DPS Pool)
Health regen (Tanking Pool)
Energy regen (Unused Attributes - Healing Pool)

Shadow...(DPS HPS MPS Utility Cost)
Gap-Close/Evasion/Dodge-Roll - DPS cost reduction
Push/Snare/Cleanse - HPS cost reduction
Pull/Root/Break-Free - MPS cost reduction
Sneak - Generic cost reduction


Existing Mage = Power (magicka)
ritual - physical damage
apprentice - magical damage
atronach - light/heavy damage

New Mage (Offensive)...(Magicka)

Ritual...(DPS buff)
Direct damage Buff
Damage over Time Buff
Critical damage Buff (RNG critical damage)
Light Armour debuff (others)

Apprentice...(HPS debuff)
Direct healing Debuff
Healing over Time Debuff
Critical healing Debuff (RNG critical healing)
Medium Armour debuff (others)

Atronach...(MPS debuff)
Direct Mitigation Debuff (Block)
Mitigation over Time Debuff (Bubble)
Critical mitigation Debuff (RNG critical blocking)
Heavy Armour debuff (others)


Existing Warrior = Resistance (health)
lady - DoT resist - light
steed - direct damage / crit resist - medium
lord - healing/absorption - heavy

New Warrior (Defensive)...(health)

Lady...(DPS Debuff) ~ Negates Ritual
Direct damage Debuff
Damage over Time Debuff
Critical damage Debuff
Light Armour Buff (self)

Steed...(HPS buff) ~ Negates Apprentice
Direct healing Buff
Healing over Time Buff
Critical healing Buff (RNG critical healing)
Medium Armour Buff (self)

Lord...(MPS buff) ~ Negates Atronach
Direct Mitigation Buff (Block)
Mitigation over Time Buff (Bubble)
Critical mitigation Buff (RNG critical blocking)
Heavy Armour Buff (self)

Anything that can be exploited will be exploited
  • WalkingLegacy
    WalkingLegacy
    ✭✭✭✭✭
    I think the Champion Point system is crap, and needs to go in the trash bin.
Sign In or Register to comment.