I beg to differ. Merchant Favored and Treasure Hunter are useful to players who engage in group content and exploration. Saving 10% on repairs adds up over time, especially for raiders who tackle ESO's most difficult content. Treasure Hunter on the other hand increases the quality level of all items found in chests. Even if the loot is not desired, the improvement items gained from deconstruction will be.
The introduction of Shadow Ward is desirable because it provides a second worthwhile star to invest in to acquire Treasure Hunter.
REMOVE THE CHAMPION SYSTEM! plz
Elmour0Fudd wrote: »so how do you open the champion traits above lvl 10 as all my traits are above lvl 10 and the next item is supposable open but I can''''''''''''''''''''''''''''''''''''''''''''''''''''''t open them
is there a reason
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 playstyle. 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 tooltips. 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 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!
- The ceiling should never raise or you get power creep at some point.
- Remove Health, Stamina, and Magicka attribute bonuses from the champion system globally
- There can't be tight group content when you can be a jack of all trades
- Limit Thief to 167 CP, Warrior to 167 CP, Mage to 167 CP with the cap at 501.
- Each subsequent cap raise will allow 167 more CP to be allocated into each of the three separate constellations.
- Stacking should give a bonus but not 25% more than 0.
- Limit all CP passives to 10% for 50 points.
- Limit all CP passives to 15% for 100 points.
- Obviously it couldn't be static or the percentage would be insane at Champion Point 3600
- Limiting total cp gear cap points by 30 is bad because it limits potential too much and raises the gear ilvl to often
- The gear cap should match the character champion point cap as 501.
Raise the gear cap and character point cap at the same rate like below and I explain why
One thing that ZoS CP formula doesn't take into account is that regardless of what each CP cost, an extreme casual or someone just coming into the game will not want to or will not grind a big amount of XP to be able to participate in endgame. There is a belief that all the good stuff comes at endgame. What happens when the cap at some point raises to 3000 and a player first joins the game? It's the same thing levels do, if you're not the same level you can't play together.
Capping veteran players who play alot is enough to keep things fair. Penalizing them for playing the game more is not the right thing to do. Penalizing a newer player for just starting or playing the game less is not right. So how do you avoid both being penalized and still allow a veteran player who plays alot to keep progressing?
Allow consistent players to keep progressing as much as they want towards the Total Cap of 3600.
Every CP raise boost whoever is under the previous cap to the previous cap total.
That way Mr.Casual or newbie is never below 501 CP regardless of the complete CP total of 3600.
And Mr.Veteran Hardcore is wherever he is based on his playtime, 600, 1356, 2200, 3600, but due to a cap he never is super powerful in content compared to Mr.Casual or newbie.
Everyone gets to play together as long as both players are competent in mechanics.
Raising the gear cap in 20-30 CP increments every 3 months or longer will never keep the drive alive for a hardcore veteran to stick around. He has is his foot on the gas going 300-501 MPH and you are limiting the car to 160 MPH. 20-30 CP increments will also be hard on a casual to midcore because the gear cap is a moving goalpost that most players including the hardcore veterans feel like they cannot feel progression long enough. The casual might think they like the 160 MPH limit but that is only because he knows he cannot invest the exuberant amounts of time a veteran hardcore can. As soon as that gear cycle starts changing every quarter or so I guarantee you will see complaints in the forums. Sixth months to Nine months is a pretty good amount of time for gear to stay relevant but not feel like no new higher progression is coming.
Oh look, here comes the worries now.
https://forums.elderscrollsonline.com/en/discussion/276344/future-gear-and-future-cp
Gear cap is always what the previous character CP cap ended at.SO when the 2ND Character CP raise of 1002 happens the Gear CP cap will be 501 CP. So everyone can access all content.
1ST Cap= Is currently 160, can't go back on this one
2ND Cap= 501 CP
3RD Cap= 1002 CP
4TH Cap= 1503 CP
5Th Cap= 2004 CP
6Th Cap= 2505 CP
7Th Cap= 3006 CP
Final Cap= 3600 CP
First cap is 501 CP. Which stays for 6 Months.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 300%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
2ND Cap is 1002 CP. Which stays for 6 Months.Players under the previous cap get bumped to 501 CP.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 300%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
3RD Cap is 1503 CP. Which stays for 6 Months.Players under the previous cap get bumped to 1002 CP.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 300%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
4TH Cap is 2004 CP. Which stays for 6 Months.Players under the previous cap get bumped to 1503 CP.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 300%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
5TH Cap is 2505 CP. Which stays for 6 Months.Players under the previous cap get bumped to 2004 CP.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 300%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
6TH Cap is 3006 CP. Which stays for 6 Months.Players under the previous cap get bumped to 2505 CP.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 250%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
7TH Cap is 3600 CP. Which stays for 6 Months.Players under the previous cap get bumped to 3006 CP.
0-100= Enlightenment Boost +300%
101-200= Enlightenment Boost + 300%
201-300= Enlightenment Boots +250%
301-400= Enlightenment Boost + 200%
401-501= Enlightenment Boost +150%
That is 42 Months or 3 years and 6 months of leveling. If you think of that like levels, and each CP cap only took as long as leveling 1-50, something required to access endgame and progress. That is like leveling a class to Level 420. Who would want to level a class to Level 420 to access elder content? Unless the experience gains were phenomenal, not many. CP shouldn't feel like a chore or countless levels. It should just come naturally and swift as a side note to the actual content.
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 playstyle. 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 tooltips. 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 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!