Champion points aka spell crafting

Mayrael
Mayrael
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On top of current changes to pvp campaigns Ive thought about general future of CPs. I like to feel progression of my toons i really do, but I feel that without CPs PvP is way better balanced. There is no one shot kills and there is no unkillable tanks (maybe its a matter of time needed to adapt). As you all probably know, they can’t let us spend 3600 CPs as it would led us to divines vs mortals game which would not be fun but still it would be nice to know that earning this 3600 CPs is meaningful. There could be another way to spend CPs, not connected with toon stats but let’s say boosting certain skills or effects of skills for example:

Burning Taloons
You can spend max 100 CPs per skill.
Warrior 0-100 CPs It increases duration of taloons by x.
Thief 0-100 increases radius by x.
Mage 0-100 increases dot dmg by x.

Buff numbers would have to be calculated, but it would allow us lot more unique builds, power creep wouldn’t be so huge even with 3600 allowed to spend! Why? Because you can slot max 12 skills (with ultimates) so you would use 1200 CPs at a time, but when you would like to change a bit your build you wouldn’t have to respec as rest of your CPs would be distributed between other skills (yes I do know that sorcs and werewolves have 3 bars and this should be looked closer if this is a pro or con and would it need adjustments).
Imagine that you can customize each skill in 3 directions, it don’t have to be as simple as example above, number of modifications is limited just by our imagination for example:
- Lowering costs
- Switching between scaling pools (for example Crushing Shock from destroy staff, dmg is based on your magica pool and spell dmg but if you spend 10 green CP’s, 90% will be based of your max magica and spell and 10% of your stamina and weap, if you spend 100 CP’s 100% of skill dmg will be scaled of your stamina and weapon dmg)
- Speeding up animation
- Increasing number of targets affected.
- Changing source of dmg (from fire to ice for example).
- Adding resistances to specific source of dmg.
- Adding more penetration, crit chance etc. to skills.
- …

I know you may think “that’s a lot of calculation”. Not exactly as those are not calculations that are made in combat (at least not all of them) but simple characteristics of skill. What’s the difference between calculating crushing shock scaled of max magica and spell dmg and crushing shock scaled of max stamina and weapon dmg?
Thought’s?
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  • LordGavus
    LordGavus
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    There are some interesting ideas there. I could see something like this being an alternative to the current system.
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