Hi
@ZOS_Wrobel and
@ZOS_RichLambert
I just want to preface this by saying you folks have done a pretty good job of balancing the overall Champion System with Morrowind considering how much there is in that system to balance. You are very close to having it about as good as you could possibly get it while still being interesting. there is however 5 Champion Point Stars in the system that should be removed.
Those Stars are:
1. Shadow Ward - Reduce Block Cost
2. Warlord - Reduce Break Free Cost.
3. Tumbling - Reduce Dodgeroll cost
4. Sprinter - Reduce Sprint Cost
5. Bashing Focus - Reduce Bash Cost
There should be no cost reductions for anything available in the CP System. This appeared to be the overall vision with Morrowind as the Stamina and Magicka Cost Reduction stars were removed and the regen stars reduced.
Shadow Ward, Bashing Focus, Tumbling, and Sprinter are doubly problematic because these five Champion Point stars also have Weapon/Armor Passives(Athletics for Tumbling, Fortress for Block cost, and Deadly Bash for Bash Costs) as well as Armor traits(Well-Fitted for Sprint and Dodgeroll, and Sturdy for Block costs), and in the case of block jewelry enchantments that further reduces costs.
These things are problematic for the overall vision of the game and are BIG parts of why everyone complains about unkillable tanks and other builds(they just take a ridiclious amount of effort and commitment to kill that simply isn't healthy for the long term health of the game)
Those 5 Champion Stars need to be completely removed and replaced with QOL stars such as these suggestions or something of the like:
1.
Field Medic - increases the amount of health, magic, and stamina a person you rez has when they come back to life.(Takes place of Shadoward)
2.
Warlord - Changed to reduced the cooldown period on rezzing at a Forward Camp by X % Also increases the chances of looting unique set items from dungeon enemies by X %
3.
Master Horseman- increases the amount of damage your horse can take from attacks before being dismounted by X % and reduces the stun period of dismount(replaces Tumbling)
4.
Siege Onager - Increases the firing speed and damage of siege weaponry by X % and reduces damage from AOE attacks by X % (Replaces Sprinter)
5.
Chemistry - Increases the duration and power of potions effects by X percent and reduces the effects of poisons by X %
- Blocking gets a 36% reduction from Sword and Board and 30% from Frost Staff, plus an Armor trait that further reduces it, and an Ultimate in Shield Wall that allows you to block for free, that simply enough....we don't need a CP Star for it too.
- Dodging and Sprinting also have armor traits and armor passives for it, don't need a CP Tree either
- Break Free is the mechanic used to kill folks who make mistakes, no sense reducing its cost in CP, We have the Alessian Order set, Way of the Arena Set, and Shield of the Valiant sets that directly or indirectly(Alessian Orders 3 second increase to CC Immunity) reduce Break Free costs. There should be clear sacrifices for the ability to break free more considering its such an important mechanic in pvp that decides life or death in 9 out of 10 fights...
- Bashing Focus already has cost reductions via enchants and Sword and Board passives, no need for a CP tree for it.
These changes bring things in line with the removal of Magicka and Stamina ability cost reduction removals with Morrowind. Right now the only ways to kill these types of set ups is by layering bleeds or lots of damage over time effects and poisons they can't block and hope its not a Templar, many of these tanks simply can not be killed 1v1, When you see Fengrush, Jules and Kodi even complaining about how stupid tanky and high HP you can get, you know there is a problem here. I personally don't want to see a Max Health cap in Cyrodiil, but I am open to toning down the mechanics that allow these tanks to do what they do. These same tanks also hurt BG's play as well, especially in objective modes like flag capture when many of these tanks do require significant numbers or Negates and root spam to kill especially with CP.
Being a nearly unkillable tank is just as bad for the game as Nightblades like Zergbad one hit killing people, they are both equally bad. ZOS has solved one side of the spectrum by removing most of the one shot mechanics Nightblades had, now its time to address the other side of the extreme, tanks.
In the games current state you can outplay a tank and still not be able to kill him, and thats a problem ZOS. I trust you guys will address this in the future. Even if you don't take any of my feedback, please know that the tank meta is a problem and its not enjoyable for a large portion of your player base.
Thanks again and take care.
Rinaldo