Personally I would remove it entirely, as I see it as a the cause of a lot of problems I have with how the game has evolved.
On a less drastic change I would make it more akin to SWTOR's legacy system, where it's about QoL options for your character/account rather than direct power increases.
At the very least I would untie attribute bonuses from the first 300 (I think) CP, and remove all the bonuses which tie directly to character power. The passives are actually more interesting as a system of unlocks to me.
Not really, again I don't like that the system focuses on combat power and abilities as it added an extra (and annoying) layer to game balance and progression.Personally I would remove it entirely, as I see it as a the cause of a lot of problems I have with how the game has evolved.
On a less drastic change I would make it more akin to SWTOR's legacy system, where it's about QoL options for your character/account rather than direct power increases.
At the very least I would untie attribute bonuses from the first 300 (I think) CP, and remove all the bonuses which tie directly to character power. The passives are actually more interesting as a system of unlocks to me.
Like give stamina dps more morphs?
Not really, again I don't like that the system focuses on combat power and abilities as it added an extra (and annoying) layer to game balance and progression.Personally I would remove it entirely, as I see it as a the cause of a lot of problems I have with how the game has evolved.
On a less drastic change I would make it more akin to SWTOR's legacy system, where it's about QoL options for your character/account rather than direct power increases.
At the very least I would untie attribute bonuses from the first 300 (I think) CP, and remove all the bonuses which tie directly to character power. The passives are actually more interesting as a system of unlocks to me.
Like give stamina dps more morphs?
For me it would be more interesting with things like the inspiration bonus, double materials chance, lower repair costs etc.
Things like this which you could get CP levels towards improving, making your characters and account more enjoyable.
I honestly wouldn't be against the CP system as it is right now if the stars you purchased didn't give any benefits and were there just to unlock the passives that exist, with more passives added. It's not a popular opinion and also not something ZOS would ever implement, just how I would rather see the system work.
Make a major/ minor system for snares and add cps to Increase/reduce efficiency of snares :P
Elwendryll wrote: »I would have the points give bonuses that aren't combat stats.
Like, an increase of AP gain, gold gain, exp, inspiration. Mount speed, resurrection speed, detection radius, force lock chances, pickpocketing chances, merchant prices reduction. etc...
And for the bonus perks, you could get some exotic QoL or gameplay changes. Like the existing "A kill with an heavy attack makes you invisible for 2 seconds", or "critical hits heal you". Or unlock a NPC like remains-silent or a new hireling. Things like that.
I'd just want the champion system to actually enhance the gameplay and make everything more enjoyable, not grant raw stats.
I'd be okay with perks like "Increase your single target damage by X% and decrease your area damage by X%". Champion system should allow you to get your own playstyle, not be tanky on a DD and ignore mechanics...
That sounds like fun. >..> I am going to toss in skin changes for combat pets for my pet homies.
in some games which I have played systems like cp was mainly as @Turelus wrote - QoL, no combat additions
that would be nice as instead of power creep from cp nerfed many times...we could have just unlockable things through cp and these depending on how much QoL it would be this would cost for example 1st skill - 10 points and will unlock 1st wayshrine in every zone,
something inside - 50 points - unlock wayshrine to teleport in your house etc
there we could have many options to get unlocked by QoL cp without making this balance disaster which we have now and which is reason why this was nerfed many times with also basic game things (class skills cost raise etc)
in some games which I have played systems like cp was mainly as @Turelus wrote - QoL, no combat additions
that would be nice as instead of power creep from cp nerfed many times...we could have just unlockable things through cp and these depending on how much QoL it would be this would cost for example 1st skill - 10 points and will unlock 1st wayshrine in every zone,
something inside - 50 points - unlock wayshrine to teleport in your house etc
there we could have many options to get unlocked by QoL cp without making this balance disaster which we have now and which is reason why this was nerfed many times with also basic game things (class skills cost raise etc)
I like how you think...wayshires in houses or event free porting from houses would be nice.
Add more "either/or" sub-stars.If you could alter champion system then what would you do?
Nah, the power increases are what makes it interesting and gets people playing to chase those powerups, just like other systems do with level cap increases. Except here in ESO, the C-system means you -never- ever have to "leave XP behind" while playing at cap... one thing that -always- vexed me with many other games I played, all the expees I could have had for the gaming I did on level cap all that time, and yet anytime they raise that, one has to start from the beginning. Not the most fun way to go about this.On a less drastic change I would make it more akin to SWTOR's legacy system, where it's about QoL options for your character/account rather than direct power increases.
Now that would make truly worthwhile additions!For me it would be more interesting with things like the inspiration bonus, double materials chance, lower repair costs etc.
I mean this: We need 2 "skill trees" there . 1 for Beginner and 1 for expert to better balance the stats. at beginner you pick them easy by some understandable buttons.
As an returner i had my problems with this to. The tree still is not so balanced. And tutorials for the actual class and how spend this points at best are rare.
Weird... I love the cp system. It's like AA points in everquest or countless other good games that had it.
Why do people not like it? It's account wide, gives actual useful benefits, gives you something to work toward in game, etc. Someone explain why it needs changed?
Weird... I love the cp system. It's like AA points in everquest or countless other good games that had it.
Why do people not like it? It's account wide, gives actual useful benefits, gives you something to work toward in game, etc. Someone explain why it needs changed?
The power creep and many issues related to it.