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How would you change the champion system?

Tasear
Tasear
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If you could alter champion system then what would you do?
  • Turelus
    Turelus
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    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.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Tasear
    Tasear
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    Turelus wrote: »
    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?
  • Turelus
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    Tasear wrote: »
    Turelus wrote: »
    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.

    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.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Aliyavana
    Aliyavana
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    Scrap it entirely and balance around no cp. Keep cp as simply a visual to see how much xp you've accumulated.
    Edited by Aliyavana on December 20, 2018 10:17AM
  • Tasear
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    Turelus wrote: »
    Tasear wrote: »
    Turelus wrote: »
    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.

    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.

    I think passive idea is nice but we should not be able to have everything. There should be forks you could take that don't lead to other paths.
  • mocap
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    don't forget about tanks. They heavy addicted to CP.
  • binho
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    I would keep the champion system but rather then having the same amount of points to use in all 3 trees. I thing people should have to choose between damage, resistance or recovery.
  • Checkmath
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    Make a major/ minor system for snares and add cps to Increase/reduce efficiency of snares :P
  • Tasear
    Tasear
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    Checkmath wrote: »
    Make a major/ minor system for snares and add cps to Increase/reduce efficiency of snares :P

    You have my personal support :lol:

    >...> @Checkmath what about potions? ;)
  • Checkmath
    Checkmath
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    Tasear wrote: »
    Checkmath wrote: »
    Make a major/ minor system for snares and add cps to Increase/reduce efficiency of snares :P

    You have my personal support :lol:

    >...> @Checkmath what about potions? ;)

    What potions?
  • Tasear
    Tasear
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    Checkmath wrote: »
    Tasear wrote: »
    Checkmath wrote: »
    Make a major/ minor system for snares and add cps to Increase/reduce efficiency of snares :P

    You have my personal support :lol:

    >...> @Checkmath what about potions? ;)

    What potions?

    duration of potions ... >...>
  • Elwendryll
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    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...
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • alainjbrennanb16_ESO
    alainjbrennanb16_ESO
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    get rid of it
    Main character dk - Vanikifar whitestrike
  • Tasear
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    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.
  • Elwendryll
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    Tasear wrote: »

    That sounds like fun. >..> I am going to toss in skin changes for combat pets for my pet homies.

    Oh, alternate pet skins, that would be nice!
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • Edziu
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    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)
  • Tasear
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    Edziu wrote: »
    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.
  • Atreidus
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    This system shall be more role - based. At the actual point it is for experts only. An "expert - setting" can be included.
    Or the scaling goes and the statsare having got an better efect.
    Edited by Atreidus on December 20, 2018 11:38AM
  • Tasear
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    Atreidus wrote: »
    This system shall be more role - based. At the actual point it is for experts only. An "expert - setting" can be included.

    I don't understand.
  • Bashev
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    Remove all combat related perks. Perks as no stamina cost for sprinting while mounted, more items from chest and nodes. Faster gathering, only such things should be in the CP.
    Because I can!
  • Edziu
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    Tasear wrote: »
    Edziu wrote: »
    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.

    yep, in some games which I have played with system like this - gw2 for example - in this system there was "unlocks" to QoL or just imrovements to this - which was great idea as this was nothing unbalanced to this + i was greatly rewarding people playing more this game to just improve QoL in their gameplay as not to be easier than it was at all easy in some content...but just to let them enjoy more from the game with it

    or in it was few things to unlock to be able to fight with special monsters or enter to special places which also was not key things in game to complete this game endgame but was nice additions
  • Suddwrath
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    Honestly, I would rather see it just be removed entirely at this point.
  • TheShadowScout
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    Tasear wrote: »
    If you could alter champion system then what would you do?
    Add more "either/or" sub-stars.
    Make people -choose-; instead of putting all their CP into one "all elemental and magic damage" or "all physical, poison & disease damage", make them divide their points between each the options, make them have to pick -one- to specialize in, say, shock magic, or axes... Maybe for further -additional- bonus (so noone criens about loosing what they already have), but I want to see -choices- rather then "one for all" perks!

    Also, more fun with the "great stars" that unlock at 10/30/75/120... like, more of them, as we gain more and more CP. At least add something more for people to have something to look forward to... how about a "second stage" to each that onlocks at 150/200/250/300?
    Bonus if those stars (not just the "second stage", but all of it) also were to make you choose one of two possible effects, for even more character divestiry.
    Turelus wrote: »
    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.
    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.

    Also, the account wide nature of this alternate advancement system means ESO is more alt-friendly then many others, where you would have tot earn your alternate advancement seperately for each character... which gets really, really, Really grindy after a while...
    Turelus wrote: »
    For me it would be more interesting with things like the inspiration bonus, double materials chance, lower repair costs etc.
    Now that would make truly worthwhile additions!
    Additions, not replacements to the combat boni!

    Or if mixed with my "choice" ideas, additional choices for some sub-stars... you get to pick either the combat perk, or the non-combat perk...

    So everyone can make their own choices - do they put their CP into fightyness, or craftyness. I mean, sure, their main will be fighty, for PvP and those dungeon runs and trials, what else.
    But... their crafting alt?
    Do they make them all crafty and gatherish, or go halfsies on the off chance they want to earn dome PvP skillpoints or make dungeon runs with them too someday?

    Choices, they are fun, right? ;)
  • Ryath_Waylander
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    Nope, it's not for experts but it did take me about a year to be comfortable with how the cp points are applied to which tree and which are applicable to dd/heal/tank/stam/mag builds. It takes a lot of reading on the forums and internet, but by the time you pass cp 400 you should have a good grasp on the basics. That being said, I do prefer the ideas put forth above for the CP being used as a pure QoL application.
  • Atreidus
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    Tasear wrote: »
    Atreidus wrote: »
    This system shall be more role - based. At the actual point it is for experts only. An "expert - setting" can be included.

    I don't understand.

    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.
  • Tasear
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    Atreidus wrote: »
    Tasear wrote: »
    Atreidus wrote: »
    This system shall be more role - based. At the actual point it is for experts only. An "expert - setting" can be included.

    I don't understand.

    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.

    That's different...not sure how I feel about it, but you make some interesting points.
  • Tryxus
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    - Give us our resources back, that 3-4k Mag/Stam/HP that we get when we put points in the CP trees
    - Greatly reduce the amount of points (<100?) so it's less of a grind for newer players or players looking to start on a diff server. Increase the gains of each star to compensate
    - Set a friggin' cap, and don't increase it each update

    ...

    Pretty sure I just described Skyrim's perk system...
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • tactx
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    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?
    “No one's happiness but my own is in my power to achieve or to destroy.” - John Galt, Atlas Shrugged
  • Tasear
    Tasear
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    tactx wrote: »
    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.
  • tactx
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    Tasear wrote: »
    tactx wrote: »
    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.

    Can you go into more detail with this "power creep" because it's currently hard to find truly good dps for random vets, healers often struggle to heal well enough on some of the more difficult dungeons. Heck lots of pug trials have a lot of weaker players not exhibiting "power creep" and lots of them are 810 cp.

    And "many issues related to it"? Maybe you don't have to explain all of them, or many of them, but how about some of them? Definitely more than explaining none of them would be helpful.

    Edited by tactx on December 20, 2018 1:07PM
    “No one's happiness but my own is in my power to achieve or to destroy.” - John Galt, Atlas Shrugged
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