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How would you change the champion system?

  • MaxwellC
    MaxwellC
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    Remove it.
    不動の Steadfast - Unwavering
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  • Tasear
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    tactx wrote: »
    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? Definitly more than explaining none of them would be helpful.

    Which system are you?

    But on point later in game we simply have to much power that overrides mechs. Then we have balance changes that take out fun for class to balance it. It's a vicious cycle.
  • Jimmy
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    If you get rid of CP's then you are getting rid of character progression.
    If they replace CP's, they better replace it with another meaningful progression system.
    Just because it's "too hard to balance" isn't a reason to find ways to back out of it.
    Tweak it, okay, but don't take away the only character progression we have without replacing it with something just as engaging and enticing to progress through.

    As far as suggestions for what that replacement could be? Well, I'm not getting paid for those ideas and suggestions, so I'll let the devs earn their paychecks like the rest of us.
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  • tactx
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    It's no wonder you're not a rep or an ambassador any longer... Your responses are ambiguous at best.

    Dungeons vary in difficulty. There are plenty of newer dungeons that have mechanics that DPS can't override. You have to go through the mechanics regardless. Sure there are some easier ones that obviously many people prefer for those reasons, but not all.

    What balance changes have happened as a direct result of CP? Also the diminishing returns on CP at higher stages really lessens the effect. For example Mooncalf - 75 points gets you 14%, it takes 25 more points going from 75 to 100 to get that 1 extra percent to get to 15 and then it's capped. <- Capped meaning it can only go so far... It's creep hath ended.

    Provide some examples and stop being vague and ambiguous. If you have an agenda at least be able to properly support it.
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  • dazee
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    I think CP is mostly fine as is, there should be diminishing returns on each star after a certain number of points though, if there isn't already. or maybe a bit more on some stars than there is now.

    CP exists to allow for more progression post 50. its there for a good reason.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • xxthir13enxx
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    Add new trio...with Crafting/Farming/QOL Buffs
  • Alowishus
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    Jimmy wrote: »
    If you get rid of CP's then you are getting rid of character progression.

    I think you are right about that, and the CP system will have to be reworked at some point if it is to stay. Whether it adds QoL perks or widens the spectrum of options, we will see.
    Jimmy wrote: »
    If they replace CP's, they better replace it with another meaningful progression system.

    I will venture a hope: that they don't raise the gear cap to *200 or something...really don't want to regear, farm more materials for that...
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  • jainiadral
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    Honestly, I'm mostly fine with it. What I don't like is:

    1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
    2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
    3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.

    I'd like to see a couple of small changes:

    1) Freeze the cap at whatever it is now.
    2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.
  • Alowishus
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    jainiadral wrote: »
    2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.

    What CP level are you at? If it's around 400 or even 300 you don't really have to worry. Plus if you reach cap before the patch/expansion comes out 10 points in each constellation is insigificant. If you don't reach it, they adjust the amount of xp required anyway.
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  • MaxwellC
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    There's literally no reason for the CP system to exist other than reducing creativity. If I need more crit resistance welp I can forgo any impen pieces and slap all that into my CP, If I need more regen... well no point in reducing some of my damage for some regen because I'll just slap some CP into it.

    Get rid of CP and open up more critical thinking skills in how to make a build that works in all situations while still being lethal instead of how can I use CP to fill the cracks in my awful build.
    不動の Steadfast - Unwavering
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    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
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    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
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    Coined by Maxwel
    l
  • dazee
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    Crit resistance has to go really, it serves no purpose outside of pvp and pvp could be more easily balanced with pve if it wasnt a thing
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Odovacar
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    Too many CP chasers nowadays for it to be scraped altogether IMO, but I do think there should be some incentive for players who have heaping amounts that will be unusable for years. Possibly a rewards system of sorts, but then again what do I know :D .
  • Wifeaggro13
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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.

    That's the easy fix. The other would be to completely change it and put layers that fine tune your role. Add actives and new ultimate unlocks in it that are opened up . More akin to a pre 2009 eq2 .but at this point I have no faith the team is focused on emergent game play so removing it entirely would solve a large part of this games imbalance and bring some soul and consequence back to the classes
  • Kuramas9tails
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    jainiadral wrote: »
    Honestly, I'm mostly fine with it. What I don't like is:

    1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
    2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
    3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.

    I'd like to see a couple of small changes:

    1) Freeze the cap at whatever it is now.
    2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.

    I am over 1,000 CP and I can tell you, it's not hard to get XP for CP. Not to mention the inspiration you get daily which increases XP until you hit that XP cap. I would advice NOT to decrease the amount of XP needed.

    But to the original post, CP is the ONLY thing that makes being a MageKhajiit a bit better because I can increase damage and resource management. Since the resource nerf, that is what my Khajiit relies on.

    My idea:
    I actually think CP constellations should be what passives are now. You pick a constellation for the build you want and get to use them towards increasing your passive skills instead of using skill points. If I want to be a Khajiit mageblade and still be able to compete, I could pick a constellation that would benefit magic DPS. It wouldn't be against TES Lore because Astronomy plays a role in Tamriel. I could pick my character, pick my class, then pick my constellation (what my character was born under). So example: If I wanted to be an Argonian tank, I could pick Argonian, DK then "The Lord" constellation which says "Those born under the sign of the Lord are stronger and healthier than those born under other signs." so then the passives to that then stretch out that helps a tanky build. Of course with the other CP, add what others suggested, mount speed, lock picking, gathering speed, ect.

    That has always been a thought of mine. Of course it would need a lot of looking into and suggestions and all that fun stuff but it has always been my thought that passives of races limit diversity in races and should be shifted to "constellations" of which the player chooses.
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    • TheGreatBlackBear
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      I would like to see CP have more effect on how I role play the game instead of just making me stronger or take less damage. I'm not saying that attack and mitigation shouldn't come from CP but there should be less focus on it. Think of fallout New Vegas and it's perks and traits system. I'd like CP to that for me.
    • Narvuntien
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      I would like to have PVP and PVE cp separately, it's such an easy way to balance PVP and PVE separately with different CP Trees.

      I am worried about power (and defence) creep with cp level ups every patch.

      Oh and can I please have cp free questing its too easy :(.

    • Tasear
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      Jimmy wrote: »
      If you get rid of CP's then you are getting rid of character progression.
      If they replace CP's, they better replace it with another meaningful progression system.
      Just because it's "too hard to balance" isn't a reason to find ways to back out of it.
      Tweak it, okay, but don't take away the only character progression we have without replacing it with something just as engaging and enticing to progress through.

      As far as suggestions for what that replacement could be? Well, I'm not getting paid for those ideas and suggestions, so I'll let the devs earn their paychecks like the rest of us.

      But it's it fun to think about?
    • Girl_Number8
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      Nothing. I would rather Zos go forward with dealing with performance issues, now more then ever. Please forego another dlc and fix the base game, it is in dire need of some tlc. :)
    • maxjapank
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      I’m okay with cp. I just don’t see how they could ever turn back the clock on it now. But I would like to see them turn the clock forward more in earning cps faster. I’d even go so far as to hand out 500 cps as soon as you hit lvl 50. I personally think that players having the option to play with no cps or play with full cps would be a good thing. People site character progression, but after a game has been out this long, some newer players just want to hop straight into full cps and play. In fact, I bet there are quite a few potential players who pass on this game because of the intense amount of time and work it takes to earn cps. i know that there are “no cp pvp opportunities” but some players prefer playing with cps. I say let player skill be the judge in fights, not a difference in cp points. Give it a try in a cp campaign. Only play with 400 cps and see what it’s like.
    • MartiniDaniels
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      jainiadral wrote: »
      Honestly, I'm mostly fine with it. What I don't like is:

      1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
      2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
      3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.

      I'd like to see a couple of small changes:

      1) Freeze the cap at whatever it is now.
      2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.

      I am over 1,000 CP and I can tell you, it's not hard to get XP for CP. Not to mention the inspiration you get daily which increases XP until you hit that XP cap. I would advice NOT to decrease the amount of XP needed.

      But to the original post, CP is the ONLY thing that makes being a MageKhajiit a bit better because I can increase damage and resource management. Since the resource nerf, that is what my Khajiit relies on.

      My idea:
      I actually think CP constellations should be what passives are now. You pick a constellation for the build you want and get to use them towards increasing your passive skills instead of using skill points. If I want to be a Khajiit mageblade and still be able to compete, I could pick a constellation that would benefit magic DPS. It wouldn't be against TES Lore because Astronomy plays a role in Tamriel. I could pick my character, pick my class, then pick my constellation (what my character was born under). So example: If I wanted to be an Argonian tank, I could pick Argonian, DK then "The Lord" constellation which says "Those born under the sign of the Lord are stronger and healthier than those born under other signs." so then the passives to that then stretch out that helps a tanky build. Of course with the other CP, add what others suggested, mount speed, lock picking, gathering speed, ect.

      That has always been a thought of mine. Of course it would need a lot of looking into and suggestions and all that fun stuff but it has always been my thought that passives of races limit diversity in races and should be shifted to "constellations" of which the player chooses.

      Great idea, and also this will help with overall balancing, since those passives will be available for everybody and there will be more diversity
    • jainiadral
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      Alowishus wrote: »
      jainiadral wrote: »
      2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.

      What CP level are you at? If it's around 400 or even 300 you don't really have to worry. Plus if you reach cap before the patch/expansion comes out 10 points in each constellation is insigificant. If you don't reach it, they adjust the amount of xp required anyway.

      536, I think. I detest long grinds and feeling zero progress. They stress me out. It's a purely personal, irrational thing. I hate chasing moving targets-- it's demoralizing.
    • jainiadral
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      jainiadral wrote: »
      Honestly, I'm mostly fine with it. What I don't like is:

      1. The ever-increasing amount of XP to unlock champion points, while base XP per quest/kill stays the same. It feels like spinning your wheels to get nowhere.
      2. Every time a new chapter/expansion is launched, the cap increases. I'm never going to catch up at this rate.
      3. Solo content doesn't give much XP at all, so the system feels even grindier if you don't touch group stuff.

      I'd like to see a couple of small changes:

      1) Freeze the cap at whatever it is now.
      2) Cut the XP per CP required by about 30% or make each CP level cost the same amount of XP.

      I am over 1,000 CP and I can tell you, it's not hard to get XP for CP. Not to mention the inspiration you get daily which increases XP until you hit that XP cap. I would advice NOT to decrease the amount of XP needed.

      It is if you're a solo player. Right now I've cut my playtime to only how long it takes to use up enlightenment because it feels like I'm making less than no progress after that. I'm playing a little longer during this event due to the XP boost and because I've gotten a bunch of scrolls as login bonuses. Otherwise, questing feels slow and pointless. Don't assume that your perspective applies to everyone-- because solo and group-oriented players have different needs.

    • kojou
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      I think the game should be balanced around us having all CP and just remove the cap... :smiley:

      As much as I don't like the system I don't think they should spend any more time with sweeping changes to it. I would rather have better quality content.

      I would be ok with reduction in the power from the system if it also included increased resource sustain. Or maybe add a perk that shortens heavy attacks... Something to make combat more fast paced without adding a lot of power.
      Playing since beta...
    • ezio45
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      honestly I dont think there is a good answer to this.

      This game has been balanced around champion points for a very long time, if they change or remove it, its gunna *** players off royally. Its like the ultimate nerf for old players and hell even new players.

      look at all the players lost over just the sustain nerf and how many problems it has caused for sustain even a year later. Sustain is still not in a good place.

      I cant imagine doing trials with no cp and i really dont think any endgame players want to. pvp even, builds players like, entire ways people play would be gone.

      I can say with 100% certainty if champion points got removed myself and most of everyone ik would just straight up walk away from this game and not even bother with the update.

      maybe just leave the cap where it is
      Edited by ezio45 on December 21, 2018 3:12AM
    • Tannus15
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      As a minimum i'd get rid of percentages and make it straight up jump points. You can "improve" stam regen 15 times and make the point cost clear.

      jumppoints-Championpoints-Alcasthq-1.jpg

      This will make the system easier to use and understand.

      I find the current system bland and un-intersting for the most part and would like to see something cleaner and more specific like the LOTRO trait system

      Personally I don't like the "buff everything by x% approach". I'd much rather see a more targeted "buff this skill by this much" and display how much difference that makes in real terms. So increase e-hail damage by 7% (current damage > CP damage) type of thing.
      This can even nerf some skills to add utility.
      1 constellation per skill tree + 3 class skill trees.
    • oXI_Viper_IXo
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      This is probably an unpopular opinion, but I like the system the way it is. Don't see a need for a major overhaul, maybe some minor tweaks and balancing.
    • Tasear
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      This is probably an unpopular opinion, but I like the system the way it is. Don't see a need for a major overhaul, maybe some minor tweaks and balancing.

      What kind of minor tweaks?
    • Fur_like_snow
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      I like CP in its current form and honestly wouldn’t change much. Other posters have great ideas like a snare reduction star. I wouldn’t be against that sort of change.
    • lagrue
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      I wouldn't because it's unlikely to ever happen.
      "You must defeat me every time. I need defeat you only once"
    • lucky_Sage
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      Cp should be about specialize you not allow you to be tank y dmg and sustain
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