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.
oXI_Viper_IXo wrote: »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?
TheGreatBlackBear wrote: »CP makes it so that it's more desirable for a tank to wear medium armour to provide buffs like Alkosh or Powerful Assault rather than wear actual tank gear. Stars like Thick Skinned and Iron Clad have brought us to a world where tanks are derided for being "selfish" for wearing sets that boost your survivability. It's crazy.
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.
MLGProPlayer wrote: »I would like to see some kind of cost-benefit to choosing one over another (rather than just being able to max out everything like we can now), and for the buffs to be weaker and/or more original (not just % buffs to damage/protection).
I would rather have the system add a boon and bane system. Some of my favorite sets in this game are the ones that offer more power or survival but at a cost (Ironblood, Kena, Pirate Skeleton).
So the more specalized you become the worse you get at other things. This would give your character more identity, and would make the system more engaging then the current one.
I'm just shocked at the volume of people that want CP removed or to have it not affect combat. ZOS make small nerfs and the community grabs its pitchforks! Removing CP or taking away combat trees would constitute the biggest nerf ever conceived.
I personally think they really got it right with the CP system. It's one of the best progression systems I have ever seen in any game. Sure it allows more combat power but that's the point. It takes a long time to get to max CP and that should mean something. I have played for years because all that time, I was progressing and becoming more powerful. Take that away and people won't play this game very much after they levelled to 50 or wherever combat progression stops. I think it would have been interesting to ask people how many CP they have as they gave their suggestions. I wonder, given the communities usual intolerance for nerfs, how many 'nerf CP' posts are coming from people at the lower end of the scale and see it as too much of a grind to get to max level?
If you could alter champion system then what would you do?
p_tsakirisb16_ESO wrote: »If you could alter champion system then what would you do?
The initial game design was to go to Level 50 and stop, focusing in "end" content and Cyrodiil.
But there were many who complained in the forums that they need more "progression" aka grind.
So ZOS created "Cadwel Silver/Gold", completely killing game immersion and faction royalty & pride, and added the VR system.
However VR16 was "too short" grind for some, who took over the forums again and started demanding a bigger grind.
And here we have the Champion Points system. An bottomless grind pit for the casual players like myself who sticked 2 fingers (or 1) to it, and continue playing casually as before for the purpose of the game. Entertainment when ever we want.
Personally, I could scrap the whole lot and go back to the original idea. Obtain some abilities through pvp (as today) or dungeons/trials (bit better undaunted line but not overpowered). And job done.
yes CP allows you to round out your character thus making it more interesting and more fun to play. Why is that a bad thing?
I don't have a problem with the CP system as it is, although I think some of the problems others complain about would be resolved if CP points remained account-wide but couldn't be applied until a character had reached level 50. Personally, I'd rather CPs were character-specific but I fully understand why that's not a popular view.
p_tsakirisb16_ESO wrote: »If you could alter champion system then what would you do?
The initial game design was to go to Level 50 and stop, focusing in "end" content and Cyrodiil.
But there were many who complained in the forums that they need more "progression" aka grind.
So ZOS created "Cadwel Silver/Gold", completely killing game immersion and faction royalty & pride, and added the VR system.
However VR16 was "too short" grind for some, who took over the forums again and started demanding a bigger grind.
And here we have the Champion Points system. An bottomless grind pit for the casual players like myself who sticked 2 fingers (or 1) to it, and continue playing casually as before for the purpose of the game. Entertainment when ever we want.
Personally, I could scrap the whole lot and go back to the original idea. Obtain some abilities through pvp (as today) or dungeons/trials (bit better undaunted line but not overpowered). And job done.