CrimsonGTX wrote: »Probably make it more role base. If your desire role is DPS then the constellations points that represent your role should only appear, same with Healers and Tanks. Maybe this way they can expand the constellation system with new perks for each role. This may also help people who like to play stamina race as a magicka class and in vice versa. If ZOS want hybrids builds to be possible then this idea won't work, but as it stands now hybrid builds don't work much and Zos likes separating skills such as Path of Darkness/Strife.
This isn't a thought-out idea but it is the only thing I thought about that could make more sense than people saying "remove it".jainiadral wrote: »Any MMORPG that requires four years to max out its endgame systems is a MMORPG that's going to end up shut down long before the first player hits the finish line
Most endgame systems don't require years-- they require months. The most heinous example I can think of is SWTOR's Galactic Command. Even as a solo player who hates grinding, and who burned out multiple times trying to get to rank 300, I still managed in about five or six months. They were sucky, awful, terrible months that made me hate my main, but they did end-- eventually. The legacy system required a similar amount of time to max out, except that happened passively in leveling both mains and alts. GW2's PoF masteries took me a couple of weeks. Max leveling my first character there took a couple of months, I think, right about the time HoT was released.
This game's leveling process is extremely long by comparison.
BDO would like to say hello lol, That game is a journey to reach "end-game". I don't mind and like it but the Devs are meh and the lack of PvE content stops it from reaching it's full potential imo. ESO leveling process is not long to me, it's overall a VERY casual friendly and easy to get into to do end-game content...whether that's PvE or PvP.
NO! Enough pigeonholing people into certain roles...this would make the problem even worse.
The solution to power creep is better level design not getting rid of the cp system.
Or like I said, if you go down one route to the end you can’t go down the other routes as far. So if there is a defense tree and you get all the way to the end you can only go 1/3 of the way down the healing tree and damage tree.
Currently the structure of the trees let you be well rounded. In each constellation you can have all there is that is worth having.
If they restructure it so you can’t be well rounded, you’d have to specialize.
Then you can have people who go partway down the 3 trees (healing, defense, damage) and recieve no big bonus (which is good for content like vMA).
You’d have people who want to hybrid (go 2/3 the way down damage and down defense but 0 in healing, which would be good for pvp for example).
And you’d have people who specialize and get the boomtastic bonus from going all the way down one tree and only the first few points in the other two, (which is what we do now for content like vet trials, ain’t no hybrid main tanks in trials for example, trial tanks don’t give a snip about damage).
If you could alter champion system then what would you do?
Starlight_Knight wrote: »i would tie achievements to it in some way. for example if you kill x amount of x mobs you do more damage to said mob. like 3% extra or something..
same with pvp alliance ranks - a grand overlord for instance should deal more damage to players say 5% or so.
Also add more build diversity in the CP tree. eg. if you spend x points in this tree your attacks will deal x kind of damage.
or adding x amount of points into say the "shadow" tree when you crouch you immediately enter stealth.
Basically add diversity and reward. for pve and pvp. instead of everyone pretty much running carbon copies in their cp tree