The day ESO becomes a gear treadmill just like every other mmo on the market is the day I quit. I'm sure I'm not the only one.
Absolutely DO NOT want gear tied to progression. By all means, go play WoW or FFXIV.
Vercingetorix wrote: »KappaKid83 wrote: »Vercingetorix wrote: »KappaKid83 wrote: »Vercingetorix wrote: »Since gear is currently tied to CP, gear would be need to be re-scaled to cap at level 50. That is, any gear that is CP 10-160 would be converted to level 50. Champion points would no longer exist on gear. Most CP crafting mats would be be retired, with CP160 mats being scaled as the new "level 50" mat. Legacy mats can be sold by vets to vendors for some gold and the non-legacy mats that remain can continue to have use to you.
I think that Champion Points can exist, but can only confer strictly non-combat bonuses like "harvest node bonus" or "reduced armor repair cost".
The goal would be to remove and replace:
- damage buffs that are present in the blue trees
- sustain buffs/debuffs in the green trees
- defense buffs in the red trees
(Yes, I am aware of the fact that this basically means nearly every CP node gets replaced. If anything, this highlights the power creep issue in ESO.)
By getting rid of these CP combat bonuses, the dps and survival of players will be decreased back to near-mortal levels, encouraging different gear sets for survival or damage. For example, Impregnable Armor set will have a lot more value when players can no longer stack Resistant in the Steed tree, so a trade-off between damage and defense will have to be made! DPS players will likely have to consider a sustain set instead of only stacking damage if they want to be relevant in longer boss fights. This would be a healthy change for both PvE and PvP. Some trials may need some of their encounters re-tooled in order to account for the sudden loss of power among players, but that would be it.
Replacement nodes can focus on QoL improvements that a veteran of the game can appreciate and a newcomer can be encouraged to get.
Here's some examples:
- % increased gold from quests
- % chance to ignore armor damage upon death
- % increased movement speed while outside of combat
- very small % chance for an improvement mat (Wax, Temp, Rosin, Plating) to drop from a resource node
- very small % chance for double loot from killing a dungeon or trial monster (includes bosses)
In these examples, some of the more lucrative nodes would be put in the same tree so players have to make a meaningful trade-off with a limited number of points to spend. Even if you disagree with these specific node suggestions, that's ok because the focus here is to change the nodes in a way that is engaging and useful to the player without directly improving their damage or defenses. The end result is that CP rank should indicate dedication and time put into the game - NOT your power level, no matter what aspect of the game you play.
So what you are proposing makes all PvP No-CP at this point? I think a better rework for the system would be to do away with the .09% stuff(like having 23.09% more in a certain tree) and make point nodes be .125 or .25% per point thus eliminating most of the inane small percentage points that getting rounded to flat numbers anyways.
In effect, yes - all of ESO (including PvP) would be non-CP, in terms of damage buffs. You've bee accustomed to the damage that CP provides, but in time you will adjust for the damage it gave you, realize that it carried your build in ways that will shock you, and end up being a better player without those buffs.
But what if I have run No-CP campaigns for PVP and am accustomed to what a lower damage amount looks like? I guess to me No-CP basically caters to builds that can stack regen and still do damage, which have historically been Stam only. It would be a daunting task to have to rework nearly everything in game to balance Mag and Stam to be even. I like the thought process and applaud the effort into your post, I just don't see it as feasible.
As I said in my opening post, I am open to other suggestions but one thing we can all agree on is that the current system as it is now is BAD. A transition to a non-damage focus with CP would never be a single patch - we both know this. What we should do is identify the problem areas that arise from a CP change and to make sure that those issues are addressed. I think overall the CP system needs to shift away from combat buffs that are largely unneeded anyway (this is evident if you play enough non-CP PvP).
almightyalfo wrote: »I don't want to be rude or anything, but this thread is pointless and helluva stupid.
Vercingetorix wrote: »Since gear is currently tied to CP, gear would be need to be re-scaled to cap at level 50. That is, any gear that is CP 10-160 would be converted to level 50. Champion points would no longer exist on gear. Most CP crafting mats would be be retired, with CP160 mats being scaled as the new "level 50" mat. Legacy mats can be sold by vets to vendors for some gold and the non-legacy mats that remain can continue to have use to you.
I think that Champion Points can exist, but can only confer strictly non-combat bonuses like "harvest node bonus" or "reduced armor repair cost".
The goal would be to remove and replace:
- damage buffs that are present in the blue trees
- sustain buffs/debuffs in the green trees
- defense buffs in the red trees
(Yes, I am aware of the fact that this basically means nearly every CP node gets replaced. If anything, this highlights the power creep issue in ESO.)
By getting rid of these CP combat bonuses, the dps and survival of players will be decreased back to near-mortal levels, encouraging different gear sets for survival or damage. For example, Impregnable Armor set will have a lot more value when players can no longer stack Resistant in the Steed tree, so a trade-off between damage and defense will have to be made! DPS players will likely have to consider a sustain set instead of only stacking damage if they want to be relevant in longer boss fights. This would be a healthy change for both PvE and PvP. Some trials may need some of their encounters re-tooled in order to account for the sudden loss of power among players, but that would be it.
Replacement nodes can focus on QoL improvements that a veteran of the game can appreciate and a newcomer can be encouraged to get.
Here's some examples:
- % increased gold from quests
- % chance to ignore armor damage upon death
- % increased movement speed while outside of combat
- very small % chance for an improvement mat (Wax, Temp, Rosin, Plating) to drop from a resource node
- very small % chance for double loot from killing a dungeon or trial monster (includes bosses)
In these examples, some of the more lucrative nodes would be put in the same tree so players have to make a meaningful trade-off with a limited number of points to spend. Even if you disagree with these specific node suggestions, that's ok because the focus here is to change the nodes in a way that is engaging and useful to the player without directly improving their damage or defenses. The end result is that CP rank should indicate dedication and time put into the game - NOT your power level, no matter what aspect of the game you play.
The day ESO becomes a gear treadmill just like every other mmo on the market is the day I quit. I'm sure I'm not the only one.
Absolutely DO NOT want gear tied to progression. By all means, go play WoW or FFXIV.