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CP Balance Proposal

SenpaiNFT
SenpaiNFT
✭✭✭✭
Seeing how unbalanced both CP and No-CP are, it is time for the Champion Point system to receive a complete overhaul. The following is my proposal for the system in hopes ZOS will hear out the idea and take it under consideration, or at least some elements of it. It is what I personally believe to be the best course of action for the game. The following will be based upon five core principles of balance: Tankiness, Mobility, Sustain, Damage, and Healing.

Regarding Total CP
The cap should be reduced to 300. Yes I understand people have grinded a lot of CP in the past, I myself have done the same, so ZOS should compensate everyone with over 300 CP accordingly and give them an achievement for their troubles. Think of it like a legacy achievement that could only be attained before the change. A cap of 300 CP is absolutely necessary for the following changes.

Regarding the Individual CP Trees
All three trees should be merged into one, complete tree. This means that if you have 300 CP, you do not have to split it 100 three-ways; rather you can spend the 300 on any nodes you wish.

Regarding Individual Nodes
Each node should be back-loaded such that 10 points is 1%, 20 points is 2%, 30 points is 4%, 40 points is 6%, 50 points is 8%, 60 points is 11%, 70 points is 14%, 80 points is 17%, 90 points is 21%, and 100 points is 25%. CP trees like Piercing and Spell Erosion which have numerical values will be adjusted accordingly. Furthermore, CP trees such as Blessed and Arcanist need to return to having a 25% cap. This will balance them out in accordance with the other trees.

Regarding the Change/Addition of Certain Nodes
Nodes such as Precise Strikes and Elfborn should split the crit healing and crit damage into two separate nodes, that way these nodes are not overloaded. Furthermore, reduce cost nodes should be returned such that sustain has true “options” to be selected from rather then just recovery. They should be numerical value based, rather than percent based. In addition, a CP node that decreases healing the target takes from other players should also be incorporated at this time, to provide ample counter-play to healers in the game with defile all but gone outside of sets. A node for movement speed should be added such that mobility can be a pillar for choice.

Regarding the Purpose of This
Currently, in the state of the game, it is far too easy to select damage, tankiness, healing, and sustain because of the nature that most of them are in completely separate trees. This allows for builds in Cyrodiil to attain extreme tankiness, for example, and still chug out heals for other players whilst not having to worry about themselves. It also allows players to build extremely tanky and still do damage, which reinforces the tank meta that we have lived in for the past several years. I believe this proposal can wash that away; a full damage build will have a noticeable damage output difference compared to someone who selects a hybrid between say damage and healing. 100 points each in Mighty, Master at Arms, and Precise Strikes(damage) will net you 75% of total respective damage increase, vs someone splitting into Mighty, Master At Arms, and Blessed will only receive 50%. The nature of the trees being back-loaded means you ideally want to spend at least 70-80 points in a tree to take full advantage of it, thus you must think accordingly regarding which nodes you want.

Regarding Implications in PvE
I understand. I also do endgame PvE, although I’m primarily a PvP player. Certain trials such as vSSHM will become practically impossible, even if passing HM Lokke and HM Yolna the portal fight on HM Navi would just flat out not be completeable were these changes to take effect. That is why I suggest these changes not be put into effect unless PvE difficulty is adjusted accordingly. It is much trickier to try and balance CP system for both PvP and PvE with the current state of PvE difficulty regarding achievements such as Godslayer, thus adjusting PvE difficulty is a way we can give “breathing room” to adjusting the system for PvP.

That about sums up my proposal; I understand it is long and thank anyone who does for taking the time to read it. I only ask that if people have an issue, please read the full post before commenting. I already expect people to be upset about the PvE aspect because they simply did not read that far. These people only take away from constructive debate, please do not be one of them. Again, thanks for reading.

@ZOS_GinaBruno
Edited by SenpaiNFT on November 23, 2019 2:37PM
  • OG_Kaveman
    OG_Kaveman
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    No.
  • richo262
    richo262
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    No.
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    No.
  • johnjetau
    johnjetau
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    No.
  • L_Nici
    L_Nici
    ✭✭✭✭✭
    No.
    PC|EU
  • SenpaiNFT
    SenpaiNFT
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    Ahh the classic monkey zergling mentality. Zergling see zergling do.
  • Juhasow
    Juhasow
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    ✭✭✭✭✭
    SenpaiNFT wrote: »
    Ahh the classic monkey zergling mentality. Zergling see zergling do.

    No.
  • zarocco26
    zarocco26
    ✭✭
    OK... It seems you put some level of thought into this, so kudos to that. Instead of more nerfs to a game that has been over nerfed, maybe you could just play the game mode they created for players who want what you want (no CP pvp)? I mean nerfing the entire game for pvp is annoying enough as it is, but when they literally created a game mode that does exactly what you want, I feel like you could maybe just play that instead of coming to the forums and demanding zos change the whole game so everyone has to play the way you like? Idk just something to think about.
  • Katahdin
    Katahdin
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    ✭✭✭✭✭
    No
    Beta tester November 2013
  • Jeremy
    Jeremy
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    ✭✭✭✭✭
    SenpaiNFT wrote: »
    Seeing how unbalanced both CP and No-CP are, it is time for the Champion Point system to receive a complete overhaul. The following is my proposal for the system in hopes ZOS will hear out the idea and take it under consideration, or at least some elements of it. It is what I personally believe to be the best course of action for the game. The following will be based upon five core principles of balance: Tankiness, Mobility, Sustain, Damage, and Healing.

    Regarding Total CP
    The cap should be reduced to 300. Yes I understand people have grinded a lot of CP in the past, I myself have done the same, so ZOS should compensate everyone with over 300 CP accordingly and give them an achievement for their troubles. Think of it like a legacy achievement that could only be attained before the change. A cap of 300 CP is absolutely necessary for the following changes.

    Regarding the Individual CP Trees
    All three trees should be merged into one, complete tree. This means that if you have 300 CP, you do not have to split it 100 three-ways; rather you can spend the 300 on any nodes you wish.

    Regarding Individual Nodes
    Each node should be back-loaded such that 10 points is 1%, 20 points is 2%, 30 points is 4%, 40 points is 6%, 50 points is 8%, 60 points is 11%, 70 points is 14%, 80 points is 17%, 90 points is 21%, and 100 points is 25%. CP trees like Piercing and Spell Erosion which have numerical values will be adjusted accordingly. Furthermore, CP trees such as Blessed and Arcanist need to return to having a 25% cap. This will balance them out in accordance with the other trees.

    Regarding the Change/Addition of Certain Nodes
    Nodes such as Precise Strikes and Elfborn should split the crit healing and crit damage into two separate nodes, that way these nodes are not overloaded. Furthermore, reduce cost nodes should be returned such that sustain has true “options” to be selected from rather then just recovery. They should be numerical value based, rather than percent based. In addition, a CP node that decreases healing the target takes from other players should also be incorporated at this time, to provide ample counter-play to healers in the game with defile all but gone outside of sets. A node for movement speed should be added such that mobility can be a pillar for choice.

    Regarding the Purpose of This
    Currently, in the state of the game, it is far too easy to select damage, tankiness, healing, and sustain because of the nature that most of them are in completely separate trees. This allows for builds in Cyrodiil to attain extreme tankiness, for example, and still chug out heals for other players whilst not having to worry about themselves. It also allows players to build extremely tanky and still do damage, which reinforces the tank meta that we have lived in for the past several years. I believe this proposal can wash that away; a full damage build will have a noticeable damage output difference compared to someone who selects a hybrid between say damage and healing. 100 points each in Mighty, Master at Arms, and Precise Strikes(damage) will net you 75% of total respective damage increase, vs someone splitting into Mighty, Master At Arms, and Blessed will only receive 50%. The nature of the trees being back-loaded means you ideally want to spend at least 70-80 points in a tree to take full advantage of it, thus you must think accordingly regarding which nodes you want.

    Regarding Implications in PvE
    I understand. I also do endgame PvE, although I’m primarily a PvP player. Certain trials such as vSSHM will become practically impossible, even if passing HM Lokke and HM Yolna the portal fight on HM Navi would just flat out not be completeable were these changes to take effect. That is why I suggest these changes not be put into effect unless PvE difficulty is adjusted accordingly. It is much trickier to try and balance CP system for both PvP and PvE with the current state of PvE difficulty regarding achievements such as Godslayer, thus adjusting PvE difficulty is a way we can give “breathing room” to adjusting the system for PvP.

    That about sums up my proposal; I understand it is long and thank anyone who does for taking the time to read it. I only ask that if people have an issue, please read the full post before commenting. I already expect people to be upset about the PvE aspect because they simply did not read that far. These people only take away from constructive debate, please do not be one of them. Again, thanks for reading.

    @ZOS_GinaBruno

    Some of your ideas were alright. Others I didn't really like. But overall, think this is a boring way to overhaul the CP system. You're basically just nerfing it. I would prefer they re-design the whole system.

    My preferred method is allow for players to spend their points upgrading specific abilities rather than broad categories of general performance like healing, damage etc. This would allow players more variety too choose which should make the system more interesting. It would also lead to a more diversified ranged of builds with different strengths depending on what abilities they choose to concentrate on.
  • Nord_Raseri
    Nord_Raseri
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    What everyone else said. No.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • TequilaFire
    TequilaFire
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    Lets see, nerf CP till players can't complete content, then nerf content so players can complete it. OK /scratches head
  • D0PAMINE
    D0PAMINE
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    Nein.
  • itsfatbass
    itsfatbass
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    HELL no.
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • ivanakamarkus
    ivanakamarkus
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    DKUR9Tk.png
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