Dark_Lord_Kuro wrote: »As long as i can finally start getting stronger but by bit again
An no cp werent the main power creep, we got much more of that cince the cp lock
Really interesting discussion.
I long thought for a cp viable solution but i can't find it.
Zos can't remove cp because of the crown experience scrolls sold in the store.
If they remove what we purchased we can teoretically ask for a refound... and exp scrolls are in the crates too
So existing cp have to stay.
Problem is the difference between players is too big. I remember a long time ago when cp were introduced and still uncapped i could solo 8 players in pvp and i'm not a pvp expert.
New i have 1500 cp. If all my cp are unlocked how am i supposed to play with a 160 cp group...
Personally i can't come up with a solution but can't wait to see what zos will do.
Another thought would be to have all 13 mundus stones be incorporated into the new CP system. Each stone having its own comprehensive benefits; pulling ides from the Elder Scrolls old system.
I would not rework CP points, I would expand the current system with an infinite non-gameplay affecting bonus system.
Which even with +10.000CP would not make too much of a difference. Bonusses like: +0.01% gold gained from quests/ +0.01% chance for chest items to drop 1 tier higher/ +0.01% experience bonus from quests/ +0.01% experience bonus from killing monsters/ -0.01% repair costs. Stuff like that, that has no high impact, but does add up with thousands of points put into it.
CP 810 has become unique to ESO, and for that reason it should stay. Just expand it. Keep the current CP 810 system, and any points above CP 810 go into the expanded CP system.
I would not rework CP points, I would expand the current system with an infinite non-gameplay affecting bonus system.
Which even with +10.000CP would not make too much of a difference. Bonusses like: +0.01% gold gained from quests/ +0.01% chance for chest items to drop 1 tier higher/ +0.01% experience bonus from quests/ +0.01% experience bonus from killing monsters/ -0.01% repair costs. Stuff like that, that has no high impact, but does add up with thousands of points put into it.
CP 810 has become unique to ESO, and for that reason it should stay. Just expand it. Keep the current CP 810 system, and any points above CP 810 go into the expanded CP system.
Something that feels like this (also, no point cap):
Kill the CP system, it's convoluted, tedious, and broken.
Go with a straight level system of 60 that is a permanent cap, with bonuses to weapons armor and spells no more no less. The focus should be on Combat, Questing, and Trials. Having complications for complications sake is stupid.
I noticed another problem with this system, which for me personally makes it very boring. The point is that the system is nothing more than a system of upgrades. And it only gives a microscopic increase to our stats for an invested point. When I put a point on a star and it gives a +0.001 percent boost, I don't feel rewarded and I don't feel that bonus when I play. I got a point, invested it and nothing changed. In the end, it's so boring that I just collect hundreds of points and distribute them at once, and even that gain is not particularly felt. Yes, after three hundred points I feel that I have become stronger, since I can now carry out a dolmen alone (at level 50 without CP I could not do this, I got killed), but the lion's share of this strength comes simply from sets.
Here's what I would change first. More strength per point, even if you had to sacrifice the number of points. The main thing is for the player to feel that this point is valuable, that this upgrade makes you stronger, and not just some kind of crap that you can ignore and not invest anywhere until the next breakpoint.
BXR_Lonestar wrote: »I would make it so that champion point perks scale up exponentially rather than have diminishing returns. Why? because making people spend TONS of points into one particular perk vs. another is how you make people make meaningful choices.
For example- right now, for a magika build, people only put 31-39 points into Spell Erosion which decreases spell resistance, and then put something ~ 57-65 points (I can't recall the exact optimal number) into the perk that increases raw spell damage. By having exponential bonus scaling vs. diminishing returns, your encouraging people to put way more points into one perk than the other in order to gain the benefit, and that causes people to make more meaningful choices about their build (race, gear, skills used, passives needed, etc.)
Of course, this would come with the caveat that they should make adjustments to the combat system, such as increasing damage done if you overpenetrate. What I mean by that is right now, you get ZERO bonus damage in PVE if you have over 18200 physical or spell penetration (group accumulative). However, IMO, if you have, say 24200 penetration, that 6000 extra spell/armor penetration should translate to an X% increase in damage, basically becoming the equivalent of a raw spell damage buff.
These kind of changes would force people to invest in fewer perks, but invest more heavily in them to make their builds work. And if done right, with some corresponding combat changes, this would actually lead to an increase in the number of viable endgame builds. I think this would be great for the game because, IMO, the champion point system shouldn't be about having the optimal number of points placed in certain skills but about investing in certain things you really want to emphasize in your build. Want to be a healer? You'll only be able to heal well if you invest heavily in the small number of healing-specific champion point perks, precluding you from also being good at DPSing. Want to DPS? you can go for heavy burst damage output by overwhelming spell/weapon damage (but you'll lack in sustain penetration), overwhelming penetration (but you'll lack in sustain or penetration), or sustained damage output (but you'll lack in penetration and raw damage). And Tanks, too, would have to lean heavily into their survivability perks as well.
We were told there will be fewer new systems this year, but one thing that might be coming (at least if you read the forums regularly) is the Champion Points rework that we've been waiting for for a few years now. If we do get this, it will likely be announced with the chapter in January. But before that, we can play a little.
If you were in charge of the Champion System rework, what would you change? It can be crazy ideas or more down to Earth ideas. Let's see what people think.
I'll start...
I would make 2 main changes to the CP system:
1. Split generic buffs into specific buffs: For example, I would split the Elemental Damage into 3 separate points for Fire, Lightning and Ice (maybe 4 for Magic - never understoon that 4th type). Same would go for healing, resistance, etc.
3. Make some perks "buyable" with CP: For example, it could have a perk like "Do X% extra damage if you inflict two different Elemental effects in an enemy" for 100 CP (or something like that).
Change 1 would allow for actual specification and would enable the use of a lot more points (keeping the progression and power creep in check) while also enabling more specialized builds. Today almost everyone just go to Google and copy the same CP allocation for the spec because it is mostly a spreadsheet assignment.
Splitting things like this would be more dynamic. If you want to specialize in one type of damage, you have to match your CP to your staves, enchants, class skills damage types, etc. You could make an "All Fire" DK that would have a very different CP than a "3 Damage Elemental Mage" Warden, for example.
That would work with healing and damage mitigation as well. For example, for healers, they could split the healing CP between direct heals, heals over time, AOE heals. Then add some special perks like adding resistance if you give an ally a Shield. This would enable some healers to focus AOE, others like a DK Heal to fully invest in giving shields to ally. Instead of every healer dumping 100 CP in Elfborn and calling it a day.
Change 2 would be more so we could keep gaining CP. If we need to actually spend some CP to "buy" some specific perks, we wouldn't need to limit CP use like we have currently. So instead of just passively getting perks as we spend in the tree, it would be an active choice with a high cost, but that would allow more specialized builds. If you want that extra cool perk, you have to let go of 100 CP into other, more generic, buffs.
I always thought it would be cool to have more specialized types... Like a Fire MagDPS vs a Multi Element MagDPS, or a Shield-Giving Healers vs an HOT Healer vs a more active Burst Healer only.
BXR_Lonestar wrote: »I would make it so that champion point perks scale up exponentially rather than have diminishing returns. Why? because making people spend TONS of points into one particular perk vs. another is how you make people make meaningful choices.
For example- right now, for a magika build, people only put 31-39 points into Spell Erosion which decreases spell resistance, and then put something ~ 57-65 points (I can't recall the exact optimal number) into the perk that increases raw spell damage. By having exponential bonus scaling vs. diminishing returns, your encouraging people to put way more points into one perk than the other in order to gain the benefit, and that causes people to make more meaningful choices about their build (race, gear, skills used, passives needed, etc.)
Of course, this would come with the caveat that they should make adjustments to the combat system, such as increasing damage done if you overpenetrate. What I mean by that is right now, you get ZERO bonus damage in PVE if you have over 18200 physical or spell penetration (group accumulative). However, IMO, if you have, say 24200 penetration, that 6000 extra spell/armor penetration should translate to an X% increase in damage, basically becoming the equivalent of a raw spell damage buff.
These kind of changes would force people to invest in fewer perks, but invest more heavily in them to make their builds work. And if done right, with some corresponding combat changes, this would actually lead to an increase in the number of viable endgame builds. I think this would be great for the game because, IMO, the champion point system shouldn't be about having the optimal number of points placed in certain skills but about investing in certain things you really want to emphasize in your build. Want to be a healer? You'll only be able to heal well if you invest heavily in the small number of healing-specific champion point perks, precluding you from also being good at DPSing. Want to DPS? you can go for heavy burst damage output by overwhelming spell/weapon damage (but you'll lack in sustain penetration), overwhelming penetration (but you'll lack in sustain or penetration), or sustained damage output (but you'll lack in penetration and raw damage). And Tanks, too, would have to lean heavily into their survivability perks as well.
BXR_Lonestar wrote: »I would make it so that champion point perks scale up exponentially rather than have diminishing returns. Why? because making people spend TONS of points into one particular perk vs. another is how you make people make meaningful choices.
For example- right now, for a magika build, people only put 31-39 points into Spell Erosion which decreases spell resistance, and then put something ~ 57-65 points (I can't recall the exact optimal number) into the perk that increases raw spell damage. By having exponential bonus scaling vs. diminishing returns, your encouraging people to put way more points into one perk than the other in order to gain the benefit, and that causes people to make more meaningful choices about their build (race, gear, skills used, passives needed, etc.)
Of course, this would come with the caveat that they should make adjustments to the combat system, such as increasing damage done if you overpenetrate. What I mean by that is right now, you get ZERO bonus damage in PVE if you have over 18200 physical or spell penetration (group accumulative). However, IMO, if you have, say 24200 penetration, that 6000 extra spell/armor penetration should translate to an X% increase in damage, basically becoming the equivalent of a raw spell damage buff.
These kind of changes would force people to invest in fewer perks, but invest more heavily in them to make their builds work. And if done right, with some corresponding combat changes, this would actually lead to an increase in the number of viable endgame builds. I think this would be great for the game because, IMO, the champion point system shouldn't be about having the optimal number of points placed in certain skills but about investing in certain things you really want to emphasize in your build. Want to be a healer? You'll only be able to heal well if you invest heavily in the small number of healing-specific champion point perks, precluding you from also being good at DPSing. Want to DPS? you can go for heavy burst damage output by overwhelming spell/weapon damage (but you'll lack in sustain penetration), overwhelming penetration (but you'll lack in sustain or penetration), or sustained damage output (but you'll lack in penetration and raw damage). And Tanks, too, would have to lean heavily into their survivability perks as well.
I don't care for this type of idea honestly, I like to have FLEXIBLE characters that can do different things....by forcing specialization it takes away much of my desire to play. I don't like one-trick ponies.