How would YOU change the Champion Points System?

  • Dark_Lord_Kuro
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    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
  • Calm_Fury
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    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

    I think this is an old discussion. CP has its share of guilt in the power creep, but most of the current power creep is due to OP Sets and Overbuffed Light Attacks.

    No matter what they do with CP, I think it is almost guaranteed that it will be nerfed heavily. There is just no way they won't cut the overall power by a lot.

    But I agree. It would be very nice to be able to keep improving with the CP gains, even if just little by little.
  • Sahidom
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    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.

    Moving in this direction could address many requests to increase benefits in other combat and non combat aspects of the game.

    You could also double spec the trees thats active depending on when your doing PVP and PVR content play.

    This is addition to my previous post.
    Edited by Sahidom on January 6, 2021 9:09AM
  • NEMESIS_97
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    Silaf wrote: »
    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.

    Because low cp players entered cp unlocked camp...that was their lack of mind action...ppl who use brains like me w8 to cp 810 before entered cp unlocked camp...
  • Runefang
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    Sahidom wrote: »
    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'd like to see the Mundus stone idea modified, perhaps you only put X points into a tree unless you had that Mundus active then you could put Y into it. That way everybody could utilise say the Lord tree, but unless you wanted to be tanky it'd be of limited benefits and the really powerful stuff would be locked behind have the Lord mundus active. Mundus + Gear (sets, weights and enchants) + CP seems overly complicated in its current state. Maybe PvPers like a lot of the flexibility but for PvE its all just a moot point.
  • CoronHR
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    Sarannah wrote: »
    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 really like this. i was thinking that extra cp points should go to something. every time i get one now, it's like, what's the point, i can't use it. with this, i could at least be a bit excited to get a new point. i was thinking that the extra points could be spent or used somewhere, like a special vendor, and you could get i don't know, a special furnishing, or a title. but this idea is really good
    PC - EU - Steam client
  • LalMirchi
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    Sarannah wrote: »
    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.

    Excellent ideas :)
  • kojou
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    I would prefer they don't touch anything combat related until they fix a few more bugs and performance issues, and maybe never rework the champion system. Its not a great system to begin with and even though I have almost double the cap, I don't think being able to place them would make my game experience any more fun.

    If they were to rework it from scratch, I would prefer that they did it in such away that we could do direct modifications to our skills and passives. e.g. 10 points into Engulfing Flames extends the DoT duration by 1 second with a maximum of 20 points to spend or up to 20 points added to a passive increases a stat related to that passive.
    Playing since beta...
  • Sju
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    I would revert it back to the old vet rank system. restart everyone over level 50 at Vet rank 1, increase ranks to 20.
  • manny254
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    I am curious if we will actually get the CP rework this year. They mentioned their intention to rework CP a long time ago, and it feels like it feels like it would be now or never.
    - Mojican
  • BXR_Lonestar
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    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.
  • Faulgor
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    Cireous wrote: »
    Something that feels like this (also, no point cap):

    jMWC7zO.png

    I think this will only work properly if they group Champion Perks into such skill categories, not ... whatever we have now.

    And in the absence of most TES-like skills, I think it would be neat if every node was not unlocked by a skill level, but by specific (new) achievements. Like, in the Block tree, one perk might require the achievement for x amount of damage blocked in dungeons. Once you have that achievement, you can put 1-100 champion points into the perk. Or imagine if you could actually become a proper frost mage after using frost skills for certain achievements.

    Ideally, perks would also offer a qualitative bonus (e.g., set opponents off balance when blocking >4k damage), not a quantitative one (e.g., block x% more damage). Those are boring and lead to power creep.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Integral1900
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    I think my personal Wish List would be what I believe is already in the works.

    Over the last year there has been a slow swing towards combining statistics, so I would just like to see them go forward with this.

    In terms of the meta there is no reason to have separate statistics for weapon and spell damage, armour and spell resistance, critical et cetera.

    It would reduce calculations in PVP as well as opening up a diaspora of new fun builds.

    My fluffy hybrids await your benevolence with baited breath ZOS 😇
  • Calm_Fury
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    Sju wrote: »
    I would revert it back to the old vet rank system. restart everyone over level 50 at Vet rank 1, increase ranks to 20.

    Hehe, this would be the most guaranteed way to make me stop playing...

    I really hope they don't do anything close to the VR system.
  • Klad
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    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.
  • Calm_Fury
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    Klad wrote: »
    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.

    The thing is that the whole goal of the CP system was to allow continuous progression, so people don't get bored after they hit max and have nothing else to earn.

    We've been in that state for a couple of years now, with 810 CP,. I think they should make it work so that we can continue to earn and use CP points indefinitely.

    I don't think this is impossible to achieve (like my suggestions in the original post). We can't have that with the CP the way it is, but there is a good solution there that still allows us to keep earning and using CP without it becoming God Mode.
  • Scardan
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    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.
    Edited by Scardan on January 6, 2021 6:41PM
    Let's be extremely precise in our use of terms.
  • Calm_Fury
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    Scardan wrote: »
    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.

    My second suggestion addresses this. Buyable perks.

    Let's say you want to specialize in HOT healing. There could be a perk, for, say, 100 CP (just random numbers to illustrate), "gives allies X amount of resistance for X amount of time when you apply a HOT to them".

    That way we could have both worlds. We'd still need to invest those CPs in the stars to unlock those perks but, then, instead of just gaining them automatically, we'd need to invest more to buy them, but they would be impactful.

    We could have very interesting perks like that with types of damage, types of healing, types of damage mitigation... And it would be a very nice "sink" for a significant amount of CP.
  • Dark_Lord_Kuro
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    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 remember before morrowind cp rework got in, dimminishing return didnt exist
    Using your mag dps exemple:people put all their point in spell power and crit. I sure id we were able to put more than 100 in one people would have done so(max cp were a 600/ 200 per colour in the patch before morrowind)
    Edited by Dark_Lord_Kuro on January 6, 2021 8:31PM
  • Jeremy
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    Calm_Fury wrote: »
    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.

    I have a similar perspective.

    I would allow players to invest in specific abilities rather than broad and over-generalized areas like damage or healing. It would be more interesting and diverse that way and enable players to master specific play styles unique to that character.
  • josiahva
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    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.
  • LannStone
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    I've been thinking I'd like to convert my extra CP into skill points that go into a pool that I could use on any character
  • ccfeeling
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    Reduce cp to 160,u cant good at everything

    CP system should be act as little additional bonus, players has to think carefully from a big cp tree.
  • caperb
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    Idk, it works for me. What I'm more worried about is what will happen when another fundamental change will be made. Rather keep it this way, unless someone can explain me why all want a CP rework?
  • Pauwer
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    I like the way it is, but i do miss how the amount used to grow. I didn't follow any patch notes and it was such a nice thing to see after maintenance, that yay, more cp! Yaaay!

    Gimme more cp.
  • rpa
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    No cap, you can use as many points as you want but with diminished returns. So people can keep grinding pointless points without actually getting more powerful.

    I myself believe veteran grinds are detrimental to health of any game, because either new players are left hopelessly behind or some kind or catchup is needed. And it's fake. It's hugely cheaper to waste players time than make more endgame content.

    (Of course I'm not a game designer.)
    Edited by rpa on January 7, 2021 5:43AM
  • noblecron
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    I would bring back the Vet system. Vet 16 can use all the Champ points with max percentage. Vet 15 can use all cp but at a reduced degree and so forth. Some of the passives might have to get changed for balancing.
  • Agalloch
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    I would like what they already work since a few years...I hope will be fine.

    Anyway...my dream is to have a CP cap of 3600 as alrdy intended at launch. ESO need vertical progression besides horizontal progression .
  • BXR_Lonestar
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    josiahva 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.

    That is a fair point, but then you are going to have what you have right now then: DPS who can out-heal healers, thus marginalizing the need to have healers except at the extreme end of the margins (vet trials). Viable high-end DPS builds are going to all be cookie cutter copies of themselves using the same small handful of sets and roughly the same champion point allocation. IMO, that's boring. Like playing a shooter game, but everyone is only allowed to use AR's (no snipers, shotguns, etc.).

    In a game like this where you can have 18 characters, I don't see any reason why we shouldn't be more encouraged to really lean into our builds to maximize utility.
  • WoppaBoem
    WoppaBoem
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    Remove it
    Xbox EU & NA - PVP Only
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