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What would you like to see from Champion Point changes?

Starlight_Whisper
Starlight_Whisper
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You know...that long ago promise. What are you hoping for?
  • TwiceBornStar
    TwiceBornStar
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    I'm hoping for something that'll speed up melee-attacks. That would make my day. I like fast-paced combat. ''This will speed up your attack speed by 10% but reduce your damage done by 10%''. I'd still take it! I just want my nightblade to be flashy. Dashing. You know!

  • JinMori
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    Honestly, i expect nothing, probably they will just nerf it and call it a day, but if i were to say what would be optimal in my opinion, it is this:

    Change the % modifiers to (add spell and weapon damage) basically replace the % damage modifier with an increase in spell and weapon damage, but it increases the damage to about the same level, so if a cp point adds 25% more damage to a certain set of skils, this should do the same. But why?

    Well, for one it would reduce the difference in skill gap like they want, but it will not reduce the ceiling at the same time, % modifiers multiply your damage, so if your damage is trash to begin with, the increase will not be that noticeable, while if you are a very good player the % increase will be much more noticeable, but since weapon and spell damage does not work like that the difference between the worst and best player will certainly be reduced.

    Also, as far as i am aware mult calculation are more intensive for the cpu compared to add calcs, so this change should also slightly increase performance.

    Second, make the perks you get after you spend a certain amoung of point in a tree more interesting, more impactful, at the moment the vast majority of those perks are just trash.

    And lastly the most important thing they need to do has actually nothing to do with the system itself, but they need to create a new difficulty that scales like wow mythic plus (Look it up if you don't know what i am talking about), what this would do is virtually remove power creep in pve content, so finally we don't have to play this game of give and take anymore and we can finally resume with the increase in max usable cp, and we can have some actual progression after so long.
  • colossalvoids
    colossalvoids
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    Tbh I expect nothing. We have virtually a new team working now and I'm yet to be proven they're really up to something.

    At least I'd like to have some progression system going after 810cp as there was nothing for years and it's something they need to address asap if they want people to be back at the game or care bit more as a bare minimum.
  • Vevvev
    Vevvev
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    Some kind of horizontal progression after all the vertical stuff with the boosts. Like more quality of life perks you can pick to aid in crafting, harvesting, getting around, and the like. Maybe like getting a perk that decreases the cost of porting to wayshrines by a % equal to the amount of points above cp810.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Anotherone773
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    I either want proper classes with proper roles like a traditional MMORPG OR i want it to true to TES and have no classes with everything skill based on how much you use it. Using a hybrid of both only allows the worse of each system to shine.
  • Dagoth_Rac
    Dagoth_Rac
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    ZOS have stated they want to do less overhaul of systems in new year, because they feel they bit off more than they could chew in last half of 2020 while working from home. If the rehaul of CP was due for next year, I have a feeling it has been pushed off. Any kind of significant change is likely to introduce bugs that they are poorly equipped to QA or fix at the moment. And even just buffs/nerfs to the numbers could have unintended side effects of making certain builds OP.

    I expect content next year, maybe even more content than normal. But I don't expect revamps of CP or classes or other core gameplay mechanics.
  • GrumpyDuckling
    GrumpyDuckling
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    What are you hoping for?

    A system that gives us more customization and flavor for builds. Let me go all-in on a particular playstyle instead of always being stuck using the same champion points, the same skills from class lines and weapon lines, and the same sets.

    Let me pour champion points into specific categories that could make a character play unique. Some examples:

    - A character that primarily excels at leaping/charging/teleporting to enemies.
    - That excels at sneak without having to dump armor sets into sneaking.
    - That really buffs up allies at the expense of my own stats.
    - That specializes in ground-based attacks
    - That specializes in ranged attacks
    - That specializes in crowd control/containment

    The game is too unforgiving when it comes to unique builds, and too many players run the same builds. The rework is a chance to expand on ways to play and enjoy the game.
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    Something that doesn't scare of players by saying they have to grind xp for half a century + before they will be ready for vet trials.

    CP involves very little skill, everyone either follows a guide or calculates optimal distribution with parses and addons. All it says is "this guy played longer than you, therefore he does more damage"

    Keep - but maybe slightly down tune - some of the CP benefits we are all used to. Past that either scrap the whole system or introduce something that is actually interesting for theorycrafting
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Unified_Gaming
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    I would like a system similar to FO76 perk system where you have star consolation points (max 15 + 1 starter point in each area) and you can put these into any area like thief, warrior etc which increases the cap by 1 for that star. All 15 allocatable points are available as soon as you hit cp.

    As you continue to level (exp to level up is a fixed amount) you get perk packs (5 cards per pack) that come with cards that have blessings (flat stats or special effects to manage power keep/unforseen effects with % boosts) which are tired to specific star signs. I.e. apprentice - blessing or penetration provides 1500 penetration. Every 3 levels you can pick a consolation pack that contains cards from that consolation only should you wish to specialise.

    Equipping a card consumes 1 point from the star it is tied to . I.e. have 4 points in apprentice you can slot cards that fill 4 apprentice card slots.

    If you get a duplicate card you can merge the cards together to upgrade them to gain stronger effects but now they take an additional slot. E.g. blessing of penetration adds 1500 pen but requires 1 apprentice consolation point. Level 2 adds 3500 pen but now requires 2 points. Level 3 would be 6000 pen but take 3 slots. Some cards can be upgraded up to level 3. Alternatively you can scrap the card and upon 5 cards scrapped you can open a new perk card pack.

    You can at any point take your cards in and out and switch them to meet your current needs whilst out of combat. If you are unhappy with your star sign allocation as you got some new cards but can't slot them as say your warrior consolation wasn't high enough then you can go to a shrine like a respec one and change them there to re-roll the entire build for gold or transmute crystals.

    The cards could also include the current cp nodes so any existing players have an idea what is what whilst adding new ones I.e. increase magicka recovery by x amount, decrease sprint by x amount etc.

    A few positives I've noted about this system:
    - Continues to provide the flexibility of builds whilst simplifying it for newer players
    - New players are not as disadvantaged when getting to cp and have less of a grind
    - As you continue to level you always gain something so there is new things for every level up
    - you can specialise a lot more than currently as currently you're forced to have cp in defence and sustain nodes whereas you could put it all in damage.
    - Cp feels more exciting to gain as you can collect the perk cards and upgrade them so continue to feel power increases/completion
    - developers can manage power creep easier with having cards give flat stats only and can tweak cards in isolation or the value of a card.
    - Cards could be very creative and fit into the lore where morrowind had star sign consolations that gave buffs

    Examples of more creative cards:

    Mara's gift - when you craft an item you have a 10/30/50% chance to create to items at once

    Mount expert - your bond is unbreakable and your mount works harder as a result. Riding speed increased by 5%/10%/20%

    Midas touch - your hands find gold wherever they look. Enemies always drop 10g/50g/100g when killed.

    Big bonned - you're naturally resistant but are slower as a result. Damage taken -10% movement speed -10%

    Silver tongue - merchants look on you more favourable. Items sell for 10%/25%/50% more

    Arcane armourer - equipped weapons and armour have a 1/4/10% chance to gain some durability back when an enemy dies

    Wayfarer - porting to a wayshrine is more efficient.
    Transport costs via porting is reduced by 20%/50%/80%

    These would be in additon to the typical:
    Increase armour by x amount
    Increase damage type by x amount
    Increase magicka recovery by x amount
    Decrease damage taken from damage type by x amount
    Etc.

    Anyway this is long enough as is and I'd love to know what you all think.

    Thanks for reading and byeeeee

    P.s. I forgot to say that new cards could be added with each expansion to continue to make it worthwhile to level up.
    Edited by Unified_Gaming on January 1, 2021 2:04AM
    Unified Gaming - creating a shared and Unified Gaming community.

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  • Starlight_Whisper
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    I am hoping for something to prove I am cp 1300 specialized healer. 😢
  • wheresbes
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    One simple change: that physical resistance abilities are consolidated into one. We do already have one ability to increase spell resistance, why do we need three for physical resistance? That would make switching armour type easier.
  • Sahidom
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    Before CP changes. They need to drop the item level to 50 10 CP, as the item level cap level. This means all players reaching level cap will access end game gear levels.

    As for CP they need to remove all %modifiers including the base resource +%modifier for spending X number of points.

    THAN the bonuses gained from CP nodes should be steep to encourage diverse distributions of CP; more importantly to reconcile accounts with 1300+ accumulated points.

    THAN have each mundus tree passive have an account "age" requirements to unlock the passive benefits to reward Veteran players, whose played their account over the years versus the CP levels.

    BUT changing the CP should come AFTER they completely done a comprehensive rework on all the classes; not the hap hazard *** work to applease the 3%.
    Edited by Sahidom on January 1, 2021 12:22PM
  • sekou_trayvond
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    Reposting my thoughts once again every time this thread pops up. Hopefully ZoS sees it and goes "hmmmm..."

    My two cents that I've espoused quietly over time:

    CP is fine, but I would prefer it be directly tied to skills rather a system whereby one point expended garners you a .08 percent increase in this or that buff. Boring!!!!!!

    I'd prefer a system where CP are points you can expend to buff skills, e.g. Spend 50 CP to make Hail of Arrows do X more damage, or Spend 100 CP to increase the radius of Caltrops. Stuff like that. Depending on the CP cost of said buffs, you could design the system where the allocation of points is more meatier and makes the player consider varied options.

    It could act like a much more dynamic system that you switch in and out of points depending upon content or toon role. Right now, CP allocation is VERY rote.
  • JinMori
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    On second thought, i have to amend something i previously said about cp, i said that since cp is a % damage modifier it affects some people more than others, but on second thought it's not like that, because it doesn't apply the % modifier after you dealt the damage, to make it clear basically, cp increases the damage your abilities do by 15, 25 or 35%, that is the same for all players, it doesn't take the damage you dealt, and add another 15 25 or 35%, that's the difference.

  • Finedaible
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    I personally would like to see deeper specialization instead of simply 'do moar physical/magical damage' or 'receive less physical/magical damage' passives. ESO lacks build variety because of the way they constantly try to "standardize" everything so i'd like to see perks which help you make your own ideas into something good. For example, passives for stealth and stealth detection, maybe some special perks for using frost or lightning, more expensive perks for specific status immunity, anything less generic than what the system has now. Give us a reason to come up with fun builds instead of punishing us for using something that isn't a cookie-cutter build.
  • Finedaible
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    And remove the respec cost. It serves no purpose but to discourage players from trying different things.
  • JinMori
    JinMori
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    Finedaible wrote: »
    I personally would like to see deeper specialization instead of simply 'do moar physical/magical damage' or 'receive less physical/magical damage' passives. ESO lacks build variety because of the way they constantly try to "standardize" everything so i'd like to see perks which help you make your own ideas into something good. For example, passives for stealth and stealth detection, maybe some special perks for using frost or lightning, more expensive perks for specific status immunity, anything less generic than what the system has now. Give us a reason to come up with fun builds instead of punishing us for using something that isn't a cookie-cutter build.

    Personally, i think that kind of stuff should be in another section beside cp.

    Basically in the morph section, or passives.

    I think the goal of cp should be to provide a general power boost through % modifiers, and perks that do more than just increase your recovery when you sprint, but all in general, for example they could make a perk that after you do x damage or x thing you get spell and weapon damage, things like that, but not specific, specific should in either a new system or the skillbook.

    They coukd make a modification system, that allows you to well, specialize.
  • hexentb16_ESO
    hexentb16_ESO
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    I'd like the champion points for direct and indirect damage merged. Or for ZOS to make the descriptions for all damaging abilities and items state whether they do direct or indirect damage.
  • Finedaible
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    JinMori wrote: »
    Finedaible wrote: »
    I personally would like to see deeper specialization instead of simply 'do moar physical/magical damage' or 'receive less physical/magical damage' passives. ESO lacks build variety because of the way they constantly try to "standardize" everything so i'd like to see perks which help you make your own ideas into something good. For example, passives for stealth and stealth detection, maybe some special perks for using frost or lightning, more expensive perks for specific status immunity, anything less generic than what the system has now. Give us a reason to come up with fun builds instead of punishing us for using something that isn't a cookie-cutter build.

    Personally, i think that kind of stuff should be in another section beside cp.

    Basically in the morph section, or passives.

    I think the goal of cp should be to provide a general power boost through % modifiers, and perks that do more than just increase your recovery when you sprint, but all in general, for example they could make a perk that after you do x damage or x thing you get spell and weapon damage, things like that, but not specific, specific should in either a new system or the skillbook.

    They could make a modification system, that allows you to well, specialize.

    I would like that idea just as much, but would they do it? I just don't see them redesigning and rebalancing all classes and skills when they can't even decide on the balancing changes as it is. Upon reflection however, I guess making champion point system deeper and more specialized is probably just as much outside their capabilities as well. Just waiting for any of the announced changes as a player is a torturous experience with typically disappointing outcomes.
  • MentalxHammer
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    Choices, currently CP is just a way to min-max damage, tankiness and sustain. There should be a tree of options that we can use to alter our playstyles.
    Edited by MentalxHammer on January 3, 2021 9:48PM
  • StarOfElyon
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    I would like to see the end of damage scaling with max stats and I would like CP skill trees be used to give us more customization like what we saw in Skyrim.

    I like to make hybrid characters so magic and physical penetration and crit chance should be combined.
  • Zodiarkslayer
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    I would like to see the end of damage scaling with max stats and I would like CP skill trees be used to give us more customization like what we saw in Skyrim.

    I like to make hybrid characters so magic and physical penetration and crit chance should be combined.

    The Basic Skyrim: NO!
    The modded Skyrim, like Ordinator: Maybe....
    But streamlining a Progression System like that, makes a MMO dangerously boring.

    Imo the system is fine at its core. The CP nodes pretty much reflect the combat system as is. If you change those, the entire Combat system would need to be adjusted or vice versa.

    There are just too many unuseful perks (Shadow Strike or Maras gift come to mind). And some where you can not afford to go without. Treasure Hunter or Exploiter are too powerful to ignore.
    What I would like to see is more meaningful perks. Some 120cp perks that are really powerful and are not just pvp only or only viable in such specialised situations, that they will virtually never proc their effect.
    read, think and write.In that order.
  • Qbiken
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    No big changes but some small adjustments when it comes to the numbers that each different allocation/star offers. The fewer big changes the better.
  • BXR_Lonestar
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    I hope the champion point changes make it so that you really have to Spec as a healer if you want to perform the healer role well. DPS should be able to DPS, but not heal even close to what a dedicated healer can heal so that the requirement to carry a healer in a group actually means something. The healer role has been largely marginalized over the past 2 years or more due to combat updates, so I'd like them to use the champion point reconfiguration to reverse that trend.
  • ichsuisme
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    I want more options for hybrid builds; I don't want magicka and stamina to be separated as much as they currently are.
  • zvavi
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    balance. hope it is not too much to expect.
  • WraithShadow13
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    I would like less diminishing returns and more utility and focus. Things like having perks unlocked that actually make sense for that tree, or allowing us to CHOOSE perks once we hit the required points. It would also be nice if it were a bit more like the regular elderscrolls games, where they had benefits for points being spent in certain areas. For example, you can add points to weapons expert and get more damage but it would be nice to get faster attacks, as well. If you slot points into tumbling, it would be nice if it made you more acrobatic or something visual. More thief benefits from thief points spent, more mage bonuses for filling out that tree, different things like that.


    The current champion system is meh and can be weird with minmaxing and such, so i would love to just see a much better and more universally useful revamp on it.


    Wasn't the oblivion update bringing cyrodiil updates AND champions point updates?
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