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Champion System 2.0 Announced

  • Merlin13KAGL
    Merlin13KAGL
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    I'll be more inspired once I see what the 99 options are and how they've broken them down.

    As for the ridding of jump points in place of tiers, they're still jump points - they're just no longer % based and the actual value instead.

    The point has not gone away at all.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Firstmep
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    Like the direction, that being said when they got into details and saw many of the old % dmg modifiers still present I was a bit disappointed.
  • ZaroktheImmortal
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    I wonder how long it'll take to get to 3600. I'm over a thousand CP but still seems a long way to go.
  • bmnoble
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    Guess I will start hoarding my enchanting, alchemy, provisioning master writs and download the Writworthy add on again.
  • Chrysa1is
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    Cp3600 is the max. But you can only use 1200 in the champion point system.
  • Renegader
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    Austacker wrote: »
    The point to note is that under CP 1.0 there's a strong power advantage to having all the CP available.

    Under CP 2.0 you can only have TWELVE active CP bonuses active at any one time.

    So what this will mean is that whilst you can technically have 3600 CP and have ALL the CP skills at max, you can still only select at MAX 12 at a time.

    This is a very important thing to note.

    CP 3600 will just unlock the ability to have all the CP options available to you for your 12 active abilities.

    i saw form another screenshot you can maximum put 50 points into 1 active bonus, this means the true max cp is 600 now? seems alright honestly
  • ExistingRug61
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    Austacker wrote: »
    The point to note is that under CP 1.0 there's a strong power advantage to having all the CP available.

    Under CP 2.0 you can only have TWELVE active CP bonuses active at any one time.

    So what this will mean is that whilst you can technically have 3600 CP and have ALL the CP skills at max, you can still only select at MAX 12 at a time.

    This is a very important thing to note.

    CP 3600 will just unlock the ability to have all the CP options available to you for your 12 active abilities.

    i saw form another screenshot you can maximum put 50 points into 1 active bonus, this means the true max cp is 600 now? seems alright honestly

    I think it varies. Another example shown had a cost of 100 (the one in the craft tree that gives a chance at revives not costing soul gems).

    Plus there were some stars that don’t need to be slotted to give their effect, so you likely want to spend CP here in addition to the 12 slotted stars.

    So from what I can tell the number of CP needed to get max benefit is still unknown, and also potentially variably depending on which stars you want to slot.
    Edited by ExistingRug61 on January 27, 2021 12:59PM
  • LtClungeX
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    Omg I just started over on pc and I don't have a single CP haha fml, anyone up for some grinding?
  • ZaroktheImmortal
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    Not to mention you don't just use cp for the CP tree perks but each thing you put points into will help you in some way.
  • Maxx7410
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    LtClungeX wrote: »
    Omg I just started over on pc and I don't have a single CP haha fml, anyone up for some grinding?

    The Force be with you brother!
  • LadyHeloise
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    I am really looking forward to this actually. THe CP system needed an overhaul and I like have lots more choice. It forces people to think about what they slot, and it will (for me at least) help my characters be that bit more different to each other. Of course the devil is in the detail i.e. what the 99 stars are, but I like that this is easily expandable too. And the whole jump point thing left me cold, so this will at least be clearer.
    Edited by LadyHeloise on January 27, 2021 1:03PM
    PC-EU.
  • starkerealm
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    LtClungeX wrote: »
    Omg I just started over on pc and I don't have a single CP haha fml, anyone up for some grinding?

    NA or EU?
  • Odovacar
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    Cant wait for the notes and for what PTS players have to say as they begin testing. I wonder if they'll cap how many CP's (they may have mentioned it last night but I didn't catch) can be allocated like they did with the legacy CP system... Also, do you think it your actual CP will display overhead now? I'm excited but also a bit nervous as we know many nerfs will come down with this too... :/
    Edited by Odovacar on January 27, 2021 2:24PM
  • Lysette
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    LtClungeX wrote: »
    Omg I just started over on pc and I don't have a single CP haha fml, anyone up for some grinding?

    You don't need them - just don't think you would have to have CP - the game is very playable without and I guess much more enjoyable as well. Where is the fun in being overpowered?.- Just play along and forget about grinding and CP.
    Edited by Lysette on January 27, 2021 2:25PM
  • jle30303
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    The major thing that I want:

    Right now I have 610 CP.

    If my character is to be less powerful with 610 CP after the changes, than with 610 CP before the change - in other words, if I can't tank as well, if I can't kill overland monsters as well, if I can't block as well, if I lose my "farming a crafting node takes half the time" capability, if my health, stamina and magicka don't restore as well (I have several CP invested in restoring each) - then I will be disappointed.

    the one thing that a game company should not do is wide-ranging nerfs that affect the majority of players and the majority of player capabilities. Specifically targetted nerfs on a thing that is too powerful when used by the small percentage of elite players are okay, but wacking all the players including the less capable ones is a bad thing.
  • DaveMoeDee
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    bmnoble wrote: »
    Guess I will start hoarding my enchanting, alchemy, provisioning master writs and download the Writworthy add on again.

    I was sitting here thinking of how to speed up CP and I forgot about writs. I have a huge backlog of XP scrolls and a medium backlog of master writs. That would be a nice start.

    Once I hit 810 CP, I really stopped caring about XP. I suppose running daily random dungeons might be back on the menu.
  • VDoom1
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    I'm happy about this, the CP system needs an update. It's been more or less untouched for years so this is good. I'm still unsure how I feel about the 3600 cap.

    I'm excited to see the system when it goes live. :) The only thing that concerns me is how we are supposed to reach 3600.... Most players aren't super fast grinders, took me a good long while to get to 810+.
    We Fight For Cyrodiil.
    We fight for The Daggerfall Covenant.
    We fight for The Aldmeri Dominion.
    We fight for The Ebonheart Pact.
    We fight for Tamriel!
    CP 1200+
    Grand Master Crafter | Tamriel Hero
    Imperial Dragonknight
    Khajiit Necromancer
    Altmer Templar | Dunmer Nightblade
    Khajiit Nightblade | Argonian Dragonknight
    Altmer Sorcerer | Breton Nightblade
    Nord Warden | Dunmer Sorcerer
    Guild - Priests Of Hircine
    ESO Since 2014
    PC - EU
  • starkerealm
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    jle30303 wrote: »
    The major thing that I want:

    Right now I have 610 CP.

    If my character is to be less powerful with 610 CP after the changes, than with 610 CP before the change - in other words, if I can't tank as well, if I can't kill overland monsters as well, if I can't block as well, if I lose my "farming a crafting node takes half the time" capability, if my health, stamina and magicka don't restore as well (I have several CP invested in restoring each) - then I will be disappointed.

    the one thing that a game company should not do is wide-ranging nerfs that affect the majority of players and the majority of player capabilities. Specifically targetted nerfs on a thing that is too powerful when used by the small percentage of elite players are okay, but wacking all the players including the less capable ones is a bad thing.

    We won't know until the PTS goes live, Brian's statement was that the basic stat growth from CP was baked into leveling progression now. So, you should be fine. But, at the same time, they were talking about how their testing team was clearing HM content on the new system without CP spent, which doesn't fill me with confidence, simply because I've got a pretty good idea how skilled they are.
  • DaveMoeDee
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    VDoom1 wrote: »
    I'm happy about this, the CP system needs an update. It's been more or less untouched for years so this is good. I'm still unsure how I feel about the 3600 cap.

    I'm excited to see the system when it goes live. :) The only thing that concerns me is how we are supposed to reach 3600.... Most players aren't super fast grinders, took me a good long while to get to 810+.

    If past a certain point more CP is just convenience, it is a great change. For example, if at X CP you can do any build, but have to respec to change builds, while at 3600 CP you never have to respec because you can unlock everything. This could be the case since there are slottable CP buffs. So at X CP, maybe you can only unlock 10 slottable buffs, all of which you slot. At 3600, you can unlock all slottable buffs at once, but you can only slot 10 like everyone else.

    I missed the beginning of their explanation on this, but I'm hoping for something along those lines where 3600 just means you save respec gold.
  • DaveMoeDee
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    jle30303 wrote: »
    The major thing that I want:

    Right now I have 610 CP.

    If my character is to be less powerful with 610 CP after the changes, than with 610 CP before the change - in other words, if I can't tank as well, if I can't kill overland monsters as well, if I can't block as well, if I lose my "farming a crafting node takes half the time" capability, if my health, stamina and magicka don't restore as well (I have several CP invested in restoring each) - then I will be disappointed.

    the one thing that a game company should not do is wide-ranging nerfs that affect the majority of players and the majority of player capabilities. Specifically targetted nerfs on a thing that is too powerful when used by the small percentage of elite players are okay, but wacking all the players including the less capable ones is a bad thing.

    I assume they way the got around that was moving some of the power from CP to leveling 1-50. Then CP can be more about QoL, like harvesting crafting nodes, and picking specializations, like which resistances you want to buff. Lowering the impact of CP buffs while raising the floor for level 50 can keep the ceiling at the same place, while making 600 CP player closer to the ceiling.
  • Firstmep
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    Chrysa1is wrote: »
    Cp3600 is the max. But you can only use 1200 in the champion point system.

    No, you can use all 3600 points, it's 1200 PER tree.
  • starkerealm
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    Firstmep wrote: »
    Chrysa1is wrote: »
    Cp3600 is the max. But you can only use 1200 in the champion point system.

    No, you can use all 3600 points, it's 1200 PER tree.

    Yeah, the Champion Point system has always capped at 3600, even back when it first hit the PTS in 2015. The difference is, now there's no spending cap.
  • SpaPooP
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    I can't find it or missed it but is the CP change with Blackwood Base Game Update or earlier with Flames of Ambition DLC updates?
  • starkerealm
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    SpaPooP wrote: »
    I can't find it or missed it but is the CP change with Blackwood Base Game Update or earlier with Flames of Ambition DLC updates?

    Should be Flames of Ambition. We still don't have patch notes, though.
  • josiahva
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    The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...and beyond mitigation, it actually gives a WEAKNESS to the other type. No longer will my tank be able to taunt all the things....now I can only taunt the physical ads...the DPS are just going to have to soak up all the magicka damage instead. I guess maybe I could look at it as a way of phasing tanks out entirely as a role and all group members instead have the responsibility to take on only certain types of ads.
  • Cendrillion21
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    I was pleasantly surprised by this change. Looking forward to getting on PTS tonight and checking it out.
    Campos de oro
  • starkerealm
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    josiahva wrote: »
    The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...

    This isn't quite true. At least not for PvE. The game does some weird things with damage generated by Monsters/NPCs. (One major consideration is that a lot of monsters use their weapon damage stat for attacks that are quite clearly magical in nature.) So, this is something that will need to be tested, but saying, "tanks are dead," is entirely premature.

    Unless you're talking PvP, in which case, making heavy armor users to magical attacks is probably entirely intentional, and designed to cut down on the PvP builds that just walk around soaking up incoming damage, but don't actually do anything.
  • phantasmalD
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    josiahva wrote: »
    The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...and beyond mitigation, it actually gives a WEAKNESS to the other type. No longer will my tank be able to taunt all the things....now I can only taunt the physical ads...the DPS are just going to have to soak up all the magicka damage instead. I guess maybe I could look at it as a way of phasing tanks out entirely as a role and all group members instead have the responsibility to take on only certain types of ads.

    Heavy armor will still def provide the highest armor value, it will just have a slight penalty to magic damage. On the stream it was 1% per piece, so up to 7% max. If an attack does 1000 dmg then that means +70 dmg. THE HORROR!


    I can kinda justify the weakness to magic damage by thinking about how metal armor would interact with the elemental attacks.
    Like metal could get painfully frigid from the frost damage or dangerously hot from fire, since metal is a better heat conductor than cloth or leather. Also conducts electricity better (= lightning based attacks).

    On the other hand a comfy warm robe could help more against frost? Don't mention fire attacks or my logic falls apart, kthxbye :)
  • THEDKEXPERIENCE
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    josiahva wrote: »
    The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...

    This isn't quite true. At least not for PvE. The game does some weird things with damage generated by Monsters/NPCs. (One major consideration is that a lot of monsters use their weapon damage stat for attacks that are quite clearly magical in nature.) So, this is something that will need to be tested, but saying, "tanks are dead," is entirely premature.

    Unless you're talking PvP, in which case, making heavy armor users to magical attacks is probably entirely intentional, and designed to cut down on the PvP builds that just walk around soaking up incoming damage, but don't actually do anything.

    As a PVPer who is reluctantly using heavy armor these days simply because it’s suicide not to, I support this change.
  • driosketch
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    Quick first look: So you get a few stars unlocked. Getting at least one rank (8-100 points depending on the star) opens the next star on the line in the constellation. I didn't add them up, but looks like plentiful harvest will take a few more points to unlock. On the other hand, it has 4 additional ranks if you have the extra points to spend.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
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