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Champion System 2.0 Announced

  • Mendosa
    Mendosa
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    When the patch goes live, will the current cp be reset or will we continue with current points? I saw a note like the following in Patch Notes, but I did not understand whether this would be valid only for PTS. :|


    "please note all skills are reset due to the issue outlined in this forum post, and all CP is reset due to the new Champion System"
    Magblade with Dual Wield
  • driosketch
    driosketch
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    Mendosa wrote: »
    When the patch goes live, will the current cp be reset or will we continue with current points? I saw a note like the following in Patch Notes, but I did not understand whether this would be valid only for PTS. :|


    "please note all skills are reset due to the issue outlined in this forum post, and all CP is reset due to the new Champion System"

    It's a completely different format. You'll need to respend your CP.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • josiahva
    josiahva
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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 :)

    This is true, 7% is meh and not likely to have much effect, but the concern is more the direction they are heading with this type of change. Why would I want to take 7% more magicka damage(stonekeeper in HM sounds even more painful)? Better for me to go 1 heavy chest piece, 5 medium and 1 light and not get any penalty(I dont need the bonus). Of course, I would have to find a way to hit max resistances in medium, but I have done that before without too much trouble, and in medium I wouldn't have a huge penalty to roll dodging, etc.

    On the roleplaying aspect...I could care less how armor might be thought to work, the reality is different. Say you get hit with a blast of cold air...its not like people are naked underneath heavy armor, they wear padding, clothing, etc, someone in heavy armor has MORE layers than someone in a robe...and as we all know, its not the material that retains body temperature, its the layers of air between the layers of materials that make for the thermal barrier. The same is true for heat...heavy armor will resist flame better than cotton. An interesting thing when you compare iron and aluminum...iron takes longer to heat up than aluminum...but it also takes longer to cool off...in reality, iron armor RESISTS change in temperature over the short term, which is what you see in battle...now, logically if the battle dragged on, then there would be a disadvantage to slowly changing temperature...but video games dont get into real world effects. When it comes to lightning, wearing an outer shell of metal armor provides a direct path to ground without the electricity ever needing to touch your skin...which is wouldn't anyway since you are wearing padding(we will pretend that the padding isn't soaked by sweat)...so the reality is that metal armor would provide better protection against any of the elements than the other armor types. Mobility is not nearly as effected as people seem to think either...a properly made suit of armor has all the flexibility you need to jump and roll dodge, etc(just look up some youtube videos of people in actual heavy armor).

    Of course, all that is assuming iron or steel armor...there are other types of "heavy" armor that have been used historically such as the bamboo armor worn by Samurai warriors...or a modern carbon-kevlar used as bullet proof vests by swat teams and the like. In the ESO universe you have "glass" armor which being ceramic would have great temperature and conductance resistance properties. Nowhere does any of this armor actually say what it is made from, aside from the different motif books...but in this game, motifs have nothing to do with materials and everything to do with styles. I can imagine dragon scale armor could have all the resistance you would ever need combined with all the mobility you could wish for and still be considered "heavy" armor, in the end if they wanted to make their armor system realistic, they would need to greatly expand the materials it was made from and the advantages/disadvantages to each(anyone up for a dragon-scale farming group?) I mean really...what exactly is rubedite? what are its thermal properties? how much does it weigh per ounce?
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