With no skill cool downs this is how the game should be, resources should be rationed; not infinite. Hopefully will force some people out of heavy into the armor they should be wearing and then they probably just need to balance some things like reduce the nerf on streak and roll dodge and maybe wings or just other changes to adjust idk.Dagoth_Rac wrote: »Resource management is much tougher on the non-CP campaigns.
Princess_Asgari wrote: »Removing CP has its benefits and its negatives. Obviously CP was a poor decision that they realize and are looking at ways to resolve this mistake. However the CP system has been out for far too long and class skills have been now balanced around it along with the removal of soft caps and the change to ulti gen.
The lack of CP only further shows the imbalance across classes and makes players even more pigeon holed into the same builds and enchants.
1 class has zero cost reduction, zero regen or passive ult gain. The others have some variation of this in one form or another. All this test is going to show is how severe the class imbalance really is and just *** off a large portion of the community because they will need gear just to play for a week and be even remotely relevant.
SleepyTroll wrote: »With no skill cool downs this is how the game should be, resources should be rationed; not infinite. Hopefully will force some people out of heavy into the armor they should be wearing and then they probably just need to balance some things like reduce the nerf on streak and roll dodge and maybe wings or just other changes to adjust idk.Dagoth_Rac wrote: »Resource management is much tougher on the non-CP campaigns.
If you do such reduce battle spirit to ~25% during this period, please.
ishilb14_ESO wrote: »There's no possible way the CP stat bonuses could be affecting the performance so it's only the passive bonuses that are the issue. In which case, why not try to disable the passives only and leave stat bonuses in place?
@ZOS_BrianWheeler
SleepyTroll wrote: »With no skill cool downs this is how the game should be, resources should be rationed; not infinite. Hopefully will force some people out of heavy into the armor they should be wearing and then they probably just need to balance some things like reduce the nerf on streak and roll dodge and maybe wings or just other changes to adjust idk.Dagoth_Rac wrote: »Resource management is much tougher on the non-CP campaigns.
Yeah... switch to light armor guys.
This is just going to infuriate a large portion of the PvP population. They're not carried by CP either as some people would say, it's just a different game and good/bad players are the same between trueflame/azura from my experiences. It just brings out class imbalances even more as asgari mentions.
ishilb14_ESO wrote: »There's no possible way the CP stat bonuses could be affecting the performance so it's only the passive bonuses that are the issue. In which case, why not try to disable the passives only and leave stat bonuses in place?
@ZOS_BrianWheeler
Depends how that percentage is calculated though, is it applied to the character base as a static value or calculated independently on each attack.
I know one of the issues with latency in EVE Online they looked at with their Brain in the Box tech was how resistances applied to ships, and how because you had Ship Res + Skill Res + Module Res needing to be calculated with every shot that hit you.
So they looked into a system where when you jumped into a system it went "okay 20 + 10 + 27 = X" this entity (your ship) now has X as a flat value. Thus meaning less calculations on the server.
That probably made no sense at all.
ishilb14_ESO wrote: »ishilb14_ESO wrote: »There's no possible way the CP stat bonuses could be affecting the performance so it's only the passive bonuses that are the issue. In which case, why not try to disable the passives only and leave stat bonuses in place?
Depends how that percentage is calculated though, is it applied to the character base as a static value or calculated independently on each attack.
I know one of the issues with latency in EVE Online they looked at with their Brain in the Box tech was how resistances applied to ships, and how because you had Ship Res + Skill Res + Module Res needing to be calculated with every shot that hit you.
So they looked into a system where when you jumped into a system it went "okay 20 + 10 + 27 = X" this entity (your ship) now has X as a flat value. Thus meaning less calculations on the server.
That probably made no sense at all.
The percentage is calculated beforehand since we can see the changes right on our stats and tooltips.
ComboBreaker88 wrote: »Xbox one NA server Azuras star is DEAD. Nobody goes in there. The server runs better BECAUSE it has a lower population. Lol
SleepyTroll wrote: »With no skill cool downs this is how the game should be, resources should be rationed; not infinite. Hopefully will force some people out of heavy into the armor they should be wearing and then they probably just need to balance some things like reduce the nerf on streak and roll dodge and maybe wings or just other changes to adjust idk.Dagoth_Rac wrote: »Resource management is much tougher on the non-CP campaigns.