It was fundamentally the same thing.
spartaxoxo wrote: »It was fundamentally the same thing.
No. It wasn't. You didn't have to change your core gameplay to get CP. I know because I was there. There were people complaining because they played less often than others, meaning they leveled it up slower than others, meaning they were at a power disadvantage. But they did not have to sacrifice their characters to get more cp. They literally just had to keep doing what they were already doing anyway. Well, in terms of actual gameplay
spartaxoxo wrote: »It was fundamentally the same thing.
No. It wasn't. You didn't have to change your core gameplay to get CP. I know because I was there. There were people complaining because they played less often than others, meaning they leveled it up slower than others, meaning they were at a power disadvantage. But they did not have to sacrifice their characters to get more cp. They literally just had to keep doing what they were already doing anyway. Well, in terms of actual gameplay
!!!
CP was introduced with the MOST impactful combat update in the history of the game, 1.6. Pretty much everything changed. Like it was a almost a different game. Everyone had to change how they played -- if they wanted to "be competitive."
You're a console player, no? The consoles launched with CP.
spartaxoxo wrote: »Anyway, the additions of passive bonuses is in no way equivalent to deleting entire skill lines completely.
spartaxoxo wrote: »Anyway, the additions of passive bonuses is in no way equivalent to deleting entire skill lines completely.
Like I said, 1.6 was a lot more than CP, but it was the focus of a lot of players. And unlike players then, at least you have the option to continue doing this as you have been.
I'm not saying it's exactly the same. They are equivalent in they both represent new forms of progression. And they are also the same in the sense that there was a contingent of dinosaurs who refused to let go.
spartaxoxo wrote: »
Right. It's a new feature to promote sales.
spartaxoxo wrote: »The CP tree does not fundamentally alter gameplay in the manner that subclassing does. Subclassing isn't like different sets or CP becoming meta. Those are passive bonuses. It isn't even like the jabs change, which I also didn't like, because that was a single skill that had significant but ultimately minor adjustments in the grand scheme of things. The rhythm is different but ultimately you're still taking a spear and jabbing enemies multiple times for AOE damage (and possibly healing). This change drastically alters the core gameplay loop for every class that engages in it. I don't think there's any change to the game as drastic as this one, personally.
I think the devs should balance for and expect that some people would want to keep the core gameplay loops that they have enjoyed for the past 10 years.
katanagirl1 wrote: »spartaxoxo wrote: »The CP tree does not fundamentally alter gameplay in the manner that subclassing does. Subclassing isn't like different sets or CP becoming meta. Those are passive bonuses. It isn't even like the jabs change, which I also didn't like, because that was a single skill that had significant but ultimately minor adjustments in the grand scheme of things. The rhythm is different but ultimately you're still taking a spear and jabbing enemies multiple times for AOE damage (and possibly healing). This change drastically alters the core gameplay loop for every class that engages in it. I don't think there's any change to the game as drastic as this one, personally.
I think the devs should balance for and expect that some people would want to keep the core gameplay loops that they have enjoyed for the past 10 years.
Interesting point you bring up about CP. Remember how it was redone so high level players wouldn’t be so much more powerful than low level ones? Horizontal progression instead of vertical progression? The only way you can argue subclassing is not more impactful is to assume that everyone will want to subclass, and purposely pick the right skills to subclass.
If what I have been reading here on the forums is correct, the dps increase from subclassing is significantly more than anything that has been quickly nerfed before in terms of individual skills in certain classes.
spartaxoxo wrote: »katanagirl1 wrote: »spartaxoxo wrote: »The CP tree does not fundamentally alter gameplay in the manner that subclassing does. Subclassing isn't like different sets or CP becoming meta. Those are passive bonuses. It isn't even like the jabs change, which I also didn't like, because that was a single skill that had significant but ultimately minor adjustments in the grand scheme of things. The rhythm is different but ultimately you're still taking a spear and jabbing enemies multiple times for AOE damage (and possibly healing). This change drastically alters the core gameplay loop for every class that engages in it. I don't think there's any change to the game as drastic as this one, personally.
I think the devs should balance for and expect that some people would want to keep the core gameplay loops that they have enjoyed for the past 10 years.
Interesting point you bring up about CP. Remember how it was redone so high level players wouldn’t be so much more powerful than low level ones? Horizontal progression instead of vertical progression? The only way you can argue subclassing is not more impactful is to assume that everyone will want to subclass, and purposely pick the right skills to subclass.
If what I have been reading here on the forums is correct, the dps increase from subclassing is significantly more than anything that has been quickly nerfed before in terms of individual skills in certain classes.
That actually was the devs assumption, iirc. Didn't some streamer point out that ZOS thought everyone would to use it? Or was that just a rumor?
spartaxoxo wrote: »
Right. It's a new feature to promote sales.
spartaxoxo wrote: »katanagirl1 wrote: »spartaxoxo wrote: »The CP tree does not fundamentally alter gameplay in the manner that subclassing does. Subclassing isn't like different sets or CP becoming meta. Those are passive bonuses. It isn't even like the jabs change, which I also didn't like, because that was a single skill that had significant but ultimately minor adjustments in the grand scheme of things. The rhythm is different but ultimately you're still taking a spear and jabbing enemies multiple times for AOE damage (and possibly healing). This change drastically alters the core gameplay loop for every class that engages in it. I don't think there's any change to the game as drastic as this one, personally.
I think the devs should balance for and expect that some people would want to keep the core gameplay loops that they have enjoyed for the past 10 years.
Interesting point you bring up about CP. Remember how it was redone so high level players wouldn’t be so much more powerful than low level ones? Horizontal progression instead of vertical progression? The only way you can argue subclassing is not more impactful is to assume that everyone will want to subclass, and purposely pick the right skills to subclass.
If what I have been reading here on the forums is correct, the dps increase from subclassing is significantly more than anything that has been quickly nerfed before in terms of individual skills in certain classes.
That actually was the devs assumption, iirc. Didn't some streamer point out that ZOS thought everyone would to use it? Or was that just a rumor?