cyberjanet wrote: »Yes, I like it a lot. It's easier to understand than the last system, it allows for a lot of flexibility, and my DPS has gone up quite considerably.
Calypso589 wrote: »This system is far and away better than the old.
It's not perfect and there's improvements to be made.
But those calling it a "failure" are smoking the good stuff.
Who in their right mind would want to go back to having to constantly readjust their blue and red CP for the content they were doing? lol
My personal biggest issue with the new system?
If ZoS could put labels on the stars as per the previous UI, that'd be grrrrreeeeaaaaat.
Finedaible wrote: »What I like: I used to like 2.0 since it is slightly more intuitive to use and you don't need to worry about rounded values and wasted points like in the old system. There are a few nice perks added in the new system.
What I dislike: What was fun and exciting about the new 2.0 system is getting reduced to negligible values this upcoming patch and old stars from previous system are returning so what was the point? I can understand them nerfing combat related passives to a degree, but why nerf Hasty and Hero's Vigor when they don't affect combat that much? It feels like they pride themselves on having movement restricted as much as possible.
The biggest controversies I see with cp 2.0 is the restriction on slotted passives. I understand this is in place to limit the overall power level of players, but then why make so many non-combat passives slotted? What is the incentive to continue to accrue CP points if we will never be allowed to use more than 4 slotted perks? What was even the point of raising the CP cap if it will take more than what we had to regain what we lost? Feels like artificial inflation. There are just too many redundancies and not enough vertical progression to justify/incentivize going above the "progression cap" for a given tree.
I feel the most insulting thing about the 7.0.0 patch notes is they posed the explanation for the cp 2.0 nerfs as something that feedback asked for. I don't know who they are collecting feedback from, but it is definitely not from the general player community or the Class Reps as far as I can tell (are class reps even a thing still? Haven't heard anything about them in ages).
Calypso589 wrote: »This system is far and away better than the old.
It's not perfect and there's improvements to be made.
But those calling it a "failure" are smoking the good stuff.
Who in their right mind would want to go back to having to constantly readjust their blue and red CP for the content they were doing? lol
My personal biggest issue with the new system?
If ZoS could put labels on the stars as per the previous UI, that'd be grrrrreeeeaaaaat.
Idk man I find myself readjusting my cp a whole lot more now than I ever did before.
Calypso589 wrote: »Calypso589 wrote: »This system is far and away better than the old.
It's not perfect and there's improvements to be made.
But those calling it a "failure" are smoking the good stuff.
Who in their right mind would want to go back to having to constantly readjust their blue and red CP for the content they were doing? lol
My personal biggest issue with the new system?
If ZoS could put labels on the stars as per the previous UI, that'd be grrrrreeeeaaaaat.
Idk man I find myself readjusting my cp a whole lot more now than I ever did before.
The only thing that needs readjusted are the green slottables to befit what exactly you may be doing.
But i've not changed blue or red for tanking, DPS or Heals once since the patch dropped.
Just for some background: A tank for each class, warden and necro healer, 3 DPS, playing for a little over 3 years.
There miiiiiiight be some blue or red defensive slottables that can be changed depending on specific content but I've not felt the need to micromanage on that level at all.
The previous system had you changing your green and red CP every single time you entered a different trial because you couldn't effectively mitigate various damage types at the same time. You had to pull points from one and dump into another.
Now all of that has been rolled into the subsection of the Warfare tree and I don't have to adjust anything anymore.
It's awesome.
Like I said, the system isn't perfect and there's room for improvement (hence the reason they designed the system to be as modular as it is, so they can add or take away as needed).
But I repeat, anyone calling it a failure or more complex than 1.0 is smoking the good stuff and I want them to call me so I can have some. lol
Yes, good points on console.Ishtarknows wrote: »I quite liked cp 2.0, except the green tree. The green tree is just a micromanagement nightmare. Especially on console, without any addons to simplify.
Cp 2.1 on the other hand, seems like a total waste of champion points. Reducing buffs or damage reductions to eg 2% or 4% seems totally pointless.
Calypso589 wrote: »This system is far and away better than the old.
It's not perfect and there's improvements to be made.
But those calling it a "failure" are smoking the good stuff.
Who in their right mind would want to go back to having to constantly readjust their blue and red CP for the content they were doing? lol
My personal biggest issue with the new system?
If ZoS could put labels on the stars as per the previous UI, that'd be grrrrreeeeaaaaat.
Ishtarknows wrote: »Calypso589 wrote: »This system is far and away better than the old.
It's not perfect and there's improvements to be made.
But those calling it a "failure" are smoking the good stuff.
Who in their right mind would want to go back to having to constantly readjust their blue and red CP for the content they were doing? lol
My personal biggest issue with the new system?
If ZoS could put labels on the stars as per the previous UI, that'd be grrrrreeeeaaaaat.
The reason you readjusted your red tree in different trials was because different bosses do different types of damage and so you spec accordingly, because in CP 1.0 it mattered. The amount of mitigation was worth something. That's hardly the case any more. Less switching doesn't mean your stats are better now, it's more the opposite.
For instance, a pretty standard trial set up of red tree cp 1.0 would give you 20% direct damage reduction, 4500 spell resistance, 13% less damage from frost, flame and shock, and 21% less damage from damage over time
Compare this to the max damage mitigation in cp 2.0: Preparation max 8% from general attacks, Elemental Aegis reduce elemental damage by 4%, Hardy reduce martial attacks by 4%.
In cp 1.0 you could spread your cp evenly over the most used nodes so you never needed to change them and still have better mitigation than we have now.
Calypso589 wrote: »Calypso589 wrote: »This system is far and away better than the old.
It's not perfect and there's improvements to be made.
But those calling it a "failure" are smoking the good stuff.
Who in their right mind would want to go back to having to constantly readjust their blue and red CP for the content they were doing? lol
My personal biggest issue with the new system?
If ZoS could put labels on the stars as per the previous UI, that'd be grrrrreeeeaaaaat.
Idk man I find myself readjusting my cp a whole lot more now than I ever did before.
The only thing that needs readjusted are the green slottables to befit what exactly you may be doing.
But i've not changed blue or red for tanking, DPS or Heals once since the patch dropped.
Just for some background: A tank for each class, warden and necro healer, 3 DPS, playing for a little over 3 years.
There miiiiiiight be some blue or red defensive slottables that can be changed depending on specific content but I've not felt the need to micromanage on that level at all.
The previous system had you changing your green and red CP every single time you entered a different trial because you couldn't effectively mitigate various damage types at the same time. You had to pull points from one and dump into another.
Now all of that has been rolled into the subsection of the Warfare tree and I don't have to adjust anything anymore.
It's awesome.
Like I said, the system isn't perfect and there's room for improvement (hence the reason they designed the system to be as modular as it is, so they can add or take away as needed).
But I repeat, anyone calling it a failure or more complex than 1.0 is smoking the good stuff and I want them to call me so I can have some. lol
validifyedneb18_ESO wrote: »As a die hard theorycrafter that really wanted to come back to the game, this system honestly feels like its pushing me away. It doesnt want me to play unless I spend hours of my life getting my head around the numbers with a spreadsheet, not to find some new interesting build, but just to find the optimal setups for builds that ive already done the work making.
validifyedneb18_ESO wrote: »As a die hard theorycrafter that really wanted to come back to the game, this system honestly feels like its pushing me away. It doesnt want me to play unless I spend hours of my life getting my head around the numbers with a spreadsheet, not to find some new interesting build, but just to find the optimal setups for builds that ive already done the work making.
Agree, unlike the old system, the blue tree slottables actually offer meaningful choices between offensive specializations, healing, and mitigation. Red is still just kinda free stuff, green needs fewer slottables and more passives. It has potential but I can't help but feel like they're just spinning their wheels until the next unfinished rework.What theorycrafring the old system offered? Oh yes, put points into everything, get all passives and all effects and done, just plain and dumb powercreep. The new system, while imperfect, allows for far more interesting options and build variantions.
xylena_lazarow wrote: »Agree, unlike the old system, the blue tree slottables actually offer meaningful choices between offensive specializations, healing, and mitigation. Red is still just kinda free stuff, green needs fewer slottables and more passives. It has potential but I can't help but feel like they're just spinning their wheels until the next unfinished rework.
What I will say is that the new system is still thinking too small and needs more interesting and hopefully class specific slottables, like extra ice damage, or execute damage or extra pet damage. Not everything has to be usable by every class or build.
Hopefully going forward we will see some more bolder CP ideas added to the system.