with a drunken friend careening through town with no intelligent plan or goal, other to fly hither and thither at full speed and crash into as many trash cans as possible
I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
jjf42001_ESO wrote: »I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
ditto i liked the system till i realized it wasnt really an addon. was just getting me back to where i was...thats not how it should work. we want to gain power zos. not work our ass off to get back to par...
AlexDougherty wrote: »I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.jjf42001_ESO wrote: »I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
ditto i liked the system till i realized it wasnt really an addon. was just getting me back to where i was...thats not how it should work. we want to gain power zos. not work our ass off to get back to par...
This is a fair point, fortunately I'm not playing a VR14 character, so I don't have as far to climb back
I think people are going to be disappointed with the new system, and we will see a slew of complaints.
But, then, the argument is whenever or not we should have the same effectiveness level as before.I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
But, then, the argument is whenever or not we should have the same effectiveness level as before.I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
I'm not suggesting that everything is (currently) easy, but a lot of the content should be harder.
I agree that the content should be harder. I'd just rather see the content itself made harder, rather than making current players less effective.
If anyone sits down and actually lists all the "ultra" skills you get while unlocking higher and higher constellation points, you will see that very very few have any real use, and even ones that might have possible use then have absurdly low numeric benefits. This is a completely wrong model for getting people to stay in this game. They need to make the higher (and thus harder to get) skills better and better, not worse and worse. Though the cp constellation concept is ok, to then insult us with a host of bizarre and useless skills we have to work months for is crazy. I have been in this game since day one, and with all the miscues and screw-ups over that time it has made me feel like I was in college, at 2:00 a.m., in the backseat of a camaro with a drunken friend careening through town with no intelligent plan or goal, other to fly hither and thither at full speed and crash into as many trash cans as possible. Can someone at this company please put an MMO adult behind the wheel and drive with some skill? "Wow" is all I can say . . . .
I am not talking about writing code here, but about the "big picture." If you want people to keep playing, you need more incentive than some "For 120 CP points you unlock skill to get 125 magicka back if you are below 25% health and you hit an opponent with a crit on a heavy attack while he is wearing 3 pieces of light armor" b.s. (hyperbole intended). They could make these at least reasonablye useful, such as, ""For 120 CP points you unlock skill to get 5% more magicka." That's not crazy op, but at least is a nice little benefit for a ton of hard work.
jjf42001_ESO wrote: »I don't think the intent was to make it so that people felt like they HAD to acquire these skills in order to do anything... which was one of the problems of the veteran system. That's what the regular skill system is for.
Besides, whenever something is useful or not is always dependent on the Meta... and the Meta keeps changing.
The problem there is that you HAVE to spend points in the CS just to get back to the same effectiveness level you were already at pre-1.6. That is, unless some serious changes are made between PTS and live launch.
ditto i liked the system till i realized it wasnt really an addon. was just getting me back to where i was...thats not how it should work. we want to gain power zos. not work our ass off to get back to par...
What few realize (due to us having so few CP atm) is that Passives like that actually increase in strength the more points you have in that Constellation. I have no idea what value it'll be once you have 100 or even 400 points in that Constellation but it certainly will be higher than 125 Magicka, which wouldn't even register to you when you have 24-29K Magicka. There are a few that don't seem to change, but I can say even one of the 10 point Passives increased the more points I spent in that Constellation.I am not talking about writing code here, but about the "big picture." If you want people to keep playing, you need more incentive than some "For 120 CP points you unlock skill to get 125 magicka back if you are below 25% health and you hit an opponent with a crit on a heavy attack while he is wearing 3 pieces of light armor" b.s. (hyperbole intended). They could make these at least reasonablye useful, such as, ""For 120 CP points you unlock skill to get 5% more magicka." That's not crazy op, but at least is a nice little benefit for a ton of hard work.