Calypso589 wrote: »Then how about you guys do the smart thing and re balance CP like you've been talking about? Because all of these crit values trickle down from that, do they not?
And also, if you plan on making a pass on crit sourcing........why do you keep adding sets that boost crit?
[snip]
Calypso589 wrote: »Then how about you guys do the smart thing and re balance CP like you've been talking about? Because all of these crit values trickle down from that, do they not?
And also, if you plan on making a pass on crit sourcing........why do you keep adding sets that boost crit?
[snip]
Calypso589 wrote: »Then how about you guys do the smart thing and re balance CP like you've been talking about? Because all of these crit values trickle down from that, do they not?
And also, if you plan on making a pass on crit sourcing........why do you keep adding sets that boost crit?
[snip]
I think choosing a combat team from the most experienced players is the best option , any one from outside wont have any idea about this game and its problems
they are making unnecessary changes ,ignoring the real problems and ignoring all feed backs
[snip]
Calypso589 wrote: »Then how about you guys do the smart thing and re balance CP like you've been talking about? Because all of these crit values trickle down from that, do they not?
And also, if you plan on making a pass on crit sourcing........why do you keep adding sets that boost crit?
[snip]
[Edited to remove Bashing]
Kittytravel wrote: »I agree with the CP rework coming sooner rather than later. They did announce their intentions to revise/redo it ages ago after all. Honestly I wish they would either rework it to be an open node system with only so many specific choices available without any "all around good" nodes like the crit damage increase. Each node requiring 1 point and having three different sections for healing and resources/damage dealing/damage taking. Maybe give them a point per 50 CP and they can pick stuff like "Increase all poison damage done by 15%" instead of the micro buffs each point gives. Having only 16 points (CP 800) would let you customize your build if you wanted to be a pure lightning/fire/whatever sorc/dk. You could only take one node at a time but it would mean people who specialize in multiple damage types give up defense/resource regen while those who do "pure" builds are afforded more freedom as they level.
And of course do away with the champion passives that just add more problems.
Alternatively just remove the combat side of CP altogether and make it stuff that doesn't influence the combat side of the game. They talk a lot about how CPs calculations bog the server down heavily, so just fix that with stuff like.
Increase The Value of Laundered Items By 20%.
Increase The Quality of Items Found In Treasure Chests.
Reduce the Gold Price you pay to vendors by 10%.
Reduce the cost it takes to travel to wayshrines by 50%.
etc. There's kinda plenty of options to warrant stuff like that to make the play experience improve as you continue in the game and you can make each node non-linear. Every 50 CP they can pick what perk they want that won't influence the combat side of the game and do away with the "Old Player VS New Player" gap.
Czekoludek wrote: »New combat dev team would be nice. Or, at least, show us that you are not clueless. Because right now many changes, ups and downs, buffing stats to ridiculousness only to nerf them to the ground 3 months later (common thing with current team) shows us that you don't know what are you doing. Talking about class changes only to change 3 classes and leave the rest, buffing dots, nerfing dots, stranglers, etc. It all look very unprofessional and without a plan for future