Also not sure how far along the current balance pass is, but damage on a like for like (gear/skill/rotation) with what felt like sensible CP allocation was massively down on live (over 30k DPS lower)
sabresandiego_ESO wrote: »Are battlegrounds now cp activated? If not that’s really unfair to the bg community to not be able to enjoy the new systems that years were spent making
Also not sure how far along the current balance pass is, but damage on a like for like (gear/skill/rotation) with what felt like sensible CP allocation was massively down on live (over 30k DPS lower)
What did i understand you correctly that if you sit around 1000cp you will do 30k less damage than we do now with CP 1.0. So if I hit 100k i will hit 70k wumith CP 2.0?
If so this can't go live.
AgentZenish wrote: »I'm a big fan of a lot of the new Crafting CP. I think there are a lot of cool interesting choices.
However, I am not a fan of putting Plentiful Harvest, and Master Gatherer behand such a massive wall of CP.
On Live, Plentiful Harvest is available at 10 CP! Master Gatherer is available at 75! It takes 310 in Green CP to achieve those same stats now. The market is already starving for mats and prices are out of control. This is a really bad change. That's not to even mention Treasure Hunter which is an additional 75 CP.
I do recognize that Plentiful Harvest has been buffed. But most 1000 CP players aren't farming mats anymore - it's lower CP players who are farming mats.
Get rid of the gatekeeping 100 CP Meticulous Disassembly. It seems more at home as a fringe star, instead of one blocking basic and key passives that players have come to expect.
And yes, you do have to completely fill up the Master Gatherer star to be equal with the gathering time on live.
MovesLikeJaguar wrote: »It looks like Thaumaturgy and Biting Aura are the same skill. Also there is no skill that increases elemental damage, or one that increases poison/physical damage which I think is an oversight.
Also here's another thing: I think putting all the tanking/damage related abilities in one tree, then limiting slotting those abilities to 4 slots is a bad decision. I see very few green abilities or red abilities that benefit damage dealers, but both lines benefit tanks and healers. I think these should be more spread out, or at possibly make it so you can equip 12 CP skills regardless of the tree.
ssewallb14_ESO wrote: »Alright so I played around with this a bit.
My biggest concern off the bat is the vertical aspect might be too high, and end up creating a power gap, mainly in PvP. From what I can tell it takes about 2500 CP to max out the vertical stars while having enough CP left to fill all 4 passive slots. That's a high ladder, especially for someone brand new. While I know each star isn't quite as impactful as CP 1.0 there also are no more diminishing returns. This kind of brings back the same problem from before there was a CP cap, where at the end of the day a CP2500 will just be stronger, even if it's not by quite as muich. I was really hoping the vertical aspect would be capped much lower.
MovesLikeJaguar wrote: »I already posted, but I have a more in-depth skill idea.
Weapon Expert. This would encompass both staff and physical weapon expert. It could be a stage-based skill, something like... "Increase damage with light and heavy attacks by 5% per stage," 10 points per stage, 50 points max so 25% increase. This is relevant because the current version increases your light/heavy attack damage by around 30% when you get it to a good point total, so if you want to nerf it, it should be 5% per stage. If you want it to be around the same damage output, 6% per stage would cap it at 30%, just like the previous skills, but if that's the case it might be wise to make it 20 points per stage and make it cap at 100 points spent.