Maintenance for the week of November 25:
• PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

PTS Update 29 - Feedback Thread for Champion Point System

  • skyrimfantasy
    skyrimfantasy
    ✭✭✭✭
    anadandy wrote: »
    laufey wrote: »
    I'm really not a fan of how the Craft tree is laid out. There are decent things tucked away behind high-cost but not very useful (or entirely unrelated) nodes, so you're essentially forced to drop CP into something pointless that you'll never slot just to unlock the things you actually want.

    Completely agree. Why would my grand master crafter drop points into getting more inspiration just to get to Master Gatherer?

    I also completely agree. Passives we've gotten with CP1.0 will cost you points to unlock in CP2.0, and they have to be slotted so you will be constantly swapping.
  • thedoodle_90
    thedoodle_90
    ✭✭✭
    1. Why are the recovery passives on red and not on blue? They need to compete with output passives so racials can be more balanced, right now regen races are behind output races because you can slot both output and regen passives giving you no real need for regen.

    2. Gating is too much in the green passives. The most used passives will be quicker harvest and double node output and those need you to be like CP 1000 to even get and you have to wade through totally unrelated passives like wayshrine cost reduction and inspiration boost. Inspiration boost should not gate anything because once you cap crafting skills it is pointless.

  • Xebov
    Xebov
    ✭✭✭✭✭
    2. Gating is too much in the green passives. The most used passives will be quicker harvest and double node output and those need you to be like CP 1000 to even get and you have to wade through totally unrelated passives like wayshrine cost reduction and inspiration boost. Inspiration boost should not gate anything because once you cap crafting skills it is pointless.

    The problem of green is that it contains no build related content. Most of the stuff there is yield related in one way or the other and will just lead to constant swapping them around depending on what you do.
  • UtopianWarrior88
    UtopianWarrior88
    ✭✭✭
    The good

    I think the idea behind CP 2.0 is very good; it's in many ways more understandable to new players, and you have higher returns with fewer points invested compared to the old system.
    • Actually having some more support in overland achievements through CP; while called useless by many, I think it supports a large non-endgame part of the community
    • Having to spec into a more specific build, maybe bringing back sets to reduce group DPS; mitigation has been big
    • being able to swap out roles by just assigning some different nodes to active

    The bad
    • CP scaling; I could focus on improving rather than grinding once I passed 810; now at nearly 1300 CP I don't think it will be enough; I do believe we need to find a balance between how much exp per CP is gained and how it translates to current players. Remember perfected vMA weapons? That wasn't cool... but not too bad since it takes way less time to get that compared to this.
    • No balance between the CP requirements for healers/dds/tanks to perform similarly to CP 1.0. Tanks have arguably the best deal, compared with all the armor changes, and they shouldn't feel any issues tanking, even for longer periods of time. But for DDs and Healers, the requirements for the passives you'd expect to need is too big.

    Please ZOS, consider some form of upscaling for toons based on their currently gained exp and make the progression for CP easier.
    Alternative to adjusting current CP: increase the CP gained for the first 810 levels, and slow it down after; i.e

    From CP10-810 you get 1 or 2 CP for every level; alternating between 1 green and 1 blue+red per level; this gives you 400 CP per tree (1200 points handed out, since the ratio is 2:3)
    From 810 - 2010: you get 1 CP per level gained; normal rotation between the 3 trees; (1200 points handed out, the ratio is 1:1)
    From 2010+ you get 2 CP for every 3 levels gained; stretching the final CP a bit further to 3810; I don't believe 3600 should be the hard cap anyway and the amount of people currently playing who have reached that CP should be allowed to feel some pride in having achieved their absolute no-life 3600 CP but still they'll have another bit of work ahead of them :wink:

    Whatever it takes, don't make people who worked hard feel like they're being kicked in shin just after having finished their "graduation" into what was considered max CP.
    Edited by UtopianWarrior88 on February 1, 2021 9:32PM
  • PvXGamer
    PvXGamer
    ✭✭✭
    CP = College Points

    the new CP system, while well thought out seems like it will be needlessly convoluted for new players and at the same time very limiting for experienced players. 12 slottable "effects/procs" with a slew of stat based boosts. On the surface there seems like a lot of options but in reality those many options will be whittled away very quickly down to the "ideal" point allotments for each role. The best analogy I can think of is that it will be very similar to choosing classes for a college degree program. Once the player-base at large gets ahold of the new system, there will be a core list of CP choices taken (those needed to unlock other choices), followed by those taken for each role (tanking, healing, DPS, and PvP) and then you will be left with a few 'electives' to choose from. At least that is my impression from playing around with it on the PTS.
  • ExistingRug61
    ExistingRug61
    ✭✭✭✭
    Some specific feedback on the healing passives in the Warfare tree:

    There are three of these that each affect a specific type of healing, being Focused Mending (single target), Soothing Tide (AOE) and Swift Renewal (HoT).

    This is all well and good, but these are passive stars that don't require to slotting, so what's the point of having them separated, given that a healer will simply have all of them at no opportunity cost once they have sufficient CP.

    ie: The existence of both Focused Mending and Soothing Tide would simply be the equivalent of a single star that boosted all heals by the same percentage but at double the CP cost. The end result is the same.

    Compare to the damage done or damage taken equivalents ofDeadly Aim, Biting Aura, Thaumaturge (for damage) and Duelist's Rebuff, Unassailable and Enduring Resolve (for damage reduction).
    These do not suffer from the same issue because these are slottable stars. So there is an opportunity cost to having them and you can't simply have them all.

    Suggestion: Make the three healing stars Focused Mending, Soothing Tide and Swift Renewal be slottable not passive.
    (Side benefit: reduces vertical progression in the Warfare tree in favour of horizontal)
  • ExistingRug61
    ExistingRug61
    ✭✭✭✭
    Additional thoughts on the passive/slottable status of stars in the context of the craft tree:

    The choice of which stars in this tree are passive vs slottable is a bit strange.

    As a general rule, I would have though it would make more sense that any star that provides an effect that can be obtained from another source (such as race or gear) should be a slottable star. Thus it becomes a choice between: do I want to devote my race/gear choice to this, or a champion bar slot? ie: there is an opportunity cost for both.

    Additionally, there are several stars in this tree that are currently slottable that are QoL passives that provide no combat benefit but encourage the player to waste time switching champion bar slots as they do different overworld activities (harvesting, fishing, fencing etc). Its just going to be annoying to manage.

    Some examples of the above:

    Fleet Phantom (reduce sneak speed penalty)
    Removal of sneak speed penalty can also be obtained via gear or being a vampire. Both of these have an cost associated with them due to vampire having drawbacks and gear having the opportunity cost of not being able to use other gear. Having an always active passive that provides the same effect devalues these choices.

    Breakfall (reduces fall damage)
    This effect is also obtained by being a wood elf. Having it as a passive devalues that racial as a draw for being a wood elf. Making it a slottable means that if a player wants fall reduction, they think, well I could get it from wood elf, which would open up a champion bar slot, or if they are willing to devote a slot to it then it opens up race choice. Or if they want both they can have that too. Opens up more meaningful choice.

    Additionally, the two above passives can actually have some PvP combat benefit, which also suggests they should be slottable.

    Ideally, this would give some scope to change a few of the slottable QoL stars to passive stars
    ie: Master Gatherer, Treasure Hunter, Plentiful Harvest
  • phantasmalD
    phantasmalD
    ✭✭✭✭✭
    There needs to be a system in place that makes it impossible to unlock all passives on a single character, and by that I don't mean your total amount of CP. Being able to get them all gives the sytem too much verticality and creates a wide powergap in PvP. In PvE you may not care to have +healing on your DDs, but in PvP you'd want all the passives for maximum potential, meaning the CP ceiling is in the high 2000s.

    Also, being able to take all the passives makes it pointless to split them up into different stars. Take the Healing subtree for instance. There's a separate star for HoT, AoE and single target heals (Swift Renewal, Soothing Tides, Focused Mending). Splitting them up doesn't matter as matter as you can get them all. There's no 'choose your style' here, cause nothing stops you to unlock all three (provided you have the CP). But that just means that there's a 150CP powergap right here. And this is just one subsection in one of the three constellations.

    Imo taking one of them (like the HoT star) should disable the other two. Or you can only spend a total of 50 points in the three sibling-stars combined.

    Or anything that lowers the verticality that the passives introduce. Maybe even have it so if you start going towards healing then the furthest stars start to fade away and become unavailable, so you can't get healing AND dps stars on the same character. So if you take Blessed you won't be able to get Thaumaturge or Cutting Defense.

    And stars need to be laid out logically and progressively. This is kinda true to the blue tree, but less so to the red and green.
  • VaxtinTheWolf
    VaxtinTheWolf
    ✭✭✭✭✭
    Perhaps adjusting the system and UI to handle 5 Active and 5 Passive all as slottable, with no forced pathways. This would make it 30 total slottable nodes, 10 per tree (Green/Blue/Red), and you can you can more efficiently choose exactly what you want to have, but are still limited to the total of 5 each between the between Active/Passive slots.

    You'd have to restructure the nodes but I think it'll be better if you combined a lot of these together rather than how split they currently are. Each individual node will be stronger, with some specific to PvE or PvP instances to choose from.
    Edited by VaxtinTheWolf on February 2, 2021 2:13AM
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    The new Meticulous Disassembly tooltip in today's PTS patch expanded its scope from just woodworking to all trade skill extraction, but it's still right in the middle - creating the perception of blocking the stars above - and it still contradicts the crafting skill point passives for extraction. How can the CP skill increase something that's already maximized, or unlock gold mats that are more powerful than the most powerful ones?
    PQJEuya.png
    30LGmW1.png
    I mean, I'm all for my gold mat drops to be turned up to 11, but I think this may be confusing to some players. :grin:
  • bluebird
    bluebird
    ✭✭✭✭✭
    ✭✭✭
    The good
    I think the idea behind CP 2.0 is very good; it's in many ways more understandable to new players, and you have higher returns with fewer points invested compared to the old system.
    Don't know how you got Agrees and Insightfuls when that's just wrong. :confused:

    CP 1.0 on Live you spend:
    Spell Erosion: 50 points (out of 100) = 3960 Pen
    Elfborn: 50 points (out of 100) = 18,75% crit dmg
    Thaumaturge: 50 points (out of 100) = 18.75% more DoT dmg

    CP 2.0 on PTS you spend:
    Piercing: 50 points (all 5 stages) = 1750 Pen
    (also requires taking a prerequisite perk for 10 points to even unlock that line)
    Fighting Finesse: 50 points (all 5 stages) = 10% crit dmg
    (also requires taking a pre-requisite perk for 10 points to even unlock that line).
    (also requires dedicating 1 of your 4 blue perk slots for it, it's not a passive bonus).
    Thaumaturge: 50 points (all 5 stages) = 10% DoT dmg
    (also requires taking 2 pre-requisite perks for a total of 20 points to even unlock that line)
    (also requires dedicated 1 of your 4 blue perk slots for it, it's not a passive bonus).

    CP 2.0 does NOT have higher returns with fewer points invested. All it did was reduce the worth of CP points compared to CP 1.0, and added more requirements to reduce CP worth even further - as you're forced to take perks you don't want to unlock lines towards perks you do want, and instead of picking up passives along the way these need to be slotted in your 1 out of 4 options to even do anything - so they are a greater waste. Furthermore, the power cap in CP 1.0 was 810cp, in CP 2.0 it will be around 2900cp due to passives.

    I also don't think it's more understandable to new players, because instead of passive bonuses all laid out equally and visibly in 9 thematic constellations, the new CP 2.0 system has: constellations within constellations that need zooming in and out of, have requirements to spend points in random other perks to get to perks, some perks are passives and some aren't, and the grouping of red blue and green cp is far less sensible, and the amount of 3600cp itself is less-new-player-friendly.

    If people want to praise the new CP 2.0 system, please, be free to do so! :smile: (For example CP scaling being only up to 10% bonuses instead of 25% bonuses can be a good thing). But do it based on facts, not whatever fantasy the devs tried to sell this system as.
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    silvereyes wrote: »
    The new Meticulous Disassembly tooltip in today's PTS patch expanded its scope from just woodworking to all trade skill extraction, but it's still right in the middle - creating the perception of blocking the stars above - and it still contradicts the crafting skill point passives for extraction. How can the CP skill increase something that's already maximized, or unlock gold mats that are more powerful than the most powerful ones?
    PQJEuya.png
    30LGmW1.png
    I mean, I'm all for my gold mat drops to be turned up to 11, but I think this may be confusing to some players. :grin:

    They likely just copied the description from the crafting passive and didnt really think about it much.
  • ErMurazor
    ErMurazor
    ✭✭✭✭✭
    Nerhesi wrote: »
    This is a great start for the revamp but one step in the wrong direction.

    I like what you have proposed on rock paper scissors - armor is looking to head in that direction very well.

    However, CP is back to the same old problem. You do not have any meaningful choices that are not simply resolved by time. You have to create meaningful, difficulty choices to support a healthy meta. A build should not be able to spend 2k+ CP and then gain all the offensive and defensive benefits. A build should have to choose between speccing def, offence, mitigation, attrition, etc... This is a core issue. You seem to know this but then why are we not doing something about it in CP? Even though we are doing something about it in skills, armor, and so on...

    A) Remove the passive CP benefits that dont need to slotted. So you get nothing for free just because you've been around...
    B) Allow players to slot 5 passives "stars" or milestone abilities or whatever. (for example) This is from ANY tree. So you can grab 6 offensive abilities or tanking or trade or whatever you want. But you have to make a choice BETWEEN the trees... not just within them.
    C) Activate "free" passives in a tree depending on how many of the above were chosen. This could be as simple as 2% more damage per warfare star or mitigation per fitness star or so.


    So if I build full dps, I'm going to slot 5 offensive (maybe 4), and get that benefit. But I will be a glass canon.

    We're not going address the dull, identical builds problem if you allow people to optimized horizontal CP benefits across the board. You need to make us choose what we want to be good at.

    The reward for having high CP should be the ability to alternate between builds without having to respec. Not just to get better over all. You will not have meaningful pvp/pve with passive bonuses and optimized offensive, defensive and sustain boosts available to a build at the same time.

    Make. Us. Have. To. Choose.

    Then you will actually see a wider more meaningful meta.

    No, you should be rewarded for playing a Long time. This is an MMO not Fortnite. So start grinding mate.
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    Firstmep wrote: »
    silvereyes wrote: »
    The new Meticulous Disassembly tooltip in today's PTS patch expanded its scope from just woodworking to all trade skill extraction, but it's still right in the middle - creating the perception of blocking the stars above - and it still contradicts the crafting skill point passives for extraction. How can the CP skill increase something that's already maximized, or unlock gold mats that are more powerful than the most powerful ones?
    PQJEuya.png
    30LGmW1.png
    I mean, I'm all for my gold mat drops to be turned up to 11, but I think this may be confusing to some players. :grin:

    They likely just copied the description from the crafting passive and didnt really think about it much.

    That was definitely what happened the first go round, when it was the Wood Extraction passive verbatim.

    Since they clearly edited the first half of the tooltip but didn’t fix the rest, it feels like they gave up addressing this literally mid-sentence.
  • Smexykins
    Smexykins
    ✭✭✭
    Another thread someone made covers this, but I'd like to see the block cost reduction in the red tree apply to ice staves/magicka too. Right now, it only lowers stamina cost according to the tooltip.
    Warden is golden. May it reign supreme.
  • VaxtinTheWolf
    VaxtinTheWolf
    ✭✭✭✭✭
    Smexykins wrote: »
    Another thread someone made covers this, but I'd like to see the block cost reduction in the red tree apply to ice staves/magicka too. Right now, it only lowers stamina cost according to the tooltip.

    I think it works for ice staves? My Warden has 5 light/2 Heavy with dual ice staves and only a couple of Sturdy so a lot of the block cost reduction should be coming from that CP star. Block cost is just under 1k on the stat sheet.
    Edited by VaxtinTheWolf on February 2, 2021 10:25AM
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    ninibini wrote: »
    Please show us with a video where your QA HM team does vSunspire speed run on toons with 1k-ish CP.
    @ninibini according to the video, they do hard modes with no CP. (I, too, call BS.)
    There needs to be a system in place that makes it impossible to unlock all passives on a single character, and by that I don't mean your total amount of CP. Being able to get them all gives the sytem too much verticality and creates a wide powergap in PvP. In PvE you may not care to have +healing on your DDs, but in PvP you'd want all the passives for maximum potential, meaning the CP ceiling is in the high 2000s.
    Like, they could implement a system where you slot certain passives, but you're limited to four per constellation??

    Having the passives and being able to use all the passives at once are two very different things.

    You also still have the option of no CP PvP.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    ninibini wrote: »
    Please show us with a video where your QA HM team does vSunspire speed run on toons with 1k-ish CP.
    @ninibini according to the video, they do hard modes with no CP. (I, too, call BS.)
    There needs to be a system in place that makes it impossible to unlock all passives on a single character, and by that I don't mean your total amount of CP. Being able to get them all gives the sytem too much verticality and creates a wide powergap in PvP. In PvE you may not care to have +healing on your DDs, but in PvP you'd want all the passives for maximum potential, meaning the CP ceiling is in the high 2000s.
    Like, they could implement a system where you slot certain passives, but you're limited to four per constellation??

    Having the passives and being able to use all the passives at once are two very different things.

    You also still have the option of no CP PvP.

    But the new system allows you to slot four passives per tree AND use several more truly passive passives (no slot required) at the same time.

    Each node either requires activation via slotting or takes effect permanently without slotting. No, you cannot use ALL the passives at once in a given tree, since there are more than four that require slotting, but you can invest in a combination of these nodes to gain far more than four benefits per tree.

    It is not nearly as simple as being able to use only four CP nodes per tree at a time.
  • Rungar
    Rungar
    ✭✭✭✭✭
    One thing they could do with the combat passives is have some passives as a "toggle" . When you put the points in you get both powers but have to choose between the two. The toggle could be switched at any time for any character. This could bring down the total number of passives you could have at any one time especially in the warfare tree.

    You could also have a triple toggle for more interesting choices. All that would be required is to visually change the stars color to red/green/blue to toggle the wanted improvement. This would work really well for things like damage types i.e fire/shock/frost modifiers where you could just pick one.

    Of course some of the passives would need to be adjusted upward in power to keep the end result intact since a number of passives would no longer be available all the time.

    I would not use it for all the passives but it would further enhance the "choice" aspect of the system and improve the horizontal distribution.
    Edited by Rungar on February 2, 2021 1:51PM
    It's 0.0666 of a second to midnight.

    Rungar's Mystical Emporium
  • Ocelot9x
    Ocelot9x
    ✭✭✭✭✭
    I hope NoCp pvp will be full of people on consoles too.

    As the system is working now there is too much vertical progression for pvp.

    For pve it's nice having less damage taken and more heals but for pvp is mandatory.

    Why, after 5k hours on eso, I should go back grinding for months to not feel underpowered vs another player who take less dmg and self heals for more?

    When a new player will ask to me in chat what's the cap on cp and I will have to answer "3600, but you'll be fine in pvp with just 2700", do you think that he'll smile and be happy to need 2000 more cp?

    Don't turn this system in a Korean grinding fest.

    I was REALLY excited when they first shown some of new cps and we had perks like "player you killed while under a status effect violently explodes" etc. We need more actives with situational effects rather then the same old soup but diluted
    Edited by Ocelot9x on February 2, 2021 11:36AM
  • ninibini
    ninibini
    ✭✭✭✭
    I think I'm ok with slotting a reduced number of passives for the blue and red tree.

    However for the green tree, where stuff is not combat related slotting the four passives makes no sense to me.

    It will just be utterly annoying to change the slotted passives (when you're not forgetting)
    - before you sell stuff
    - before you open a chest
    - before you fish
    - before you craft/decon
    - etc.

    These checks also shouldn't have any impact on performance as they would only have to be performed, when you do a certain action. Nothing keeps you from changing them at any time (you usually not in combat when you would use them)
    But having to think of it and then actually changing things around ... definitely goes far for a good, convenient implementation. We would have to hope for someone to create an addon, that autoapplies them whenever you do something specific.
    They should make those be applied all the time.
  • phantasmalD
    phantasmalD
    ✭✭✭✭✭
    ninibini wrote: »
    Please show us with a video where your QA HM team does vSunspire speed run on toons with 1k-ish CP.
    @ninibini according to the video, they do hard modes with no CP. (I, too, call BS.)
    There needs to be a system in place that makes it impossible to unlock all passives on a single character, and by that I don't mean your total amount of CP. Being able to get them all gives the sytem too much verticality and creates a wide powergap in PvP. In PvE you may not care to have +healing on your DDs, but in PvP you'd want all the passives for maximum potential, meaning the CP ceiling is in the high 2000s.
    Like, they could implement a system where you slot certain passives, but you're limited to four per constellation??

    Having the passives and being able to use all the passives at once are two very different things.

    You also still have the option of no CP PvP.

    Are you... trying to imply that that's how it works currently? Because if so, you are sorely mistaken, have you even been on the PTS?

    There are 39 stars on the blue tree, 16 of these don't require slotting. They are active the moment you bought them.
    You aren't limited to 4 passives per tree. You are limited to 4 active, slottable bonuses + all passive bonuses. That's 20 stars. With an average cost of 50 CP for max strength, so 50*20 = 1000CP. There are 3 trees, so that means you reach peak strength around 3k CP, not at 1.2k.


    Also, yeah, sure. There's no-CP PvP, so let CP PvP wallow in power creep hell. Brilliant sollution.
  • Aapjes
    Aapjes
    Soul Shriven
    I registered just to share my concern regarding the new cp system.

    So I am into endgame pve, and have completed all trial HM's but one. The next step would be to go for titles such as godslayer. Since I started playing the game about one year ago, my cp is 'only' at 900. For now this is fine as it beyond the cap.

    However, if the new system is implemented i will not be able to deal full damage and what's even worse is that I won't have any damage mitigation. This means that it will be impossible for me to get into a title prog group because there's a lot of players with 1300+ cp or even more. Those players' stats, including defence, will be a lot better and this is crucial when going for a title as no one can die. Therefore, players with higher cp will be picked over lower cp players regardless of their individual skill level. And I would do the same as raidleader. It makes sense from their point of view.

    So in short, I'm afraid that I cannot continue playing the game unless I'd be willing to grind at least 500 cp. At this moment I do not think that I would be able to stomach that many skyreach rounds just to be accepted in decent teams again.

    So please, don't force me to stop playing the game.
  • Smexykins
    Smexykins
    ✭✭✭
    Smexykins wrote: »
    Another thread someone made covers this, but I'd like to see the block cost reduction in the red tree apply to ice staves/magicka too. Right now, it only lowers stamina cost according to the tooltip.

    I think it works for ice staves? My Warden has 5 light/2 Heavy with dual ice staves and only a couple of Sturdy so a lot of the block cost reduction should be coming from that CP star. Block cost is just under 1k on the stat sheet.

    Could just be some tooltips need updating. If so, good to hear. Hopefully that'll all get ironed out sooner or later.
    Warden is golden. May it reign supreme.
  • ExistingRug61
    ExistingRug61
    ✭✭✭✭
    Mentioned in another thread, but please consider removing the restriction of require CP to be evenly distributed between the three trees.

    Still keep the trees as is to provide a logical grouping of stars, but simply let us put our CP anywhere.

    Likewise consider removing the restriction on the champion bar that it only allows 4 slottables from each tree - instead let us freely choose the 12 we want.

    This two changes combined would accelerate the vertical progression by allowing players to get the passive and slottable stars they require for their role faster (be it PvE, exploration, justice system, PvP etc), and more quickly reach the point at which progression becomes horizontal.

    I realise this may lead to the champion bar providing slightly more combat power than was intended, but this could be adjusted via minor adjustments to slottable stars themselves.
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    virtus753 wrote: »
    Firstmep wrote: »
    silvereyes wrote: »
    The new Meticulous Disassembly tooltip in today's PTS patch expanded its scope from just woodworking to all trade skill extraction, but it's still right in the middle - creating the perception of blocking the stars above - and it still contradicts the crafting skill point passives for extraction. How can the CP skill increase something that's already maximized, or unlock gold mats that are more powerful than the most powerful ones?
    PQJEuya.png
    30LGmW1.png
    I mean, I'm all for my gold mat drops to be turned up to 11, but I think this may be confusing to some players. :grin:

    They likely just copied the description from the crafting passive and didnt really think about it much.

    That was definitely what happened the first go round, when it was the Wood Extraction passive verbatim.

    Since they clearly edited the first half of the tooltip but didn’t fix the rest, it feels like they gave up addressing this literally mid-sentence.
    Well, it's also possible that they haven't given up yet, but they just aren't finished. Many have suggested that there is perhaps a change to the crafting skill lines coming as well. If that is the case, it is probably being tracked as a separate coding task from updating all the CP 2.0 tooltips.

    I only wanted to raise the issue here in case they didn't notice the contradiction with crafting skill point passives.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Aliyavana wrote: »
    What rate was the CP xp rate buffed to to accommodate the new CP cap?
    As I see the XP rate is not changed at all.
    This includes the +50% cost to cp levels above 810 who is still present.

    cost of getting an new cp level.
    (((x / (cap ^ 0.995)) + 0.085) * 400000) if x ≤ cap
    (((x / (cap ^ 0.995)) + 0.085) * 400000 * 1.5) if x > cap
    x is your current number of Champion Points and cap is 810.

    See how much you need to level up an CP level on PTS and compare with : required= ((x / 783.326)+0.085)*400 000
    multiply this with 1.5 if above 810, you see it fit excactly.

    Now I do not know how thing would change if you was above cp cap and the cp increased as I never fell below cap once I reached it but some other might know here.

    However why we still have an 1.5 cost increase at cp 810 with the new system makes no sense.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • montiferus
    montiferus
    ✭✭✭✭✭
    ErMurazor wrote: »

    No, you should be rewarded for playing a Long time. This is an MMO not Fortnite. So start grinding mate.

    That is funny because I thought you should be rewarded for like I don't know actually being good at the game.

  • XomRhoK
    XomRhoK
    ✭✭✭✭✭
    ZOS, as always, showed their ideas too late to fix anything, they showed it just for minor tweaks and bug fixes. I wanted to write some alternative ideas to CP system, but realized(remembered) that it's pointless, it's to late anyway, ZOS will not change anything major.
    Overall i think system is boring, +heal, +heal to ST, +DoT heal, +AoE heal, +wp sp to heal, how exciting and creative. Almost zero perks that change gameplay and interactions somehow or at least gives "power fantasy" feel, about which they wrote article when new gameplay director showed up. There is no some kind of Enchanter "power fantasy", for example, or Alchemist/Poisoner type of perks which affect combat directly or remove move speed debuff while channeling and give additional power to channeled spells(to compensate LA weaving), for some Mage/Sorcerer type gameplay around channeled skills like Soul Strike.
    They said they created that system for 2 years, and i understand, that not all this time were spent on inventing perks, but anyway, i don't understand how perks like Soul Reservoir(33% chance not to spend soul gem) for 100 CP got into the game at all, even in alpha testing, person who created this perk understand what he doing or not? This perk save you 10 gold in 15 to 90 minutes(depending on the gameplay) FOR 100 CP!!!! How it got to the game at all??? Perks like this shows up how "well thought" all this changes are.

    I like slottable perks, in theory, it can be turned in very interesting and diverse system, but realisation bad as always, at least i will get rid off annoying glowing effects around my character, which ruins my immersion.
    Edited by XomRhoK on February 2, 2021 9:02PM
  • Mr_Wolfe
    Mr_Wolfe
    ✭✭✭
    So, at what point in the PTS cycle are they going to fix all the new bugs that are preventing combat stats from working correctly? Because right now we can't even properly test how CP 2.0 compares to live.
Sign In or Register to comment.