Please don't throw our currently made XP away with the new system, by keeping our CP at the same level.
If you don't want to scale our CP to the new XP levels, then at least bank all the XP that we would now otherwise lose, and add it to our enlightenment.
Then for every XP point we make, we get a little back from what we have already made now...
WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
This came up in the thread on Templar Jabs, which led me to realize that splitting up the CP stars this way creates three tiers of classes based on what skills are buffed. In short:
-Stam Necros and Stam Wardens: these use Flurry as a spammable and therefore take Deadly Aim and Thaumaturge to buff their spammables and other single-target DoTs twice. All their AoE DoTs are buffed once and their single-target direct damage skills once.
-Stam Nightblades and Stam Sorcs: these use single-target direct damage spammables, so they can buff both their spammables and light attacks with Deadly Aim alone (but only one 10% buff to their spammables, as compared to 20% to Flurry). They then want to take Thaumaturge to buff AoE DoTs once and single-target DoTs twice in all.
Sacrificing Biting Aura in favor of the two crit dam stars is very easy for those classes, since AoEs make up a relatively small part of their total damage. Not so for the last two:
-Stam Templars and Stam DKs: these use AoE direct damage spammables. Deadly Aim and Biting Aura are required to ensure both light attacks and spammables are each buffed once. As no damage component is able to be both single-target and AoE at the same time, it's not possible to buff anything twice without sacrificing the single buff to either light attacks or the spammable. Using all three together (Deadly Aim, Thaumaturge, and Biting Aura) would require sacrificing Fighting Finesse or Backstabber. Testing will need to bear this out, but I don't know that that would be worth it.
Flurry is a clear rulebreaker here in being a single-target DoT spammable, thus the only spammable able to be buffed twice with these stars. But even if it were to stop being considered a DoT, we'd still be left with the two tiers of classes: those who can combine Deadly Aim and Thaumaturge, and those who have to take the weaker combination of Deadly Aim and Biting Aura.
WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
This came up in the thread on Templar Jabs, which led me to realize that splitting up the CP stars this way creates three tiers of classes based on what skills are buffed. In short:
-Stam Necros and Stam Wardens: these use Flurry as a spammable and therefore take Deadly Aim and Thaumaturge to buff their spammables and other single-target DoTs twice. All their AoE DoTs are buffed once and their single-target direct damage skills once.
-Stam Nightblades and Stam Sorcs: these use single-target direct damage spammables, so they can buff both their spammables and light attacks with Deadly Aim alone (but only one 10% buff to their spammables, as compared to 20% to Flurry). They then want to take Thaumaturge to buff AoE DoTs once and single-target DoTs twice in all.
Sacrificing Biting Aura in favor of the two crit dam stars is very easy for those classes, since AoEs make up a relatively small part of their total damage. Not so for the last two:
-Stam Templars and Stam DKs: these use AoE direct damage spammables. Deadly Aim and Biting Aura are required to ensure both light attacks and spammables are each buffed once. As no damage component is able to be both single-target and AoE at the same time, it's not possible to buff anything twice without sacrificing the single buff to either light attacks or the spammable. Using all three together (Deadly Aim, Thaumaturge, and Biting Aura) would require sacrificing Fighting Finesse or Backstabber. Testing will need to bear this out, but I don't know that that would be worth it.
Flurry is a clear rulebreaker here in being a single-target DoT spammable, thus the only spammable able to be buffed twice with these stars. But even if it were to stop being considered a DoT, we'd still be left with the two tiers of classes: those who can combine Deadly Aim and Thaumaturge, and those who have to take the weaker combination of Deadly Aim and Biting Aura.
Stamdens have sub assault, which is aoe not single target.
Out of Sight, Non-Slotted
Reduces the radius you can be detected while sneaking by 1 meter per stage. (Max 3 meters, 10 points each).
- Out of Sight will buff the “gank” playstyle in PvP, by offering additional stealth bonuses. Today stealth reduction comes from specific medium armor sets, medium armor passive skill, or the Khajiit racial ability.
- Out of Sight also offsets the new heavy armor penalty to stealth detection radius.
- Because a player that trains Out of Sight will have a ‘perceptible’ advantage in PvP, and also because it allows players to equip different gear or potentially copy a racial ability, I believe it should require active slotting.
Now that some changes have been made, I 'd like to see them really open things up so that we have true choice and make it so that we can slot any 12 that we choose, not just 4 from each colour.
That would allow people to slot all blue if they want for Trials and Arenas, and for people like me who have dedicated characters for just crafting and thieving we can use only those points instead.
Vertical progression promised but not given
We need more passives for people with cp above 1500-1800. It is totally demotivating that there is no use for more CP. Please give also high CP players some possibilities to invest their CP into something useful having a slight advantage.
This is pretty much the only bone thrown to Bosmer in TWO YEARS since ZOS took away their stealth radius. Getting it back in CP isn't my ideal choice but at least its something. If this is made this a slottable ability, then Bosmer need to get their Steath Radius back in the racials. There is more to stealth than just PVP ganking (see: two entire DLCs revolving around Stealth)
This is pretty much the only bone thrown to Bosmer in TWO YEARS since ZOS took away their stealth radius. Getting it back in CP isn't my ideal choice but at least its something. If this is made this a slottable ability, then Bosmer need to get their Steath Radius back in the racials. There is more to stealth than just PVP ganking (see: two entire DLCs revolving around Stealth)
It's a bonus available to everybody regardless of race, and actually dilutes the uniqueness of Khajiit because they currently get the 3 meters of stealth radius reduction in their racial. There's no Bosmer or non-Bosmer -- it's just a benefit.
Regarding PvE usage: Yes it helps there, but against NPCs. You essentially solo everything in the Thieves Guild and Dark Brotherhood quests noncompetitively.
A requirement to slot Out of Sight is for game balance when it involves other players. If the ability impacted only NPCs, I'd think it should still be slotted -- but it wouldn't matter as much.
WrathOfInnos wrote: »I would like to see a slottable star for increasing direct damage, like the old Master at Arms. I’ve heard some saying that Deadly Aim is replacing it, but single target damage is not the same thing as Direct Damage. DA is the opposite of Biting Aura, but Thaumaturge does not have a counterpart in the new system. I made a graphic to illustrate this point more clearly.
This came up in the thread on Templar Jabs, which led me to realize that splitting up the CP stars this way creates three tiers of classes based on what skills are buffed. In short:
-Stam Necros and Stam Wardens: these use Flurry as a spammable and therefore take Deadly Aim and Thaumaturge to buff their spammables and other single-target DoTs twice. All their AoE DoTs are buffed once and their single-target direct damage skills once.
-Stam Nightblades and Stam Sorcs: these use single-target direct damage spammables, so they can buff both their spammables and light attacks with Deadly Aim alone (but only one 10% buff to their spammables, as compared to 20% to Flurry). They then want to take Thaumaturge to buff AoE DoTs once and single-target DoTs twice in all.
Sacrificing Biting Aura in favor of the two crit dam stars is very easy for those classes, since AoEs make up a relatively small part of their total damage. Not so for the last two:
-Stam Templars and Stam DKs: these use AoE direct damage spammables. Deadly Aim and Biting Aura are required to ensure both light attacks and spammables are each buffed once. As no damage component is able to be both single-target and AoE at the same time, it's not possible to buff anything twice without sacrificing the single buff to either light attacks or the spammable. Using all three together (Deadly Aim, Thaumaturge, and Biting Aura) would require sacrificing Fighting Finesse or Backstabber. Testing will need to bear this out, but I don't know that that would be worth it.
Flurry is a clear rulebreaker here in being a single-target DoT spammable, thus the only spammable able to be buffed twice with these stars. But even if it were to stop being considered a DoT, we'd still be left with the two tiers of classes: those who can combine Deadly Aim and Thaumaturge, and those who have to take the weaker combination of Deadly Aim and Biting Aura.
Stamdens have sub assault, which is aoe not single target.
But Sub Assault is not a spammable. It has a 3-second delay and then fires again on another 3-second delay. Spammables need to be, well, spammed. Unless you’re getting a plurality of your damage from that skill (which is possible, with a particular setup), it’s not going to be worth sacrificing Deadly Aim, Thaumaturge, or either of the proc stars to give +10% damage to Sub Assault with Biting Aura.
Vertical progression promised but not given
We need more passives for people with cp above 1500-1800. It is totally demotivating that there is no use for more CP. Please give also high CP players some possibilities to invest their CP into something useful having a slight advantage.
your advantage is that you have more slott-able options.
CP 2.0 Craft Passive Stars 'Out of Sight,' 'Breakfall' Impact PvP; Recommend Making Active Stars
From https://forums.elderscrollsonline.com/en/discussion/562025/cp-2-0-craft-passive-stars-out-of-sight-breakfall-impact-pvp-recommend-making-active-stars#latest, posting here at advice of others it might be more visible.
Two of the fully passive stars in the green Craft CP line will actually have noticeable gameplay impact, especially in PvP situations. A character doesn't have to slot these on their 4 active stars to gain the benefit.
PTS 6.3.3
Out of Sight, Non-Slotted
Reduces the radius you can be detected while sneaking by 1 meter per stage. (Max 3 meters, 10 points each).
- Out of Sight will buff the “gank” playstyle in PvP, by offering additional stealth bonuses. Today stealth reduction comes from specific medium armor sets, medium armor passive skill, or the Khajiit racial ability.
- Out of Sight also offsets the new heavy armor penalty to stealth detection radius.
- Because a player that trains Out of Sight will have a ‘perceptible’ advantage in PvP, and also because it allows players to equip different gear or potentially copy a racial ability, I believe it should require active slotting.
Breakfall, Non-Slotted
Reduces your fall damage taken by 7% per stage. (Max 35%, 10 points each)
- Reduced falling damage will be a noticeable help in PvP.
- Jumping off a wall or cliff to evade pursuers in Cyrodiil, or dropping down from above onto another player in Imperial City are common occurrences. The player with this star trained will be better able to survive or attack another player.
- Additionally, any character with 20 points in Breakfall gets 14% fall damage reduction, immediately stronger than the Bosmer racial 10% fall reduction.
- Because this star can directly impact play, and actually exceeds a racial ability, I believe it should require active slotting.
CP 2.0 Craft Passive Stars 'Out of Sight,' 'Breakfall' Impact PvP; Recommend Making Active Stars
From https://forums.elderscrollsonline.com/en/discussion/562025/cp-2-0-craft-passive-stars-out-of-sight-breakfall-impact-pvp-recommend-making-active-stars#latest, posting here at advice of others it might be more visible.
Two of the fully passive stars in the green Craft CP line will actually have noticeable gameplay impact, especially in PvP situations. A character doesn't have to slot these on their 4 active stars to gain the benefit.
PTS 6.3.3
Out of Sight, Non-Slotted
Reduces the radius you can be detected while sneaking by 1 meter per stage. (Max 3 meters, 10 points each).
- Out of Sight will buff the “gank” playstyle in PvP, by offering additional stealth bonuses. Today stealth reduction comes from specific medium armor sets, medium armor passive skill, or the Khajiit racial ability.
- Out of Sight also offsets the new heavy armor penalty to stealth detection radius.
- Because a player that trains Out of Sight will have a ‘perceptible’ advantage in PvP, and also because it allows players to equip different gear or potentially copy a racial ability, I believe it should require active slotting.
Breakfall, Non-Slotted
Reduces your fall damage taken by 7% per stage. (Max 35%, 10 points each)
- Reduced falling damage will be a noticeable help in PvP.
- Jumping off a wall or cliff to evade pursuers in Cyrodiil, or dropping down from above onto another player in Imperial City are common occurrences. The player with this star trained will be better able to survive or attack another player.
- Additionally, any character with 20 points in Breakfall gets 14% fall damage reduction, immediately stronger than the Bosmer racial 10% fall reduction.
- Because this star can directly impact play, and actually exceeds a racial ability, I believe it should require active slotting.
Just no. There are passives in the other two colours that aid combat so no reason to remove them from green. There are more than enough slottable options here that will reduce QoL as it is without adding in more that we have to slot for combat.
100% agree with you: There's too many slottable QoL in Green. It will be a huge pain to swap around CP just to pick up a resource node or open a chest.There are passives in the other two colours that aid combat so no reason to remove them from green. There are more than enough slottable options here that will reduce QoL as it is without adding in more that we have to slot for combat.
100% agree with you: There's too many slottable QoL in Green. It will be a huge pain to swap around CP just to pick up a resource node or open a chest.There are passives in the other two colours that aid combat so no reason to remove them from green. There are more than enough slottable options here that will reduce QoL as it is without adding in more that we have to slot for combat.
I focused on these two non-slottable ones in Craft, because things we slot should have some impact. Slotted abilities shouldn't be busywork or use once a day like most of the currently slottable Craft skills are.
These two legitimately do something worthwhile for combat, and I'd much rather they be slotted as a gameplay choice as opposed to QoL ones like Treasure Hunter or Meticulous Disassembly, which I feel strongly should not have to be slotted in the first place.
But many, many people have already raised the issue about too many slottables. I support that, and offer that skills like Breakfall and Out of Sight would be *better* slottables, because they do something noticeable.
Regarding Red and Blue: You're right, there are passives that directly influence combat. But just about everything in Red and Blue influence combat. That's their focus.
I have thoughts on several of the current passive/active slots there but started with Green.
Also where is you suggesting that detection in Fitness requires to be slotted? It's literally there to counter the sneak stat in Craft so as long as both are available you can just invest into that if you are worried about gankers since it doesn't need to be slotted either.
Not sure if I have to mention it here or having a post by itself is sufficient, but anyway:
The Craft constellation having slottable skills at all is not nice, would simply be an extremely tedious chore, and ultimately feels bad. We'll either end up with a lot of automatic swap addons that equip the right Craft slottable skills whenever you do a thing (repair armor, harvest a node, fence goods, etc.), or nobody's going to bother using them - in both cases having all of the crafting constellation be passive, and simply not giving it any slottable slots, a way better approach.
All current skills in the crafting constellation are quality of life and mostly things we already get to have for free, permanently. Having to swap between then constantly to use them would all of a sudden would be bad. More so, having all of them active at once doesn't create any kind of "power creep", since they're all affecting different non-cobat things - you'd simply be removing a tedious micromanagement you'd have to do before every node, repair, craft, cupboard looting, etc.
Not sure if I have to mention it here or having a post by itself is sufficient, but anyway:
The Craft constellation having slottable skills at all is not nice, would simply be an extremely tedious chore, and ultimately feels bad. We'll either end up with a lot of automatic swap addons that equip the right Craft slottable skills whenever you do a thing (repair armor, harvest a node, fence goods, etc.), or nobody's going to bother using them - in both cases having all of the crafting constellation be passive, and simply not giving it any slottable slots, a way better approach.
All current skills in the crafting constellation are quality of life and mostly things we already get to have for free, permanently. Having to swap between then constantly to use them would all of a sudden would be bad. More so, having all of them active at once doesn't create any kind of "power creep", since they're all affecting different non-cobat things - you'd simply be removing a tedious micromanagement you'd have to do before every node, repair, craft, cupboard looting, etc.
Imagine how much it's going to suck for those of us on console who don't have addons to do everything for us and will have to manually change these slotted green skills every single time.
I already know I will just slot the ones that seem to provide the general best benefit for all the things I do in game and forget about the rest. Ain't nobody got time to be stopping and swapping out skills that were all previously passive, much less trying to REMEMBER that now we have to do it because these skills were all previously passive.
Also where is you suggesting that detection in Fitness requires to be slotted? It's literally there to counter the sneak stat in Craft so as long as both are available you can just invest into that if you are worried about gankers since it doesn't need to be slotted either.
Excellent and yes. Piercing Gaze in the Fitness line should require slotting.
Take this example:
- Player A puts 30 points into "Out of Sight"
- Player B puts 30 points into "Piercing Gaze"
The result? Both players have spent 30 points each completely nullifying each other's choices 100% of the time.
The decision to make both 'always on,' very cheap, and mirror images of each other is disappointing design.
Now what would requiring slotting do? It means if Player A wants to be better at hiding regardless of level or race or class, they choose to slot "Out of Sight" over something else. If Player B wants to be better at spotting stealth, they choose to slot Piercing Gaze over something else.
They now respectively have chosen a specific advantage, and it's now much more likely to matter. Not everyone will slot these skills. Not everyone will train them passively. But tons of players will train up the skills to max if they're entirely passive. 30 is a small investment.
By requiring slotting players aren't canceling each other 100% of the time passively.
The only difference being that you don't have to give up much in PvP to slot Out of Sight, but quite a bit to slot Piercing Gaze. Detection has far fewer uses than Stealth does. You cannot really justify slotting Piercing Gaze over anything else in Fitness.
Stealth on the otherhand, to the people interested in it, is so good that it becomes mandatory and any mandatory CP restricts choice rather than opening it up. If Piercing Gaze became slottable (or rather required to be slotted), then nobody would be taking it. And if nobody is taking it, then nobody will put points into it either, making it a useless CP.
This comes back to the problem of Craft having way too many meaningless slottables for PvE.And outside of PvP slotting Out of Sight becomes extremely annoying because you already have so many things you want to be slotting but Out of Sight is forcing you to only be able to pick 3 instead of 4 of the slottables you like, because it would be mandatory. Mandatory CP for reduce choice instead of increasing it and any player engaging in justice interactions a lot will see Out of Sight as mandatory.
Vertical progression promised but not given
We need more passives for people with cp above 1500-1800. It is totally demotivating that there is no use for more CP. Please give also high CP players some possibilities to invest their CP into something useful having a slight advantage.
your advantage is that you have more slott-able options.
The only difference being that you don't have to give up much in PvP to slot Out of Sight, but quite a bit to slot Piercing Gaze. Detection has far fewer uses than Stealth does. You cannot really justify slotting Piercing Gaze over anything else in Fitness.
Stealth on the otherhand, to the people interested in it, is so good that it becomes mandatory and any mandatory CP restricts choice rather than opening it up. If Piercing Gaze became slottable (or rather required to be slotted), then nobody would be taking it. And if nobody is taking it, then nobody will put points into it either, making it a useless CP.
This is the right direction for argument. What do we gain or lose by giving a character +detection vs. +stealth.
Passively ... nobody seems to gain or lose anything in PvP. They cancel each other completely. For stealth PvPers Out of Sight is mandatory. For both stealth and non-stealth PvPers Piercing Gaze is mandatory because stealthers exist.
If I'm going into Imperial City and you tell me "for 30 points you can prevent people sneaking up on you permanently within 3 meters" I have to take it. If I'm a stealth character and you tell me "for 30 points you can cancel out everybody's stealth detection permanently within 3 meters" I also have to take it. Net result: Nobody gains or loses.
In reality more PvP players will train Piercing Gaze (at least partly) than Out of Sight. Making Out of Sight even more mandatory for stealthers simply to return to the same level. It's a no-brainer permanent defense applicable no matter what I do.
I disagree having to slot Piercing Gaze would be in any way a waste. It becomes a real choice based on your expectations and playstyle.
If I'm going in alone to IC, or want to solo capture resources in Cyrodiil -- Do I want to make myself more resistant against gankers, or do I want to increase my magicka restore with Siphoning Spells? Do I want to increase resistance against gankers, or take 10% less damage from everything when I break out of crowd control (which I will be doing constantly whether against players or NPCs)? These are factors we should consider when slotting one star over another.
If I'm running with a group and other people have Revealing Flare or Expert Hunter slotted ... maybe I don't need Piercing Gaze active. If I'm a healer, maybe I skip Piercing Gaze because I trust I can outheal most sneak attacks and it's more important for me to resurrect allies by 33% faster.This comes back to the problem of Craft having way too many meaningless slottables for PvE.And outside of PvP slotting Out of Sight becomes extremely annoying because you already have so many things you want to be slotting but Out of Sight is forcing you to only be able to pick 3 instead of 4 of the slottables you like, because it would be mandatory. Mandatory CP for reduce choice instead of increasing it and any player engaging in justice interactions a lot will see Out of Sight as mandatory.
Imagine if you didn't have to slot Infamous, or Treasure Hunter or Cutpurse's Art actively. But you did have to slot Out of Sight.
What are you giving up? You'd be trading away Food duration. Free potions and poisons. Faster riding speed. I'd take a slotted Out of Sight most of the time over those perks, because it gives me something tangible. But then again, maybe it's just NPCs I plan on murdering anyway, in my stealth reduction medium armor and I'm stealing because I want the money. Less food/potions etc. is a profit, besides potentially having combat applications.
Please don't throw our currently made XP away with the new system, by keeping our CP at the same level.
If you don't want to scale our CP to the new XP levels, then at least bank all the XP that we would now otherwise lose, and add it to our enlightenment.
Then for every XP point we make, we get a little back from what we have already made now...
You knew the price when you bought those cp. Now that the price has changed any new cps you buy will have the new price. There's your benefit.