UI/UX Related:
1-) With a single constellation having a lot higher number of perks now, I am having difficulties seeing where everything is. The Stars mix with the background, I can't see the Lines connecting the Stars very well and when everything is unlocked its just a bowl of +/- signs with numbers. This makes unlocking higher perks or laying out a plan quite difficult since I can't see the full picture properly. A minimalistic visuals toggle of sorts would be greatly appreciated for anyone having trouble with it visually.
I agree with @heaven13.There are some things that are showing in the CP trees that are also purchasable skills.
- Meticulous Disassembly (CP) vs Wood Extraction (purchasable woodworking passive) have the same exact wording (and none of the other crafting skills are included as CP options). Do they stack? Are crafting passives being moved to CP and skills just haven't been reworked yet?
After some quick testing:
- The replacement of jump points with clear stages is helpful
- It's not immediately obvious how the unlocking along branches works, could use more signposting
- Some of the values look strange at first glance (not sure if this is just tooltips or actual impacts)
- On an 810 CP template, it feels like there's lots more you'd want to spend in the blue, a little more you might want in red and almost nothing impactful at all in green, so the even split of CP to spend feels a bit off
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)
As someone's already pointed out, the actual point where it "switches" isn't going to be at 900 for endgame players. It's going to be where DPS tops out with 1400+ CP, with just 4 slottable stars and the DPS contributing passive stars.As noted earlier in this discussion, we wanted to provide a system that favors horizontal progression over vertical. That said, there is a certain point where the system shifts to favor horizontal progression IF you invest enough CP in vertical power first. That switch happens around the point where you’ve invested 300 CP per tree (or 900 total CP), depending on how you spend your CP. It really tails off around 1200 total CP.
VoidCommander wrote: »After some quick testing:
- The replacement of jump points with clear stages is helpful
- It's not immediately obvious how the unlocking along branches works, could use more signposting
- Some of the values look strange at first glance (not sure if this is just tooltips or actual impacts)
- On an 810 CP template, it feels like there's lots more you'd want to spend in the blue, a little more you might want in red and almost nothing impactful at all in green, so the even split of CP to spend feels a bit off
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)
I have also experience a MAJOR decrease in dps, despite choosing what appeared to be very sensible cp choices. I understand that stamplar experieced many nerfs this patch with selenes and advancing yokuda, but it should not have taken me from a 102k rotation down to barely managing 52k. I even swapped advancing yokuda with the Deadly set (which wasn't nerfed) and it had no effect on the end dps. I'm not sure if this massive dps slice was intended, but I don't think I'm going to want to continue playing damage on all my toons is going to be almost halved despite my best efforts.
VoidCommander wrote: »After some quick testing:
- The replacement of jump points with clear stages is helpful
- It's not immediately obvious how the unlocking along branches works, could use more signposting
- Some of the values look strange at first glance (not sure if this is just tooltips or actual impacts)
- On an 810 CP template, it feels like there's lots more you'd want to spend in the blue, a little more you might want in red and almost nothing impactful at all in green, so the even split of CP to spend feels a bit off
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)
I have also experience a MAJOR decrease in dps, despite choosing what appeared to be very sensible cp choices. I understand that stamplar experieced many nerfs this patch with selenes and advancing yokuda, but it should not have taken me from a 102k rotation down to barely managing 52k. I even swapped advancing yokuda with the Deadly set (which wasn't nerfed) and it had no effect on the end dps. I'm not sure if this massive dps slice was intended, but I don't think I'm going to want to continue playing damage on all my toons is going to be almost halved despite my best efforts.
If you're currently parsing on the 21m, word is that it does not have debuffs applied correctly at the moment. And we can't even be sure all the CP stars actually work.
MovesLikeJaguar wrote: »Biting Aura (10% AOE dmg) 50 pts (why's there two of this skill?)
Thaumaturgy (10% AOE dmg) 50 pts (why's there two of this skill?)
MentalxHammer wrote: »Over 2700 CP is required for a minmaxed spec in pvp, this is unacceptable. I just left behind a CP 1300 account on xbox to play on the slightly more performant pc servers, the barrier of entry to play CP pvp is far too high with this iteration of the CP system.
In order to gain benefit from CP, you should need to slot the CP passive in one of the twelve CP passive slots, period. There shouldnt be ANY CP passives that you gain passive benefits from just for pumping CP into them.
This would require 1200 CP to fill 12/12 slots, which would be a much more reasonable grind. Yes, this would likely make CP weaker overall in the end, but CP should be tuned down in its potency, and this sort of a system would make your passive slot choices much more impactful.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
you need around 1700cp to be able to push about same dps as on live
so if this go live i can't run any vet 65k+ trials with my 1100cp lol
please lower cost of the dps increasing ranks or give us free 750cp for subscribers
each constellation are nice
we defenitively could use more with passive bonus, not needed to be slotted
thanks for the awesome jobs