So far, the CP 2.0 system seems very crude and unfinished. I'm not sure that they will have time to balance all this in 6 weeks PTS.
if they spent 2+ years developing this system, let them think about it for another year or so
So far, the CP 2.0 system seems very crude and unfinished. I'm not sure that they will have time to balance all this in 6 weeks PTS.
if they spent 2+ years developing this system, let them think about it for another year or so
I don't belive it for a second that it took them 2 years to come up with this.i can belive that they've been changing the game for 2 years to fit the new cp system(it really doesn't).
The fact that we're seeing a massive increase in hp in a pvp meta that's already focused on hp stacking is a good indication that they just didn't give these changes enough thought.
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.
I think it would be helpful to have either a favorites list or a recent history list for the CP bar to streamline switching between activities.Yay!! With this system, I will need to lose my life as a more-than-casual gamer and go straight to hardcore. I will no longer be able to jump in for an hour or so and do whatever I feel like doing that day without having to change up my CP choices. For example, I want to just fish one day, I need to make sure that I have Reel Technique and Angler's Instincts added to my Champion Bar. The next day, I just want to farm mats, so I need to and change my Champion Bar. The day after, I want to play a thief, so now I must change my Champion Bar, yet again. Oh, now I get a request to run a dungeon. Wait a second, err, minute, I need to change up my Champion Bar so I can do that...
Joy_Division wrote: »So far, the CP 2.0 system seems very crude and unfinished. I'm not sure that they will have time to balance all this in 6 weeks PTS.
if they spent 2+ years developing this system, let them think about it for another year or so
I don't belive it for a second that it took them 2 years to come up with this.i can belive that they've been changing the game for 2 years to fit the new cp system(it really doesn't).
The fact that we're seeing a massive increase in hp in a pvp meta that's already focused on hp stacking is a good indication that they just didn't give these changes enough thought.
Battlespirit's 5K is getting removed.
silvereyes wrote: »@ZOS_GinaBruno, would it be possible to have a PTS template container full of raw crafting materials that can be refined, like ore, rough wood, raw fibers, hide scraps and precious metal dust? If there is to be a CP 2.0 ability that changes drop rates of materials produced by refinement, then having the raw materials to refine would be helpful for testing purposes.
I do like the idea behind CP2.0 (especially the things in the green tree, it's about time off-combat things got some love), but not with this kind of execution. I reached cp 810 a few months ago, and I'd rather not lose my year's worth of progress in a single update just to be in the bottom of the food chain again.
This is only going to be even worse for the players that don't have the time available to level - the power gap between new and vet players would be huge and just a big slap in the face for the existing players (of lower cp). The grind that would ensue just going from 810 -> 3600 sounds so unbearable that if it happens, I'll honestly just pack my bags and stop playing altogether.
As a side note, I also dislike the health pool raise. I main PVP and the huge health pools with proc meta already give a headache. It'd be about time to steer it in a different direction, please.
WiredandTired wrote: »I do like the idea behind CP2.0 (especially the things in the green tree, it's about time off-combat things got some love), but not with this kind of execution. I reached cp 810 a few months ago, and I'd rather not lose my year's worth of progress in a single update just to be in the bottom of the food chain again.
This is only going to be even worse for the players that don't have the time available to level - the power gap between new and vet players would be huge and just a big slap in the face for the existing players (of lower cp). The grind that would ensue just going from 810 -> 3600 sounds so unbearable that if it happens, I'll honestly just pack my bags and stop playing altogether.
As a side note, I also dislike the health pool raise. I main PVP and the huge health pools with proc meta already give a headache. It'd be about time to steer it in a different direction, please.
Agreed, the truth of the new system is far worse than what was stated in the livestream. Vertical progression ending at 2700 instead of 1200 with no automatic adjustment from current CP level or a new reasonable leveling rate is such a gigantic oversight, I cannot believe it. To introduce such a colossal experience grind out of nowhere is unthinkable.
This thread needs to be blown up based on what is on the PTS so far. Sooner the better, this will turn off a significant portion of current players and prospective players.
WiredandTired wrote: »I do like the idea behind CP2.0 (especially the things in the green tree, it's about time off-combat things got some love), but not with this kind of execution. I reached cp 810 a few months ago, and I'd rather not lose my year's worth of progress in a single update just to be in the bottom of the food chain again.
This is only going to be even worse for the players that don't have the time available to level - the power gap between new and vet players would be huge and just a big slap in the face for the existing players (of lower cp). The grind that would ensue just going from 810 -> 3600 sounds so unbearable that if it happens, I'll honestly just pack my bags and stop playing altogether.
As a side note, I also dislike the health pool raise. I main PVP and the huge health pools with proc meta already give a headache. It'd be about time to steer it in a different direction, please.
Agreed, the truth of the new system is far worse than what was stated in the livestream. Vertical progression ending at 2700 instead of 1200 with no automatic adjustment from current CP level or a new reasonable leveling rate is such a gigantic oversight, I cannot believe it. To introduce such a colossal experience grind out of nowhere is unthinkable.
This thread needs to be blown up based on what is on the PTS so far. Sooner the better, this will turn off a significant portion of current players and prospective players.
Vertical Progression shouldn't even end at 1200, considering that the current end on live is CP cap of 810. Introuducing any more grinding towards Vertical Progression for those who have already reached that point on live devalues previous work of those players. It also means that the gap from level 50 to the end of Vertical Progression only becomes greater. Unless significant reductions are made for the XP required for each CP point (which we don't even fully know), newer players will find themselves with greater distance between themselves and more experienced players.
IMO, the end of Vertical Progression should be even lower, sitting at about 600CP, rather than 1200 or even 2700.
"Piercing Gaze" in Fitness is great!
The detection stat has several problems that this CP bonus elegantly removes:
- Detection is niche - it is only useful in PvP since there is nothing to detect in PvE
- Detection is weak - 3m extra are not a whole lot
- Detection is in the way - on item sets and racial passives it hogs the space of other, more desireable stats and leaves people who want to invest heavily into detection weaker
As a CP bonus anyone has the option to specialize into this niche if they desire and the opportunity cost of obtaining Detection is greatly lowered since you do not need to give up an item set for it, it doesn't need to be slotted and you also can freely decide how much of it you feel is worth getting with your CP budget in mind! You don't lose damage either since it is in Fitness!
Remove detection from Way of Air and Bosmer and instead make Piercing Gaze go up to stage 5 with 5m or even higher!
That way the total amount of bonus detection stays the same, but it becomes much more accessible, while the Way of the Air set can gain another bonus to make it more desireable and Bosmer can get room for another passive (the old stealth perhaps).
MashmalloMan wrote: »"Piercing Gaze" in Fitness is great!
The detection stat has several problems that this CP bonus elegantly removes:
- Detection is niche - it is only useful in PvP since there is nothing to detect in PvE
- Detection is weak - 3m extra are not a whole lot
- Detection is in the way - on item sets and racial passives it hogs the space of other, more desireable stats and leaves people who want to invest heavily into detection weaker
As a CP bonus anyone has the option to specialize into this niche if they desire and the opportunity cost of obtaining Detection is greatly lowered since you do not need to give up an item set for it, it doesn't need to be slotted and you also can freely decide how much of it you feel is worth getting with your CP budget in mind! You don't lose damage either since it is in Fitness!
Remove detection from Way of Air and Bosmer and instead make Piercing Gaze go up to stage 5 with 5m or even higher!
That way the total amount of bonus detection stays the same, but it becomes much more accessible, while the Way of the Air set can gain another bonus to make it more desireable and Bosmer can get room for another passive (the old stealth perhaps).
If you remember what they said about stealth passives 2+ years ago with racial changes, they wanted it to become more universally available instead of attaching it to your race choice. We then got some set changes which I think was their actual approach to the problem, but honestly no one was happy with them and it's mainly because Khajiit still had the bonus, while sacrificing an entire set wasn't worth it. With a system like this, they could kill 2 birds with 1 stone.
People have been asking for them to add stealth reduction to the Thieves guild skill line, but the problem with that solution is everyone would have it active once grinding the skill line, there is no current way to force choice on players when it comes to skill lines. The new CP system fixes this issue entirely, as long as it's not a choice made in the blue tree, I think red tree would be best since green is non combat related.
Remove reduction from Khajiit and Dedtection from Wood Elf, replace them with something else with an elusive based bonus. Make stealth detection and reduction slottable CP nodes. This way your sacrifice is not directly related to combat or race choice which would feel very punishing, but instead a trade for off in the more versatile trees.
MashmalloMan wrote: »Some stars don't even have stages and require spending 50-100 points just get a bonus. Thats a little over the top. Someone with the CP to spend in that star is not going to care, but if you're someone whos grinding level after level to afford it, you're going to get nothing for 100-200 levels, since you only actually get a point for that tree every 3 levels. Thats insane.
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3. To combat part of the above, I would suggest that we bring back diminishing returns Not as harshly as they were implemented in the current CP system. But, for example, in a star that gave 3% mitigation for each 10 CP spent in it... for a total of 15% at maximum. Instead of a flat 3%, it's set up so the first 10 CP gives 5% mitigation, the next 10 gives 4%, then 3, 2, 1. You get to the same 15% maximum if the star is filled, but it's more heavily weighted at the beginning. (This is a linear diminishing return, rather than the exponential diminishing return of the old CP system). This would allow "lower-CP" accounts to get most of the benefits of using the stars by putting 30 or 40 points into the system. But those at higher CP would be able to get just that little bit extra by earning more CP. I feel like this would provide some semblance of vertical progression for end-game players, without being overly restrictive to lower-level players.
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