What makes you think that? Yes you will earn cp faster but not this much faster. 10cp now will maybe be 11 or 12 than but you still have to grind for month to compete with high cp players. You'll need around 2k CP to get all the passives you need
Yeah around 1200cp and u will get max dps output. Thoose with more points will just be able to slot more fluff fluff and quality of life stuff.
How will this work? I assume you will not gain CP, but that this tells how expensive it will be to get new levels.What makes you think that? Yes you will earn cp faster but not this much faster. 10cp now will maybe be 11 or 12 than but you still have to grind for month to compete with high cp players. You'll need around 2k CP to get all the passives you need
https://ibb.co/56HxNyT
the1andonlyskwex wrote: »Yeah around 1200cp and u will get max dps output. Thoose with more points will just be able to slot more fluff fluff and quality of life stuff.
More "fluff" like survivability buffs equivalent to what 810 CP players have now. In other words, you're going to have to sacrifice damage stats for more health until you get up around 2500 CP.
Actually, It's quite a good system. I was worried, at first, but it's nice.
DPS will be DPS, with DPS passives.
Tanks will be tanks, with tank passives.
Heals will be heals, with heal passives.
Very few people will have all 3. And it won't matter, because health is up by 5k, and that makes up for lost mitigation.
What's even better is that heals will be needed more, since they'll have bigger pool draining quicker to refill.
At 810 cp, the damage is still quite good, considering all the bugs on the current PTS version that artificially lower it.
Of course, I speak from a PVE perspective.
Actually, It's quite a good system. I was worried, at first, but it's nice.
DPS will be DPS, with DPS passives.
Tanks will be tanks, with tank passives.
Heals will be heals, with heal passives.
Very few people will have all 3. And it won't matter, because health is up by 5k, and that makes up for lost mitigation.
What's even better is that heals will be needed more, since they'll have bigger pool draining quicker to refill.
At 810 cp, the damage is still quite good, considering all the bugs on the current PTS version that artificially lower it.
Of course, I speak from a PVE perspective.
Does it look more casual-friendly or less?
the1andonlyskwex wrote: »Yeah around 1200cp and u will get max dps output. Thoose with more points will just be able to slot more fluff fluff and quality of life stuff.
More "fluff" like survivability buffs equivalent to what 810 CP players have now. In other words, you're going to have to sacrifice damage stats for more health until you get up around 2500 CP.
the1andonlyskwex wrote: »Yeah around 1200cp and u will get max dps output. Thoose with more points will just be able to slot more fluff fluff and quality of life stuff.
More "fluff" like survivability buffs equivalent to what 810 CP players have now. In other words, you're going to have to sacrifice damage stats for more health until you get up around 2500 CP.
No, mitigation is a different constellation than damage output.
Actually, It's quite a good system. I was worried, at first, but it's nice.
DPS will be DPS, with DPS passives.
Tanks will be tanks, with tank passives.
Heals will be heals, with heal passives.
Very few people will have all 3. And it won't matter, because health is up by 5k, and that makes up for lost mitigation.
What's even better is that heals will be needed more, since they'll have bigger pool draining quicker to refill.
At 810 cp, the damage is still quite good, considering all the bugs on the current PTS version that artificially lower it.
Of course, I speak from a PVE perspective.
Does it look more casual-friendly or less?
Actually, It's quite a good system. I was worried, at first, but it's nice.
DPS will be DPS, with DPS passives.
Tanks will be tanks, with tank passives.
Heals will be heals, with heal passives.
Very few people will have all 3. And it won't matter, because health is up by 5k, and that makes up for lost mitigation.
What's even better is that heals will be needed more, since they'll have bigger pool draining quicker to refill.
At 810 cp, the damage is still quite good, considering all the bugs on the current PTS version that artificially lower it.
Of course, I speak from a PVE perspective.
Does it look more casual-friendly or less?
That's actually a good question ..
I didn't really think about that.
I suppose it's the same, in the end.
Overland will be easier, that's for sure, but it's already easy.
Endgame will be easier IF you are cp2000+.
Will be pretty much the same, if you're lower, since the lost mitigation will offset the extra hp.
Sure, the 3600 cap, along with the heap of different configurations, can give vertigo to a new player, but the xp curve will be edited accordingly, so, I don't think I'll change much.
I'd say it's neither more nor less casual-friendly.
What's your opinion on the matter?
the1andonlyskwex wrote: »Actually, It's quite a good system. I was worried, at first, but it's nice.
DPS will be DPS, with DPS passives.
Tanks will be tanks, with tank passives.
Heals will be heals, with heal passives.
Very few people will have all 3. And it won't matter, because health is up by 5k, and that makes up for lost mitigation.
What's even better is that heals will be needed more, since they'll have bigger pool draining quicker to refill.
At 810 cp, the damage is still quite good, considering all the bugs on the current PTS version that artificially lower it.
Of course, I speak from a PVE perspective.
Does it look more casual-friendly or less?
Way less for PvP, where all stats matter. The much higher CP cap and lack of diminishing returns are going to make for a ridiculous grind to be competitive.
Maybe about the same as it is now for PvE. Once you account for base health and mitigation changes (which are larger than I thought), content difficulty might actually go down, but ultimately trials guilds will want people to minmax and have 2500+ CP.