well actually i think their is not enough passives, and way to many slottables...
if you look for example at the craft tree u have like 16 you can slot but only like 4 passives
well actually i think their is not enough passives, and way to many slottables...
if you look for example at the craft tree u have like 16 you can slot but only like 4 passives
Fishing hole runs out, move to the next one, oh wait there is a chest gotta change my active CP, or wait there's a resource node, gotta change again, now at the next fishing hole, gotta change again.
I feel like the always active passives are a major oversight... They stated in the livestream that you'll only need 1200 and that any point above will only contribute to your ability to change your skill bar on the go.
It all seems very contradictory to what the devs actually explained.
FrancisCrawford wrote: »I feel like the always active passives are a major oversight... They stated in the livestream that you'll only need 1200 and that any point above will only contribute to your ability to change your skill bar on the go.
It all seems very contradictory to what the devs actually explained.
That's massively false in the case of the blue tree.
well actually i think their is not enough passives, and way to many slottables...
if you look for example at the craft tree u have like 16 you can slot but only like 4 passives
I'm quite certain they are referring to the system as a whole and not just the green tree.well actually i think their is not enough passives, and way to many slottables...
if you look for example at the craft tree u have like 16 you can slot but only like 4 passives
As per the title , and as several others have indicated, the passive bonuses for basically grinding your life out are way too powerful.
well actually i think their is not enough passives, and way to many slottables...
if you look for example at the craft tree u have like 16 you can slot but only like 4 passives
SeaUnicorn wrote: »Keep in mind that reducing the strength of passive CP may result in some end game content that was designed around old CP character strength unclearable. I would much rather see lower cost on passive CP, so they all add up to about 800 CP and higher cost on slottables as 100 each, so that with more CP you actually unlock more slottables for convenience, not forced to grind 2400 CP just to be able to compete with other high CP players.
thedoodle_90 wrote: »The easiest fix would simply be lower the cost of the passives. So people can cap them and move on to the slottables.
Make the purple constellations exclusive, so you can only have one, and this "problem" is fixed.
Make the purple constellations exclusive, so you can only have one, and this "problem" is fixed.
It would just turn Tanks on the short end of the stick again. Tanks would have to skill defense and would have little option to spec as DDs easily. If you want them to be mutual exclusive just make them a slotable and have players to choose one at a time with both being available.
Make the purple constellations exclusive, so you can only have one, and this "problem" is fixed.
It would just turn Tanks on the short end of the stick again. Tanks would have to skill defense and would have little option to spec as DDs easily. If you want them to be mutual exclusive just make them a slotable and have players to choose one at a time with both being available.
Yes. If you put mitigation, healing and damage all in the same tree this is going to be an issue, no matter what you do. Let's be realistic, most people aren't going to have enough CP to fill out mitigations passives and damage passives and have 4 tanking slotables and 4 damage slotables so they can hot swap between DD and tanking.
Make the purple constellations exclusive, so you can only have one, and this "problem" is fixed.
It would just turn Tanks on the short end of the stick again. Tanks would have to skill defense and would have little option to spec as DDs easily. If you want them to be mutual exclusive just make them a slotable and have players to choose one at a time with both being available.
Yes. If you put mitigation, healing and damage all in the same tree this is going to be an issue, no matter what you do. Let's be realistic, most people aren't going to have enough CP to fill out mitigations passives and damage passives and have 4 tanking slotables and 4 damage slotables so they can hot swap between DD and tanking.
Which would still not be an argument against having a better mututal exclusive way.
An edge is still an edge, no matter what way you slice it. For example, more mitigation allows you to play riskier, potentially meaning that your DPS goes up when you don't have to worry as much about incoming damage. Rather than, for example, the first Dawnbringer runs where people went full Iceheart.10% healing taken is nice, 10% extra mitigation is nice, but it's not huge. even score pushers groups are only going to care about raw dps + trial log performance.
That mitigation and incoming healing only matters IF you're dying a lot AND that CP will stop you from dying a lot. I promise you if you can get into TTT or IR groups now, these CP changes are not going to change that. If you can't get into them because your dps is too low then getting 1600cp isn't going to change that.