You may not understand how this impacts an MMO. When you do group content, you don't grind CP 'just to get there', you do it to keep up with everyone else.No one is making you grind to 3600 CP and they already made it clear that the internal testing team cleared all current content without CP or at the current CP level( can't remember which) under the new system which means there is absolutely no reason to grind up to 3600 CP other than just to get there.
Personally, i like having a goal to work towards again. I was starting to get bored with a lack of progression.
No one is making you grind to 3600 CP and they already made it clear that the internal testing team cleared all current content without CP or at the current CP level( can't remember which) under the new system which means there is absolutely no reason to grind up to 3600 CP other than just to get there.
Personally, i like having a goal to work towards again. I was starting to get bored with a lack of progression.
You may not understand how this impacts an MMO. When you do group content, you don't grind CP 'just to get there', you do it to keep up with everyone else.No one is making you grind to 3600 CP and they already made it clear that the internal testing team cleared all current content without CP or at the current CP level( can't remember which) under the new system which means there is absolutely no reason to grind up to 3600 CP other than just to get there.
Personally, i like having a goal to work towards again. I was starting to get bored with a lack of progression.
Vertical progression in the new system continues up to around 2900cp (that's when you max out 4 slottables and unlock all passive bonuses), horizontal progression only starts after that (when you can start unlocking other slottable perks to switch around). When you PvP or try to get into a trial group, the grinding needed to be on par with 3600cp players will be insanely more than the grind needed to catch up to 810cp players.
Also, there is a difference between adding new goals to work towards, and taking away current accomplishments to make us re-grind the same bonuses but with less benefit. We lose the majority of passive perks that were always active in CP 1.0, only to re-earn the same perks with more CP spend needed (since they are linearly locked now) which only affect us if we use up 1 of our 4 perk slots for them. The relative benefit for regrinding CP is also less, as spending 150cp on Live got you 3960 Pen, 18,75% crit and 18.75% DoT damage, the same number of CP spent on the PTS gets you 1750 Pen, 10% crit, 10% DoT damage.
So CP 2.0 just devalues your CP, inflates the number of CP you need to grind, and restricts where you can spend them and how many you can even benefit from.
'You can do the content' and 'you can do the content as you did before' is a huge difference. Remember the naked dungeon stream with Gina Jess and Mike Finnigan? Yeah. They were doing the content. Naked. Slowly. They would get kicked from any group with that performance, yet they were 'doing the content'.It was already made clear that an internal team cleared all content without needing the CP. They also took a lot of the bonuses from gaining a CP level and just worked them in pre CP, from my understanding of what was said.You may not understand how this impacts an MMO. When you do group content, you don't grind CP 'just to get there', you do it to keep up with everyone else.No one is making you grind to 3600 CP and they already made it clear that the internal testing team cleared all current content without CP or at the current CP level( can't remember which) under the new system which means there is absolutely no reason to grind up to 3600 CP other than just to get there.
Personally, i like having a goal to work towards again. I was starting to get bored with a lack of progression.
Vertical progression in the new system continues up to around 2900cp (that's when you max out 4 slottables and unlock all passive bonuses), horizontal progression only starts after that (when you can start unlocking other slottable perks to switch around). When you PvP or try to get into a trial group, the grinding needed to be on par with 3600cp players will be insanely more than the grind needed to catch up to 810cp players.
Also, there is a difference between adding new goals to work towards, and taking away current accomplishments to make us re-grind the same bonuses but with less benefit. We lose the majority of passive perks that were always active in CP 1.0, only to re-earn the same perks with more CP spend needed (since they are linearly locked now) which only affect us if we use up 1 of our 4 perk slots for them. The relative benefit for regrinding CP is also less, as spending 150cp on Live got you 3960 Pen, 18,75% crit and 18.75% DoT damage, the same number of CP spent on the PTS gets you 1750 Pen, 10% crit, 10% DoT damage.
So CP 2.0 just devalues your CP, inflates the number of CP you need to grind, and restricts where you can spend them and how many you can even benefit from.
[...]
Honestly, the power creep needed a nerf it was getting ridiculous. People are hitting 100k DPS. 40k use to be elite end game not to long ago and we had a big pause in even having CP level increases. It should get knocked back down around 50-60k.[...]
In fact a lot of what is being done that end game players have an issue with are being done because of a toxic environment of exclusion created by end game players. The nerfs to DPS and companions are actually results of that toxicity, exclusions, and "your not good enough to play with us" mentality that has become more common in the end game community.
Honestly, the power creep needed a nerf it was getting ridiculous. People are hitting 100k DPS. 40k use to be elite end game not to long ago and we had a big pause in even having CP level increases.
Bolded the important parts here. As mentioned in my previous post, they said( Matt or Rich) they wanted to level the playing field a bit more because people were complaining about ever increasing social pressure to reach higher and higher numbers. Knocking the meta players down to a lower level is one way to accomplish that. No longer can a meta player say " You must be able to hit 70k DPS!" When they cant even hit 70k themselves. I am also not against end game players no longer being able to use DPS and a way to cheese themselves out of having to deal with mechanics. I have always been against cheesing my way out of mechanics as that is what adds flavor to boss fights rather than just a super HP mob that hits hard.'You can do the content' and 'you can do the content as you did before' is a huge difference. Remember the naked dungeon stream with Gina Jess and Mike Finnigan? Yeah. They were doing the content. Naked. Slowly. They would get kicked from any group with that performance, yet they were 'doing the content'.
I dont disagree that its a nerf, but that is the point to nerf as i mentioned above. Close that gap between casual players and elite players. I also find "getting back to where we was before" and "beating leaderboard" records to be irrelevant. Making the game enjoyable and playable for everyone is important. Leaderboard scores are just like a moving achievement. They are not important to the overall health of gameplay. Especially considering most of the player base doesn't even know the game has a leaderboard in the first place.[Just because content is technically complete-able doesn't mean that they didn't nerf the whole system into oblivion (that it won't take much longer to complete things, and that it won't take months of grinding to get to the same place you were the night before the patch). You can't claim that you can still do the same things you did before, while wanting a 50-60k nerf, lol. Otherwise we can all have fun with leaderboards, where the records the night before the new patch will stay the unbeatable records forever. The switching of raw stats from CP-levelups to player-levelups had nothing to do with the CP 2.0 revamp and could have easily been done within the current CP 1.0 system.
Don't know. Neither of us can predict what will happen under the new system. I do know that the end game players might want to start playing nice because as they keep excluding casuals from content, casuals are going to pressure the devs to create ways for the casuals to completely exclude the end gamers from their play and then its going to be the end gamers who feel excluded all the time.With cp 3600 players running around, will a cp 300 player have higher chances to get invited to a group than they had with cp 810 players? And it's usually the noobs that don't have nor ever will have max cp, so 3600 just creates an almost impossible-to-catch-up divide without hardcore grinding.
You missed the important bits. Like the fact that everything you're talking about (nerf dps, reduce difference between 0 cp and max CP players) has NOTHING to do with the CP 2.0 revamp. Literally nothing.Bolded the important parts here. As mentioned in my previous post, they said( Matt or Rich) they wanted to level the playing field a bit more because people were complaining about ever increasing social pressure to reach higher and higher numbers. Knocking the meta players down to a lower level is one way to accomplish that. No longer can a meta player say " You must be able to hit 70k DPS!" When they cant even hit 70k themselves. I am also not against end game players no longer being able to use DPS and a way to cheese themselves out of having to deal with mechanics. I have always been against cheesing my way out of mechanics as that is what adds flavor to boss fights rather than just a super HP mob that hits hard.'You can do the content' and 'you can do the content as you did before' is a huge difference. Remember the naked dungeon stream with Gina Jess and Mike Finnigan? Yeah. They were doing the content. Naked. Slowly. They would get kicked from any group with that performance, yet they were 'doing the content'.
I first experienced this in ESO running normal Darkshade Caverns II for the first time when i was i was expected to just heal everyone through the end boss damage instead of us just doing the actual mechanics. I understand that would have been a little more work for everyone else than just DPSing it down but it is A LOT more work for me to keep them all alive while they do. So it didn't make it better it just offloaded all their work on to me. I have been against the use of high DPS to avoid mechanics ever since.I dont disagree that its a nerf, but that is the point to nerf as i mentioned above. Close that gap between casual players and elite players. I also find "getting back to where we was before" and "beating leaderboard" records to be irrelevant. Making the game enjoyable and playable for everyone is important. Leaderboard scores are just like a moving achievement. They are not important to the overall health of gameplay. Especially considering most of the player base doesn't even know the game has a leaderboard in the first place.[Just because content is technically complete-able doesn't mean that they didn't nerf the whole system into oblivion (that it won't take much longer to complete things, and that it won't take months of grinding to get to the same place you were the night before the patch). You can't claim that you can still do the same things you did before, while wanting a 50-60k nerf, lol. Otherwise we can all have fun with leaderboards, where the records the night before the new patch will stay the unbeatable records forever. The switching of raw stats from CP-levelups to player-levelups had nothing to do with the CP 2.0 revamp and could have easily been done within the current CP 1.0 system.Don't know. Neither of us can predict what will happen under the new system. I do know that the end game players might want to start playing nice because as they keep excluding casuals from content, casuals are going to pressure the devs to create ways for the casuals to completely exclude the end gamers from their play and then its going to be the end gamers who feel excluded all the time.With cp 3600 players running around, will a cp 300 player have higher chances to get invited to a group than they had with cp 810 players? And it's usually the noobs that don't have nor ever will have max cp, so 3600 just creates an almost impossible-to-catch-up divide without hardcore grinding.
I do not see this change as the crisis you do. You obviously put more emphasis on end game competitive play than i do. So all you see is that it is resetting your level so to speak and you have put in more work now to hit the level you already were at before. I see it as the beginning of righting a wrong. We have two totally different perspectives on it.
Beginner friendly? I'm almost 4 years in this game and only 1338 CP...IntenseRenegader wrote: »ZOS YOU CANT MAKE PLAYERS GRIND OVER 2700 CP TO BE MIN MAXED IN THIS GAME.
THIS GOES AGAINST THE WHOLE STATEMENT THAT YOU WANTED CP TO BE MORE BEGINNER FRIENDLY
IntenseRenegader wrote: »ZOS YOU CANT MAKE PLAYERS GRIND OVER 2700 CP TO BE MIN MAXED IN THIS GAME.
THIS GOES AGAINST THE WHOLE STATEMENT THAT YOU WANTED CP TO BE MORE BEGINNER FRIENDLY
I am going to say this for a third time because you keep missing it. From Matt's ( or Rich's) mouth to my ears via twitch , they( the devs) wanted to close the gap between casual players and elite players. This is one way they are doing it by knocking back the power creep that has been occurring in the game. Another way they are addressing this issue is through the companion system. It is not the only purpose of these systems but it is one of issues they had in mind when developing them.You missed the important bits. Like the fact that everything you're talking about (nerf dps, reduce difference between 0 cp and max CP players) has NOTHING to do with the CP 2.0 revamp. Literally nothing.
People hated the old CP system and it wasn't a good system from any point of view. It did what they needed it to do with the tech they had at the time. But everyone wanted a new system. Most people were/are against anything you could call a CP 2.0 as people didn't enjoy the first version generally speaking.They could have adjusted values without changing the CP system entirely. Keep the same CP 810 system,
You might want watch some of the videos from the dev team. The old CP system required 30-40 checks every time you performed all but basic movement actions. The new system requires 12 checks. That reduces server load from these checks to a third of what they are now. That will greatly improve performance. I am not ignoring performance, it just isn't relevant because the new CP system improves performance.Even ignoring performance (as you don't seem to care about it),
Ive played with the new system on PTS you know. That isn't true at all. Only a min/maxer who is obsessed with having max bonuses all the time for every action would constantly need to micromanage their bars. A majority of players will fit their bar for what they generally plan on doing. I wouldn't be against having some preloaded bar swaps though. Maybe a future add to the system.the new system people will have to micromanage a 4-slot bar for all eternity, every time they talk to a merchant, or want to harvest/craft, or want to steal and pickpocket.
Nah, you don't. All current content can be completed as you are now. No need to grind a bunch of CP in order to complete the same content.Because the bonuses we had are being taken away, only to have to regrind them with much more CP requirement and have to manually enable bonuses 4 at one time.
I disagree. The new system:the new system is objectively worse in every aspect,
Lol Unbelievable. I'm going to repeat it for the third time then because you keep missing it.I am going to say this for a third time because you keep missing it. From Matt's ( or Rich's) mouth to my ears via twitch , they( the devs) wanted to close the gap between casual players and elite players. This is one way they are doing it by knocking back the power creep that has been occurring in the game. Another way they are addressing this issue is through the companion system. It is not the only purpose of these systems but it is one of issues they had in mind when developing them.You missed the important bits. Like the fact that everything you're talking about (nerf dps, reduce difference between 0 cp and max CP players) has NOTHING to do with the CP 2.0 revamp. Literally nothing.
'You might want to' read what I wrote, because obviously we were talking about combat performance and the effect CP has on players, not game performance.You might want watch some of the videos from the dev team. The old CP system required 30-40 checks every time you performed all but basic movement actions.
Every evidence points to you being wrong. What exactly do you base the assumption on that 'regular' players won't need to switch their slotted perks? Do you think 'regular' players don't use merchants? They don't Pickpocket? They don't loot Treasure Chests and don't craft? Because in the current system we had these passives always enabled; but the new system takes those away so we can only have 4 at a time. The green tree in particular shows how ridiculous this is - taking away progress we already had, to make us re-earn the same progress but never really enabled. What you call min-maxing is actually pretty common amongst gamers. It's called 'not wanting to be gimped'.That isn't true at all. Only a min/maxer who is obsessed with having max bonuses all the time for every action would constantly need to micromanage their bars. A majority of players will fit their bar for what they generally plan on doing. I wouldn't be against having some preloaded bar swaps though.
Again, proof needed please. CP 2.0 didnt even apply its bonuses properly last PTS patch (very reassuring about a system they are planning to release in weeks), so what do you base these claims on exactly? The devs telling you that they could still complete the same content doesn't mean you can complete the same content in the same time with the same ease. Adding 10 minutes extra to every trial and dungeon run for example is not the same.Nah, you don't. All current content can be completed as you are now. No need to grind a bunch of CP in order to complete the same content.
Most of those are wrong. So not much to see there. Here, I'll point them out the arguments and assumptions:I disagree. The new system:I see a lot of positives.
- Knocks back power creep
- Improves performance by reducing server load
- Gets rid of a lot of "stars" in the old tree that were not used,rarely used, etc.
- New stars are better at providing diversity and in general the new stars are more useful
- The entire layout is better than the old tree and makes a lot more sense than the old tree did.
- The new tree is easily( their words not mine) expandable, so they can add more stuff to it later.
Merlin13KAGL wrote: »The 'required' number keeps going up.
You don't have to have all the points to max your character. You have four slotable passive options only at any given time. You will still have the option to respec CP's @ 3k a pop to achieve other results.
Integral1900 wrote: »Also, why in the name of sanity is there an option to dump 100 points into getting better results from wood but none of the other materials! In the name of sanity, who has so many champion points spare that they want to get slightly more resins out of wood! 🤨
Two birds, one stone. But i disagree with this anyway. A lot of the power creep is a result of the old champion system.That has nothing to do with CP 2.0. Closing the gap between casuals is about 2 things: shift raw stat gain from CP-levelups to player-levelups, and reduce the stats that CP gives you. Neither of those things has anything to do with CP 2.0. Inflating CP to 3600, switching around the usefulness of blue/green/red points, adding linear locks, taking away QoL passives people had, is a SEPARATE change, and not necessary for the balancing change.
I addressed that as well, twice. It is still possible to do all content with the same amount of CP. The power creep issue has been, hopefully, fixed.You might want to' read what I wrote, because obviously we were talking about combat performance and the effect CP has on players, not game performance.
I don't find this to be near as big of an issue as you do. I wouldn't switch to my treasure perk every time i did a chest for example, only if i knew opening chests was going to be something i did often.Every evidence points to you being wrong. What exactly do you base the assumption on that 'regular' players won't need to switch their slotted perks? Do you think 'regular' players don't use merchants? They don't Pickpocket? They don't loot Treasure Chests and don't craft?
I didn't call it min-maxing, i was talking about min-maxers. It also doesn't gimp you. It is called a perk for a reason.What you call min-maxing is actually pretty common amongst gamers. It's called 'not wanting to be gimped'.
There is a reason why it is called a TEST server. It's not so you can test out changes for your builds. It so you can help find bugs and issues. The devs said, as i have said twice now, that an internal team could do all content without the new tree. I don't remember if they did a no CP run or if it was with current CP, but i know extra CP wasnt needed. If you want proof head over to twitch and watch the videos. Im not going to hunt it up for you. Its buried in hours of them talking about various things. It seems to me your complaint about this is not that you are afraid its not doable but you are afraid the game might be a little harder. I find that odd considering vet/elite players constantly are on every forum related to ESO complaining about it being to easy and not having enough challenging content.Again, proof needed please. CP 2.0 didnt even apply its bonuses properly last PTS patch (very reassuring about a system they are planning to release in weeks), so what do you base these claims on exactly?
I disagree. More was gained because there are far more options for any specific task. I just have to slot them now. So i get more bonuses for a task but i have to slot them instead of getting them added for spending X points. More benefit for more work. It is a tradeoff.In regards to non-combat however, we can obviously see that more is lost than gained. Nobody who took a look at the green tree can claim otherewise.
I disagree there are stars in the current tree that i can continuously pump points into to do more damage. That is power creep.Knocks back power creep - This is due to stat balancing, doesn't need a new CP system.
Those stars provide options to tailor the character for how you want to play it. Except instead of needing to do a remap of your points every time you want to change something for something you could just change a few stars out of the slots. Also gives even less reason to get to 3600CP and why there isnt going to be the huge difference between 0,810,3600 CP you think their is at end game. The new system is about making good choices, the old system was about just grind to max and wait for cap to be raised.Adds even more stars that will never be used, since there is a 4-slot limit on them now, and because the linear requirements force some stars to be taken to get to other stars,
if you nit pick it you could argue that but overall the stars are more useful. There are far more useful stars in these trees than the one on live.The stars are less useful because they give less for the same points.
So a constellation all based around a single theme is NOT more sensible to you? I don't even know what to say to that.You have subconstellations within 3 constellations now, rather than separate thematic constellations
From the impressions i got from the devs, the old CP system was not expandable at least not easily. And expanding it would have meant adding more checks.The current CP system could be expanded by adding new stars into the constellations, alongside the individual free stars we already have.
Well generally when i am evaluating something, i do it based off the information i get. It isn't a blind taste test we are doing. Why is this system better than the other one? It is not always obvious by looking at it because as players we don't have access to that info. I, think the system is better. It is not how i would have solved those problems but it is an improvement nonetheless.You seemed to focus a lot on 'in their words' and 'devs have said' and 'listen to the devs'.
Well generally when i am evaluating something, i do it based off the information i get. It isn't a blind taste test we are doing. Why is this system better than the other one? It is not always obvious by looking at it because as players we don't have access to that info. I, think the system is better. It is not how i would have solved those problems but it is an improvement nonetheless.You seemed to focus a lot on 'in their words' and 'devs have said' and 'listen to the devs'.
I think the system is better based on what they have said and on my experience with it on PTS.
FinrodMacBeorn wrote: »Well generally when i am evaluating something, i do it based off the information i get. It isn't a blind taste test we are doing. Why is this system better than the other one? It is not always obvious by looking at it because as players we don't have access to that info. I, think the system is better. It is not how i would have solved those problems but it is an improvement nonetheless.You seemed to focus a lot on 'in their words' and 'devs have said' and 'listen to the devs'.
I think the system is better based on what they have said and on my experience with it on PTS.
As dummies are bugged and - as they are not striking back - only of limited value anyhow, there are only few statements about real pve tests.
One healer stated that (with about 1200 cp) healing was ok in vCR, but he was so squishy that he even died from a glance of a lowly add - knowing vCR, that looks like a severe nerf which would hinder people to clear that content who now can do it without too much trouble. On the other hand, another person with about 1400 cp stated that, for him, vMSA was similar on pts and on life.
Therefore, could you please elaborate which content you have tested on PTS? I would really be interested in getting some first hand experience as I'll only jump onto pts once the EU copies are active.
Honestly, the power creep needed a nerf it was getting ridiculous. People are hitting 100k DPS. 40k use to be elite end game not to long ago and we had a big pause in even having CP level increases.
40k was elite on a 6mil dummy. 100k parses are being done on the trial (iron atro) dummy. They are not at all equivalent, and there is no mathematical way of converting one to the other without knowing every detail of the parse (nor would it be worth it to create the tool to do that). For what it's worth, 40k is still pretty elite on a 6mil, with truly elite players being able to crack 50k.
Has dps increased over time? Yes. Has it increased by a factor of 2.5 in recent memory, as these numbers suggest? Not at all.
Erm... no. You were able to spend up to 100 points in any star max, and the stats had diminishing returns so every subsequent point gave you less value. You could also only spend 810 cp in total. Compared to CP 2.0 which has NO diminishing returns, and scales up to 2900cp (you can keep dumping points into passive, no-need-to-slot perks).I disagree there are stars in the current tree that i can continuously pump points into to do more damage. That is power creep.Knocks back power creep - This is due to stat balancing, doesn't need a new CP system.
You didn't need to remap your points every time you wanted to do something, because you picked up many bonuses at no extra CP cost, and didn't need to play around with slotting / unslotting them. Now the same bonuses will need CP spent on them to unlock (not to mention CP spent on other stuff in the line just to get to them), and you'll have to slot them to even do anything. There is no 'choice', there will be a BiS setup in every scenario - or, if you're arguing that the slotting of perks is the choice people need to make, that just supports my argument that this turns the game into a min-max micromanage minigame (or essentially having to use Loadout Addons) that noobs won't be able to do, so it just widens the skill gap.Those stars provide options to tailor the character for how you want to play it. Except instead of needing to do a remap of your points every time you want to change something for something you could just change a few stars out of the slots. Also gives even less reason to get to 3600CP and why there isnt going to be the huge difference between 0,810,3600 CP you think their is at end game. The new system is about making good choices, the old system was about just grind to max and wait for cap to be raised.
... Read what I said maybe? A constellation based around a single theme WOULD be more sensible. But CP 2.0 is the opposite. Skyrim had linear perks (which is clearly the inspiration behind CP 2.0) but these were themed around the same thing. Even in CP 1.0 I had way more freedom to choose what I wanted if I wanted a theme.So a constellation all based around a single theme is NOT more sensible to you? I don't even know what to say to that.You have subconstellations within 3 constellations now, rather than separate thematic constellations
Again, citation needed Also, I don't care if you like the system. Just don't base that argument on fake claims, or on a false dichotomy as if it's only CP 2.0 or the old system with no other possibly better alternative - no, many games have solved the issues that you talk about in different ways, and ESO also had the potential to change for the better without introducing the slew of issues that CP 2.0 adds alongside the unrelated benefits.So far, from what i can tell, a majority of players are supportive of these changes.
FinrodMacBeorn wrote: »Well generally when i am evaluating something, i do it based off the information i get. It isn't a blind taste test we are doing. Why is this system better than the other one? It is not always obvious by looking at it because as players we don't have access to that info. I, think the system is better. It is not how i would have solved those problems but it is an improvement nonetheless.You seemed to focus a lot on 'in their words' and 'devs have said' and 'listen to the devs'.
I think the system is better based on what they have said and on my experience with it on PTS.
As dummies are bugged and - as they are not striking back - only of limited value anyhow, there are only few statements about real pve tests.
One healer stated that (with about 1200 cp) healing was ok in vCR, but he was so squishy that he even died from a glance of a lowly add - knowing vCR, that looks like a severe nerf which would hinder people to clear that content who now can do it without too much trouble. On the other hand, another person with about 1400 cp stated that, for him, vMSA was similar on pts and on life.
Therefore, could you please elaborate which content you have tested on PTS? I would really be interested in getting some first hand experience as I'll only jump onto pts once the EU copies are active.
I thought i had. Ive done several world bosses( i am about CP 900). Specifically the ones for leads for pale order and wild hunt rings( greenshade world bosses) and several in Deshaan and Rivenspire( set farming). I farm all these solo on both servers.
I also soloed nFG1 and nBC1 which i have both soloed recently on live. I have specifically picked things i have done recently on live so i can get a feel of the difference. I have not noticed a significant difference.
I should also note i am not a number cruncher, min/maxer, meta player, etc. I dont hit end game DPS numbers so your experience may vary depending on all that. The important take away, for me, is content i could solo before i can still solo now.
Edit: I also want to point out i have not done any group content, as a group, on PTS as it is typically late when i play on there and the population is very tiny even at peak.
Erm... no. You were able to spend up to 100 points in any star max, and the stats had diminishing returns so every subsequent point gave you less value. You could also only spend 810 cp in total. Compared to CP 2.0 which has NO diminishing returns, and scales up to 2900cp (you can keep dumping points into passive, no-need-to-slot perks).I disagree there are stars in the current tree that i can continuously pump points into to do more damage. That is power creep.Knocks back power creep - This is due to stat balancing, doesn't need a new CP system.You didn't need to remap your points every time you wanted to do something, because you picked up many bonuses at no extra CP cost, and didn't need to play around with slotting / unslotting them. Now the same bonuses will need CP spent on them to unlock (not to mention CP spent on other stuff in the line just to get to them), and you'll have to slot them to even do anything. There is no 'choice', there will be a BiS setup in every scenario - or, if you're arguing that the slotting of perks is the choice people need to make, that just supports my argument that this turns the game into a min-max micromanage minigame (or essentially having to use Loadout Addons) that noobs won't be able to do, so it just widens the skill gap.Those stars provide options to tailor the character for how you want to play it. Except instead of needing to do a remap of your points every time you want to change something for something you could just change a few stars out of the slots. Also gives even less reason to get to 3600CP and why there isnt going to be the huge difference between 0,810,3600 CP you think their is at end game. The new system is about making good choices, the old system was about just grind to max and wait for cap to be raised.
If you honestly think this is about making good choices (linear gating and predetermined paths say hi, choices, bye choices ), please go play some other games and see how people actually prevent power creep and how they manage actually impactful and useful choices. CP 2.0 isn't it.... Read what I said maybe? A constellation based around a single theme WOULD be more sensible. But CP 2.0 is the opposite. Skyrim had linear perks (which is clearly the inspiration behind CP 2.0) but these were themed around the same thing. Even in CP 1.0 I had way more freedom to choose what I wanted if I wanted a theme.So a constellation all based around a single theme is NOT more sensible to you? I don't even know what to say to that.You have subconstellations within 3 constellations now, rather than separate thematic constellations
In CP 2.0, the blue tree is healing, dps, and defense at the same time (greatly overvaluing one color of CP over the other two, extending how long it takes for new players to catch up to the performance of old players). It has 2 subconstellations, one for dps perks, one for defensive perks... but there are many dps perks and defensive perks outside of those subconstellations too. So the divisions are arbitrary; they make no sense. There is a Weapon and Spell damage perk in the main constellation, and a weapon and spell damage perk inside the subconstellation. Reduced damage taken from DoTs is in the main tree, reduces damage taken from Magical and Physical attacks is in the subconstellation. Healing perks don't have a subconstellation at all. Increases healing taken is in a subconstellation, but increases healing done is allowed to remain in the main tree. Just bizarre.
If you want a sensible division, check out Skyrim or this table I made:Again, citation needed Also, I don't care if you like the system. Just don't base that argument on fake claims, or on a false dichotomy as if it's only CP 2.0 or the old system with no other possibly better alternative - no, many games have solved the issues that you talk about in different ways, and ESO also had the potential to change for the better without introducing the slew of issues that CP 2.0 adds alongside the unrelated benefits.So far, from what i can tell, a majority of players are supportive of these changes.