Inventory micromanagement already is the most tedious part of ESO.not a fan of having to constantly swap my passives around every time I change activities, something I do about 4-6 times a day currently. Want to harvest, change loadout, want to farm chests, change loadout, want to pick pockets, change loadout, want to hunt, change loadout, want to craft, change loadout... Bleh.
green tree is the worst. they should really make most of the active ones passive.
only speed and sneak stuff and fall damage be active at worst. they kinda matter for pvp. but why are those in craft tree in the first place. they are thematically all fitness.
at best make them all passive. and give the green slots to blue and red. either 2/2. or make them purple accepting red or bkue stars.
played with cp3600 template. and only 4 stars feels strangulating. I do see the importance of limits and having to make choices. but only 4 feels really excessively limitating. to the point where spending time in cp screen makes one question if paying money to walk away that frustrated makes any sense at all.
6 for blue/red would still be limiting and require tough choices. but on a way more sane level.
only speed and sneak stuff and fall damage be active at worst. they kinda matter for pvp. but why are those in craft tree in the first place. they are thematically all fitness.
green tree is the worst. they should really make most of the active ones passive.
only speed and sneak stuff and fall damage be active at worst. they kinda matter for pvp. but why are those in craft tree in the first place. they are thematically all fitness.
at best make them all passive. and give the green slots to blue and red. either 2/2. or make them purple accepting red or bkue stars.
played with cp3600 template. and only 4 stars feels strangulating. I do see the importance of limits and having to make choices. but only 4 feels really excessively limitating. to the point where spending time in cp screen makes one question if paying money to walk away that frustrated makes any sense at all.
6 for blue/red would still be limiting and require tough choices. but on a way more sane level.
Green tree is going to be a slotting mini-game for me too (and a very tedious one at that).
I guess they have achieved something... in the current live version the CP UI is something I visit occasionally on some characters, with the inception of CP 2.0 it will be something I visit often on many characters.
Success?
THIS. At least for console release, a CP LOADOUT MANAGER IS REQUIRED.colossalvoids wrote: »They should implement loadouts and especially cp ones next, so consoles won't be left out.
spacefracking wrote: »New CP is way less micromanagement. I won't be asking what sets a tank is running to set my spell pen accurately anymore. I'll just be picking the max allowed by the much weakened CP system.
IMHO this point alone is incredibly BAD GAME DESIGN.An active for refining
tomofhyrule wrote: »I feel like the idea to just give all fo the green slots to red and blue isn't solving anything. Would I like to slot more power CPs? Yes. But then I don't need to make choices anymore since I can just get everything.
tomofhyrule wrote: »I feel like the idea behind this was not to micromanage it, it was to make you decide what you want to focus on.
It's really the game designers saying "Hey, we'll make it easy for you to get good fish or you can have it easy to get high quality stuff in chests! Which would you choose for your gameplay?" They have it set so you can switch whenever you want, depending on which direction you want to go.
It's the players that hear that and are saying "I need the fishing passive only when I'm fishing and the chest passive only when I'm looting chests and the..."
It just feel like it's designed that you need to make some sacrifices in your gameplay if you want certain passives, but the fact that it allows you to swap at will makes it so you can either play the 'let me swap my CP every three seconds' or the 'meh, I'm not fussed if I sacrifice a gold mat when refining' game.
I feel like the idea to just give all fo the green slots to red and blue isn't solving anything. Would I like to slot more power CPs? Yes. But then I don't need to make choices anymore since I can just get everything. And the devs' entire presentation about this was making choices. I still think we should have to make sacrifices in one place to get somewhere in another.
After all, if the game was only about getting everything and sacrificing nothing, why even bother giving us characters? Just open the game, there's a maxed-stats blank slate, and then we're all on the same level, right?