There are a lot of oversights with this new system, like the gutting of max resources previously given by putting CP in a color. However aside from performance which remains to be seen, one of the stated objectives of these changes was to counter power creep and the rift between new or casual players and long term compulsive min/max grinders. From what I am seeing, the opposite is true. It actually makes this probelm FAR worse?
The specific reason, is they moved all the defensive buffs (reduce direct damage, etc.) to the SAME tree ("blue tree") as all the offensive buffs.
What this effectively means is that new and casual players (even people who have ~1000 CP and were previously considered faily advanced progression-wise) now have to choose between offense and defense. Meanwhile, people who obsessively grind out 2000+ CP will be able to keep BOTH.
So for new players, you are basically taking a minimally filled out offensive OR defensive build up against a bunch of untouchable GODS who have maxed both offense AND defense which is now IMPOSSIBLE for most because of having to share blue points.
How are these type of balancing oversights able to make it through the spitballing stage? Do we not play this game, devs?
Why are all these useless things poured into the red tree, and why were defensives removed from there where they belong? (Red = health, duh.)
Also why is herb gathering speed an ACTIVE?!?