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champ 2.0 highlighted complaints

SeaArcanist
SeaArcanist
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the green tree is defiantly not working. it combines necessities with choice. and puts all the good stuff near the top. so you;re forced to gain a very high level before you benefit from the green champ tree. and even then, you gotta swap it out between activites. it's VERY annoying and not player friendly.

The champ system is suppose to be benefits, NOT necessities. you took away some of our mount speed buffs and now they are a necessity within the green tree. so of course we're forced to slot it, as opposed to using that slot for what we want, and thats just one flaw!

rest is mostly opinionated, like i hate the warfare tree. it promotes grinding. the new system in general promotes grinding for levels.

there's no more "progression" to it either. like you use to be able to invest 2-3 points and notice change. now you gotta invest a full blown 100 or 30 points at a time before you notice change. i dont like it from an rpg perspective.

i also hate the non slottable passives. why give slottable passive, then add nearly as many non slottables that are auto applied?! doesnt it defeat the entire concept of having a slottable champ system to begin with?

then finally percentiles. omg, they bragged about getting rid of percentiles and reapplying the mas flat values.. and what is 2.0 covered head to toe with? PERCENTILES! WHAT?! WHY?! i thoug- weren't you getting rid of th-.. whatever...

EDIT

I forgot to mention "trailing" in 2.0, which only exists to padd out the game, and make champion level grinding last longer.. in 1.0 you put points wherever you wanted form the get go. here, you gotta invest 15-30 points at a time between nodes just to climb to the node you want. why is that a thing? is that just to padd out the game and make you get more levels? it seems like it. there's no real reason for the spider web..
Edited by SeaArcanist on March 20, 2021 1:17AM
  • oddbasket
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    CP 2.0 brought about new QOL improvements which somewhat rekindled my interest in overland PVE/questing.... unfortunately, this QOL improvements are locked behind CP and some makes little sense to be an either or affair. Furthermore, these QOL improvements are achievable by the time most players are done with the PVE content, some even multiple times over and are not easily accessible by new players who haven't already invested a tremendous amount of time into the game.
  • SeaArcanist
    SeaArcanist
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    oddbasket wrote: »
    CP 2.0 brought about new QOL improvements which somewhat rekindled my interest in overland PVE/questing.... unfortunately, this QOL improvements are locked behind CP and some makes little sense to be an either or affair. Furthermore, these QOL improvements are achievable by the time most players are done with the PVE content, some even multiple times over and are not easily accessible by new players who haven't already invested a tremendous amount of time into the game.

    I know right, by the time you get what you want out of the game the journey is over. New players wont get to experience the game having played the way they wanted.
  • Ceejengine
    Ceejengine
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    My complaints;

    1.) Finding nodes is a nightmare. The names of the stars need to appear underneath the star always. No mousing over to learn names. If nothing else ever gets fixed, this is the one that MUST happen.

    2.)The branches are non-sensical across all 3 trees. You have a base node that unlocks an unrelated node that unlocks a node that is vaguely linked to the first one. Create cohesive trees that award more powerful bonuses the more you invest in them.

    3.) Craft feels like an alpha-grade rough draft that was shoved into live. I honestly believe it needs a nearly complete revamp. It's the only time I've said "That makes no f*'in sense."

    4.) Need more vertical progression. I personally think the stat stars should be super condensed and more interesting stars be added. But as is, you have really stupid gates to necessary power. If the bra ches are streamlined, I think this issue naturally disappears.

    I want to state very clearly I LOVE CP 2.0. It's not complete, its not perfect, but it has so much promise.

    CP 2.0 reminds me of when I played beta, then came back later once One Tamriel came out.

    Ask anyone, beta was rough. I ended up dropping the game when Vet levels came out and you essentially needed to grind full zone clears to wear the best gear. Craglorn was a nightmare.

    But then they put out One Tamriel and it skyrocketed the game into the #1 most fun MMO.

    I see current CP 2.0 as late stage early Craglorn Era ESO. It's there, the bones are there. It just needs refinement and in time its going to be great.
    Edited by Ceejengine on March 20, 2021 4:58AM
  • ThorianB
    ThorianB
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    you took away some of our mount speed buffs and now they are a necessity within the green tree. so of course we're forced to slot it, as opposed to using that slot for what we want, and thats just one flaw!

    If you are talking about the mount speed buff of rapid maneuvers it is now part of a passive in the same skill line. continuous attack i think is the passive. Unfortunately, you can't turn it off now so you ride everywhere at 90% speed plus CP speed increases. This makes it easy to overshoot targets.

    I hate almost everything about the green tree.
  • LalMirchi
    LalMirchi
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    The Green Tree is certainly in need of a review by the devs.
  • GenjiraX
    GenjiraX
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    I do feel as if they've simply stretched the perks over a greater progress time (higher champion points) rather than putting in any effort to imagine new and interesting perks. That's disappointing.

    This new fast travel thing to go inside or outside your home is nice but I think it should have been added as a perk for unlocking Wayfarer, which otherwise seems pretty useless to me, assuming I understand it correctly (reducing the cost to travel to a Wayshrine, which I don't think I've ever paid).
  • spoqster
    spoqster
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    There are few big issues with CP 2.0.

    First of all the green tree isn't working at all. I made a separate post about this here: https://forums.elderscrollsonline.com/en/discussion/566160/a-tale-of-green-slottables

    On top of that it's still too vertical. In my personal they should have just removed all combat-relevant perks from the cp tree altogether and just blow up the green tree with passives from these skill trees:
    • Thieves Guild
    • Dark Brotherhood
    • Legerdemain
    • Scrying
    • Excavation

    On top of that - but that's me being radical - they should have moved all the crafting to the cp system, so that it's account-wide rather than character bound. It would be such a massive quality of life improvement if we didn't have to relog to our "crafters" anymore to craft or decon stuff.
  • Katahdin
    Katahdin
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    I agree with everything except the comments on non slottables.
    I rejoice when I can put points into something I dont need to slot because 4 is just too limiting, especially for the green tree.

    Now I have to stop and respec champion points every time I come across a node, a chest or if I decide I want to pickpocket an NPC whereas before I just had to respec for switching between PVE, Trials, PVP.

    I hate the green tree and I feel its just too limiting with just 4 slots and will result in constant respeccing which is going to be very very annoying

    This is definitely a case of be careful what you ask for.
    Beta tester November 2013
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