When I first logged in after U29 and mounted up I was like "hmm...slower, weird."
They didn't actually make mounts slower, though. Without taking the mounted speed CP (Gifted Rider), you are still just about at the same mounted speed as before:
115% base mount speed
30% (additive) from sprinting
60% (additive) from mount training
30% (multiplicative) from Major Gallop - now a permanent passive under Continuous Attack rather than an activated bonus from Rapid Maneuver (also a permanent buff with Adept Rider)
10% (multiplicative) from Gifted Rider CP - an entirely new mount speed bonus introduced with CP 2.0
ETA: The only thing they changed was Windrunning (2%) from CP 1.0. On a fully trained toon, a 2% percentage point difference (so 205% --> 207%) is a difference of less than 1% (i.e. not noticeable).
I think you are correct about most of these numbers but there is a difference in speed for sure. At a minimum, I do writs and/or daily dungeons on 5-13 toons a day and notice a distinct noticeable difference in mount speed, sprint speed, normal speed often. I think they are tweaking the base speed value in every maintenance at least. it goes from super fast to super slow to a little faster to slow again, they can't seem to decide. It seems like they should reduce the number of buffs to speed because can't make up their mind where the speed is correct, someone with all buffs is too fast and with no buffs too slow.
I'm with it the way it is. You should be rewarded for the time and effort you put in to the game.
Yeah, i don't consider these choices to be meaningful. And i really hate that i have put points into things i never would use to get to things i would. Why? Its not a skill/tech progression tree. Nothing on the route i have to take to get to the thing i want is related to the thing i want. It makes zero sense why i have to go through completely unrelated abilities and waste CP and then i have to slot the abilities i want to use. Its like salt in a wound.Feel like I'm being punished for playing too long.
Oh, is this the idea of 'meaningful choices' that mmo devs are determined to force upon the players?
When I first logged in after U29 and mounted up I was like "hmm...slower, weird."
They didn't actually make mounts slower, though. Without taking the mounted speed CP (Gifted Rider), you are still just about at the same mounted speed as before:
115% base mount speed
30% (additive) from sprinting
60% (additive) from mount training
30% (multiplicative) from Major Gallop - now a permanent passive under Continuous Attack rather than an activated bonus from Rapid Maneuver (also a permanent buff with Adept Rider)
10% (multiplicative) from Gifted Rider CP - an entirely new mount speed bonus introduced with CP 2.0
ETA: The only thing they changed was Windrunning (2%) from CP 1.0. On a fully trained toon, a 2% percentage point difference (so 205% --> 207%) is a difference of less than 1% (i.e. not noticeable).
I think you are correct about most of these numbers but there is a difference in speed for sure. At a minimum, I do writs and/or daily dungeons on 5-13 toons a day and notice a distinct noticeable difference in mount speed, sprint speed, normal speed often. I think they are tweaking the base speed value in every maintenance at least. it goes from super fast to super slow to a little faster to slow again, they can't seem to decide. It seems like they should reduce the number of buffs to speed because can't make up their mind where the speed is correct, someone with all buffs is too fast and with no buffs too slow.
It's easy to measure speed on PC/Mac with Fyrakin's minimap. (Other add-ons may do this as well.) While add-ons are of course not available on console, I sincerely doubt they're tweaking console speeds every patch when they're not tweaking PC/Mac speeds. There just wouldn't seem to be a point.
That said, there is some natural variation in movement and mounted speed and in our perception of it.
Smaller toons seem like they move faster because they are smaller. In reality toons of all sizes move at the same actual speed as long as they have the same buffs. This is measurable.
Another issue is that toons and mounts easily get hung up on terrain irregularities, so speeds are constantly vascillating around the calculated speed. Hitting an invisible terrain bump can make your mount slow down by a very noticeable amount until it recovers. Likewise, with this Steed's Blessing passive, all my toons get bumped up in the air as they run along the platform outside the Mages Guild in Rawl'kha. They aren't jumping -- they're just running and get thrown up in the air a bit for funsies due to something in the terrain and the game engine's physics.
It's also possible to go faster than the nominal speeds by jumping or (on a mount in keyboard mode) reapplying sprint every few seconds.
A speed monitor like the one with the minimap add-on will show you that the movement/mounted speed is never perfectly stable, so it could be a combination of these natural variations that you're noticing.
Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.i dont understand why the slottables in red and blue a accepted under the premise of character building but the green slottables are not.
for me its the same and it works in the whole new concept of cp 2.0. thief type, gatherer type, sustaining type, money type or a mix of the lot.
i guess the reason for the outcry about the green tree is because all of them seem worth to slot, so im my eyes its actually a good tree. the player must choose, calculate the ROI if you want.
If people feel the need to change the slots before they do a certain activity they just see the possible reward of having this active slot, but dont want to bear the investmentcost of changing the slot itself.
i feel like if someone says "well duuhhh, i have to change the blue active slot before i flank an enemy this is not a good system, because if the mob turns arround i have to change the slot again because its now useless" this would be shrugged upon, since you decide beforehand what type you are.
i do not think its a perfect system and they should put some more work into it, but it works fine as a concept and its strictly followed. what i mean by that is that the design of having to slot certain stars is a good implementation, brings the range of playerpower closer together between 300 CP and 1700 CPs. this design is rightfully adapted into the green tree as well, sure green does not impact combat, but the whole concept is to have to make choices on what you want your character to be.
In german we have the phrase of the "eierlegende Wollmilchsau" which (egglaying woolmilkpig) meaning someone/something that can do it all without any downside. the green CP dont allow you to be the eierlegende Wollmilchsau, and thats a good choice in my opinion
Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.
Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.i dont understand why the slottables in red and blue a accepted under the premise of character building but the green slottables are not.
for me its the same and it works in the whole new concept of cp 2.0. thief type, gatherer type, sustaining type, money type or a mix of the lot.
i guess the reason for the outcry about the green tree is because all of them seem worth to slot, so im my eyes its actually a good tree. the player must choose, calculate the ROI if you want.
If people feel the need to change the slots before they do a certain activity they just see the possible reward of having this active slot, but dont want to bear the investmentcost of changing the slot itself.
i feel like if someone says "well duuhhh, i have to change the blue active slot before i flank an enemy this is not a good system, because if the mob turns arround i have to change the slot again because its now useless" this would be shrugged upon, since you decide beforehand what type you are.
i do not think its a perfect system and they should put some more work into it, but it works fine as a concept and its strictly followed. what i mean by that is that the design of having to slot certain stars is a good implementation, brings the range of playerpower closer together between 300 CP and 1700 CPs. this design is rightfully adapted into the green tree as well, sure green does not impact combat, but the whole concept is to have to make choices on what you want your character to be.
In german we have the phrase of the "eierlegende Wollmilchsau" which (egglaying woolmilkpig) meaning someone/something that can do it all without any downside. the green CP dont allow you to be the eierlegende Wollmilchsau, and thats a good choice in my opinion
Also many of the carryovers from CP 1.0 in this tree were not only passive but free. So i am being punished twice for having plentiful harvest for example. Now i have to pay for it AND slot it. Any time i leave the city i have to have the gathering ones slotted because i gather nodes on all my characters when i run by them. I also need to have homemaker slotted because i also loot containers while i am out and about.
I have 3 mandatory slots right there. I don't find having 1 active slot and a bunch of passives i don't find that useful and can live without to be about choices. It actually restricts my choices and forces me into a singular playstyle. I am never going to explore other options on the green tree because the most important and used stars on the tree are considered mandatory for anyone who gathers, crafts, and/or trades. That is not more choice, that is less choice under the facade of freedom of choice.
The system is ok when it comes to combat because then you choose how to build your character and you play that "style" until you want to try a different style. With the craft tree you are being penalized for your style being gatherer/crafter and most of us have a main crafter/gather. Mine sacrifices combat abilities to be more efficient at gathering and crafting but this actually makes that playstyle a PITA.
DreadDaedroth wrote: »And un nerf the reduced gold from chests and similar stuff made up with new CPs.
Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.i dont understand why the slottables in red and blue a accepted under the premise of character building but the green slottables are not.
for me its the same and it works in the whole new concept of cp 2.0. thief type, gatherer type, sustaining type, money type or a mix of the lot.
i guess the reason for the outcry about the green tree is because all of them seem worth to slot, so im my eyes its actually a good tree. the player must choose, calculate the ROI if you want.
If people feel the need to change the slots before they do a certain activity they just see the possible reward of having this active slot, but dont want to bear the investmentcost of changing the slot itself.
i feel like if someone says "well duuhhh, i have to change the blue active slot before i flank an enemy this is not a good system, because if the mob turns arround i have to change the slot again because its now useless" this would be shrugged upon, since you decide beforehand what type you are.
i do not think its a perfect system and they should put some more work into it, but it works fine as a concept and its strictly followed. what i mean by that is that the design of having to slot certain stars is a good implementation, brings the range of playerpower closer together between 300 CP and 1700 CPs. this design is rightfully adapted into the green tree as well, sure green does not impact combat, but the whole concept is to have to make choices on what you want your character to be.
In german we have the phrase of the "eierlegende Wollmilchsau" which (egglaying woolmilkpig) meaning someone/something that can do it all without any downside. the green CP dont allow you to be the eierlegende Wollmilchsau, and thats a good choice in my opinion
Also many of the carryovers from CP 1.0 in this tree were not only passive but free. So i am being punished twice for having plentiful harvest for example. Now i have to pay for it AND slot it. Any time i leave the city i have to have the gathering ones slotted because i gather nodes on all my characters when i run by them. I also need to have homemaker slotted because i also loot containers while i am out and about.
I have 3 mandatory slots right there. I don't find having 1 active slot and a bunch of passives i don't find that useful and can live without to be about choices. It actually restricts my choices and forces me into a singular playstyle. I am never going to explore other options on the green tree because the most important and used stars on the tree are considered mandatory for anyone who gathers, crafts, and/or trades. That is not more choice, that is less choice under the facade of freedom of choice.
The system is ok when it comes to combat because then you choose how to build your character and you play that "style" until you want to try a different style. With the craft tree you are being penalized for your style being gatherer/crafter and most of us have a main crafter/gather. Mine sacrifices combat abilities to be more efficient at gathering and crafting but this actually makes that playstyle a PITA.
and that is what i mean with ROI (Return Of Interest). you want the reward of plentiful harvest but you are not willing to pay the interest i.e. having it slotted permanently like me or investing 3k everytime you walk by a flower and feel the need to change it.
Again i stand by the fact, build the type of character you want (be it flanking in blue or be it plentiful harvest in green) and stick with it. If you feel the need to change it every 30 seconds, well pay the cost for it. it a meaningfull choice and you have to bear the consequences.
your character sacrifices combat abilities to be more efficient at gathering and crafting? you meen the falldmg? or what?
I slot what's important to me and leave the rest. Do I care about optimizing every act of flower picking, chest opening or jewelry deconstruction? No.
I can live with technical limitations like ZOS not wanting the servers to calculate the math for tons of passives on every player.
And if everything was a passive, there would be so much more pressure to keep grinding more CP to fill them and the end point would be so far away.
Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.i dont understand why the slottables in red and blue a accepted under the premise of character building but the green slottables are not.
for me its the same and it works in the whole new concept of cp 2.0. thief type, gatherer type, sustaining type, money type or a mix of the lot.
i guess the reason for the outcry about the green tree is because all of them seem worth to slot, so im my eyes its actually a good tree. the player must choose, calculate the ROI if you want.
If people feel the need to change the slots before they do a certain activity they just see the possible reward of having this active slot, but dont want to bear the investmentcost of changing the slot itself.
i feel like if someone says "well duuhhh, i have to change the blue active slot before i flank an enemy this is not a good system, because if the mob turns arround i have to change the slot again because its now useless" this would be shrugged upon, since you decide beforehand what type you are.
i do not think its a perfect system and they should put some more work into it, but it works fine as a concept and its strictly followed. what i mean by that is that the design of having to slot certain stars is a good implementation, brings the range of playerpower closer together between 300 CP and 1700 CPs. this design is rightfully adapted into the green tree as well, sure green does not impact combat, but the whole concept is to have to make choices on what you want your character to be.
In german we have the phrase of the "eierlegende Wollmilchsau" which (egglaying woolmilkpig) meaning someone/something that can do it all without any downside. the green CP dont allow you to be the eierlegende Wollmilchsau, and thats a good choice in my opinion
Also many of the carryovers from CP 1.0 in this tree were not only passive but free. So i am being punished twice for having plentiful harvest for example. Now i have to pay for it AND slot it. Any time i leave the city i have to have the gathering ones slotted because i gather nodes on all my characters when i run by them. I also need to have homemaker slotted because i also loot containers while i am out and about.
I have 3 mandatory slots right there. I don't find having 1 active slot and a bunch of passives i don't find that useful and can live without to be about choices. It actually restricts my choices and forces me into a singular playstyle. I am never going to explore other options on the green tree because the most important and used stars on the tree are considered mandatory for anyone who gathers, crafts, and/or trades. That is not more choice, that is less choice under the facade of freedom of choice.
The system is ok when it comes to combat because then you choose how to build your character and you play that "style" until you want to try a different style. With the craft tree you are being penalized for your style being gatherer/crafter and most of us have a main crafter/gather. Mine sacrifices combat abilities to be more efficient at gathering and crafting but this actually makes that playstyle a PITA.
and that is what i mean with ROI (Return Of Interest). you want the reward of plentiful harvest but you are not willing to pay the interest i.e. having it slotted permanently like me or investing 3k everytime you walk by a flower and feel the need to change it.
Again i stand by the fact, build the type of character you want (be it flanking in blue or be it plentiful harvest in green) and stick with it. If you feel the need to change it every 30 seconds, well pay the cost for it. it a meaningfull choice and you have to bear the consequences.
your character sacrifices combat abilities to be more efficient at gathering and crafting? you meen the falldmg? or what?
If you feel the need to change it every 30 seconds, well pay the cost for it. it a meaningfull choice and you have to bear the consequences.Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.i dont understand why the slottables in red and blue a accepted under the premise of character building but the green slottables are not.
for me its the same and it works in the whole new concept of cp 2.0. thief type, gatherer type, sustaining type, money type or a mix of the lot.
i guess the reason for the outcry about the green tree is because all of them seem worth to slot, so im my eyes its actually a good tree. the player must choose, calculate the ROI if you want.
If people feel the need to change the slots before they do a certain activity they just see the possible reward of having this active slot, but dont want to bear the investmentcost of changing the slot itself.
i feel like if someone says "well duuhhh, i have to change the blue active slot before i flank an enemy this is not a good system, because if the mob turns arround i have to change the slot again because its now useless" this would be shrugged upon, since you decide beforehand what type you are.
i do not think its a perfect system and they should put some more work into it, but it works fine as a concept and its strictly followed. what i mean by that is that the design of having to slot certain stars is a good implementation, brings the range of playerpower closer together between 300 CP and 1700 CPs. this design is rightfully adapted into the green tree as well, sure green does not impact combat, but the whole concept is to have to make choices on what you want your character to be.
In german we have the phrase of the "eierlegende Wollmilchsau" which (egglaying woolmilkpig) meaning someone/something that can do it all without any downside. the green CP dont allow you to be the eierlegende Wollmilchsau, and thats a good choice in my opinion
Also many of the carryovers from CP 1.0 in this tree were not only passive but free. So i am being punished twice for having plentiful harvest for example. Now i have to pay for it AND slot it. Any time i leave the city i have to have the gathering ones slotted because i gather nodes on all my characters when i run by them. I also need to have homemaker slotted because i also loot containers while i am out and about.
I have 3 mandatory slots right there. I don't find having 1 active slot and a bunch of passives i don't find that useful and can live without to be about choices. It actually restricts my choices and forces me into a singular playstyle. I am never going to explore other options on the green tree because the most important and used stars on the tree are considered mandatory for anyone who gathers, crafts, and/or trades. That is not more choice, that is less choice under the facade of freedom of choice.
The system is ok when it comes to combat because then you choose how to build your character and you play that "style" until you want to try a different style. With the craft tree you are being penalized for your style being gatherer/crafter and most of us have a main crafter/gather. Mine sacrifices combat abilities to be more efficient at gathering and crafting but this actually makes that playstyle a PITA.
Because red and blue impact combat and people generally set their characters up for one combat playstyle or rarely change combat playstyles. Whereas when it comes to non combat activities, a lot of us do that on a single character while our combat focused characters tend to do very little of it. I don't run around on character A and do treasure maps and then hop on character B and do gathering, and then hop on character C and do fishing.i dont understand why the slottables in red and blue a accepted under the premise of character building but the green slottables are not.
for me its the same and it works in the whole new concept of cp 2.0. thief type, gatherer type, sustaining type, money type or a mix of the lot.
i guess the reason for the outcry about the green tree is because all of them seem worth to slot, so im my eyes its actually a good tree. the player must choose, calculate the ROI if you want.
If people feel the need to change the slots before they do a certain activity they just see the possible reward of having this active slot, but dont want to bear the investmentcost of changing the slot itself.
i feel like if someone says "well duuhhh, i have to change the blue active slot before i flank an enemy this is not a good system, because if the mob turns arround i have to change the slot again because its now useless" this would be shrugged upon, since you decide beforehand what type you are.
i do not think its a perfect system and they should put some more work into it, but it works fine as a concept and its strictly followed. what i mean by that is that the design of having to slot certain stars is a good implementation, brings the range of playerpower closer together between 300 CP and 1700 CPs. this design is rightfully adapted into the green tree as well, sure green does not impact combat, but the whole concept is to have to make choices on what you want your character to be.
In german we have the phrase of the "eierlegende Wollmilchsau" which (egglaying woolmilkpig) meaning someone/something that can do it all without any downside. the green CP dont allow you to be the eierlegende Wollmilchsau, and thats a good choice in my opinion
Also many of the carryovers from CP 1.0 in this tree were not only passive but free. So i am being punished twice for having plentiful harvest for example. Now i have to pay for it AND slot it. Any time i leave the city i have to have the gathering ones slotted because i gather nodes on all my characters when i run by them. I also need to have homemaker slotted because i also loot containers while i am out and about.
I have 3 mandatory slots right there. I don't find having 1 active slot and a bunch of passives i don't find that useful and can live without to be about choices. It actually restricts my choices and forces me into a singular playstyle. I am never going to explore other options on the green tree because the most important and used stars on the tree are considered mandatory for anyone who gathers, crafts, and/or trades. That is not more choice, that is less choice under the facade of freedom of choice.
The system is ok when it comes to combat because then you choose how to build your character and you play that "style" until you want to try a different style. With the craft tree you are being penalized for your style being gatherer/crafter and most of us have a main crafter/gather. Mine sacrifices combat abilities to be more efficient at gathering and crafting but this actually makes that playstyle a PITA.
and that is what i mean with ROI (Return Of Interest). you want the reward of plentiful harvest but you are not willing to pay the interest i.e. having it slotted permanently like me or investing 3k everytime you walk by a flower and feel the need to change it.
Again i stand by the fact, build the type of character you want (be it flanking in blue or be it plentiful harvest in green) and stick with it. If you feel the need to change it every 30 seconds, well pay the cost for it. it a meaningfull choice and you have to bear the consequences.
your character sacrifices combat abilities to be more efficient at gathering and crafting? you meen the falldmg? or what?
You are missing the point here. Because that is considered a mandatory slot by most crafters and gathers, it's not about giving us options and making good choices. Many of us consider plentiful harvest to be a requirement when we are out like trial players require good food to be a requirement. So there is no consideration there. It is a "must have". Now we are just swapping a slots a lot which defeats another purpose of CP 2.0 and that is to reduce server load. We are creating extra load with a tedious mechanic that adds nothing of value to gameplay and takes away choices not provides more. It is the opposite of every goal they said they wanted out of CP 2.0.