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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
There is the problem you people are having, imo. You keep on comparing the old CP system to the new one and counting all the percentages you are now missing and what not. Why would you do that though? This is a big rework, it was obvious from the start that we would lose some things and gain some other things. You should accept that the system has changed. ZOS wanted to change it, they wanted slots, needed slots really. So now we have slots. And it is okay to suggest ways to change the current system to make people happier, of course. But I don't think it makes sense to request to essentially just go to back to the old system. It won't happen anyways.
Honestly, I'm not sure how the decisions were made on which passives became slotables. But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
There is the problem you people are having, imo. You keep on comparing the old CP system to the new one and counting all the percentages you are now missing and what not. Why would you do that though? This is a big rework, it was obvious from the start that we would lose some things and gain some other things. You should accept that the system has changed. ZOS wanted to change it, they wanted slots, needed slots really. So now we have slots. And it is okay to suggest ways to change the current system to make people happier, of course. But I don't think it makes sense to request to essentially just go to back to the old system. It won't happen anyways.
Honestly, I'm not sure how the decisions were made on which passives became slotables. But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
There is the problem you people are having, imo. You keep on comparing the old CP system to the new one and counting all the percentages you are now missing and what not. Why would you do that though? This is a big rework, it was obvious from the start that we would lose some things and gain some other things. You should accept that the system has changed. ZOS wanted to change it, they wanted slots, needed slots really. So now we have slots. And it is okay to suggest ways to change the current system to make people happier, of course. But I don't think it makes sense to request to essentially just go to back to the old system. It won't happen anyways.
Honestly, I'm not sure how the decisions were made on which passives became slotables. But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
I can compare it if I want to. no laws against it. And I can judge for myself if changes introduced by any game dev make sense to me. And whether they are fun, meaningful and engaging or not. And depending on the results of such thought processes decide if I want to keep on contributing to the salaries of whoever is in charge.
And I sure aint willing to do that. no cp scaling kick in the teeth was death of me buying pre-order full price and keeping eso+.
This green tree mess won't even make me buy chapter at 50% off.... gives them some time to fix it before those sales happen...
Oh, and please dont give me the server load excuse. Compared to the millions of calculations that have to be made for combat. green tree stuff isn't even a drop on a hot stone. any of that just happens way to unfrequently to matter.
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
There is the problem you people are having, imo. You keep on comparing the old CP system to the new one and counting all the percentages you are now missing and what not. Why would you do that though? This is a big rework, it was obvious from the start that we would lose some things and gain some other things. You should accept that the system has changed. ZOS wanted to change it, they wanted slots, needed slots really. So now we have slots. And it is okay to suggest ways to change the current system to make people happier, of course. But I don't think it makes sense to request to essentially just go to back to the old system. It won't happen anyways.
Honestly, I'm not sure how the decisions were made on which passives became slotables. But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
You know what they call it when you use to have something in a game but it gets taken away from you in an update? A nerf. Our free passives for reaching CP XXX were taken away and now:
* They are gated behind other stars that we are forced to put CP into.
* Require a lot of CP
* Required to be slotted.
That is a major nerf but you are trying to convince us it doesn't matter because we didn't lose anything. We lost a lot, actually.
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.
I actually do have an addon that shows the speed on the screen but haven't written down the numbers. I'll have to do that to see if it is just perception. I agree there is an insane number of place that knock horse and toon out of sprint. Can't believe you can literally run through other players even in PVP but a tiny pebble on the ground will knock your horse off balance. Oh and what I hate even more is some archways literally knock you off your horse for no reason.
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.
I actually do have an addon that shows the speed on the screen but haven't written down the numbers. I'll have to do that to see if it is just perception. I agree there is an insane number of place that knock horse and toon out of sprint. Can't believe you can literally run through other players even in PVP but a tiny pebble on the ground will knock your horse off balance. Oh and what I hate even more is some archways literally knock you off your horse for no reason.
OK I have all the CP maxxed out 20% bonus, 8% sprint bonus, stable bonus and normal walk speed is ~800, sprint ~1100, horse ~1400, gallop ~1800 and my pereception of this on scale of 1-10 (10 being faster ever, like with wild hunt ring), I would say it is about 7-8 now.
BTW in advanced stats it says sprint is 150% so numbers i see on foot and horse for sprint seem low. And yes, every peeble, blade of grass, etc will knock you out of sprint and reduce the speed. Right now it feels OK.
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
There is the problem you people are having, imo. You keep on comparing the old CP system to the new one and counting all the percentages you are now missing and what not. Why would you do that though? This is a big rework, it was obvious from the start that we would lose some things and gain some other things. You should accept that the system has changed. ZOS wanted to change it, they wanted slots, needed slots really. So now we have slots. And it is okay to suggest ways to change the current system to make people happier, of course. But I don't think it makes sense to request to essentially just go to back to the old system. It won't happen anyways.
Honestly, I'm not sure how the decisions were made on which passives became slotables. But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
You know what they call it when you use to have something in a game but it gets taken away from you in an update? A nerf. Our free passives for reaching CP XXX were taken away and now:
* They are gated behind other stars that we are forced to put CP into.
* Require a lot of CP
* Required to be slotted.
That is a major nerf but you are trying to convince us it doesn't matter because we didn't lose anything. We lost a lot, actually.
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).
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.
Not having food might get you kicked, it is a requirement that is imposed on you by other players. Plentiful harvest is only a requirement because you decide to impose it on yourselves. Nobody else is forcing you to take it. So... don't. Or do, instead of a different slotable.
And you are not being "penalized" for anything. Nothing but a bonus that you could potentially have is taken away from you. If you were getting 1 material before, you are still getting 1 material... No penalty here.
plentyful harvest used to exist before and wasnt slottable but always active. so you are just plain old wrong
There is the problem you people are having, imo. You keep on comparing the old CP system to the new one and counting all the percentages you are now missing and what not. Why would you do that though? This is a big rework, it was obvious from the start that we would lose some things and gain some other things. You should accept that the system has changed. ZOS wanted to change it, they wanted slots, needed slots really. So now we have slots. And it is okay to suggest ways to change the current system to make people happier, of course. But I don't think it makes sense to request to essentially just go to back to the old system. It won't happen anyways.
Honestly, I'm not sure how the decisions were made on which passives became slotables. But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
You know what they call it when you use to have something in a game but it gets taken away from you in an update? A nerf. Our free passives for reaching CP XXX were taken away and now:
* They are gated behind other stars that we are forced to put CP into.
* Require a lot of CP
* Required to be slotted.
That is a major nerf but you are trying to convince us it doesn't matter because we didn't lose anything. We lost a lot, actually.
"This is a big rework, it was obvious from the start that we would lose some things and gain some other things." No, I literally acknowledged that we lost some things. Aka some things got nerfed. Now we have "progression" in the CP trees. That's what you are describing. Certain passives being gated behind other passives/slotables. And yes, we also need more CP now, because progression.
Some people like progression believe it or not. Some people want to see something change when they gain more CPs. I feel that this is an entirely different discussion though, because this thread is about the green tree specifically, not about the rework in general.
But I do believe that ZOS knows better which things affect performance more. So I kind of trust them on this one.
pretty much the entire player base hates the current system.... soooo, zos, when are you gonna change something??