After the recent nerfs to the stages we get 1.5% crit chance and 700 penetration. This is laughable. Atleast buff this back to the old values if you reducing the stages.
Agree with this as I understand them wanting to Balance Verticle vs Horizontal gain but making the benefits a non-meaningful addition doesn't help people feel rewarded for their progression.
I totally agree. I have no need to really play most of my characters now. The CP limit might as well be 360000 now for all the good it does.
I feel no satisfaction gaining CP now. Nothing to spend them on and static, locked character progression in the guise of advancement. My equipment is maxed. My CP maxed. Why play?
The system is a total waste. They might as well bake the few percentages we get into level 50 and leave it at that.
Remove the entire CP system if your going to remove any incentive to progress.
I understand people complaining about feeling like they needed 1600+ to feel powerful. I do.
But Instead of giving us the same amount of crit/pen 1400 for 40 cp. They just nerfed it... No one wants this!
How about you give us 1400 crit/pen but just reduce the amount of cp you need to gain this. This way you aren't nerfing anyones power, just the struggle that some may have to attain it.
It is simpler, bring people up, don't push everyone down. Please!
I couldn't agree more. All these passives currently on live feel rather paltry as it is. And now a 50% nerf in the name of horizontal progression that few (outside the devs, apparently) give a hoot about? I really don't understand this kind of thinking. Very frustrating.
I had a lot more gripes about the "Green" constellation than I did about the vertical progression in the other 2. The nerfs were mostly meaningless to them, so I don't really care, but I would have loved to see something fixed with the Green one.
To be honest, all of the passive stars they adjusted to decrease the amount of vertical progression should have just had the number of cp points required for each stage reduced, instead of reducing the number of stages.
This would have kept the same power level of cp 2.0 while at the same time decreasing the amount of cp levels needed to hit the top of the vertical progression limit, while still maintaining the exact same amount of horizontal progression beyond that.
ZOS stated that they made this change because people were complaining that too much grinding was required to hit the end of the vertical progression in the cp system, and instead of simply making that journey shorter for the player base, they took the roundabout way of doing it by also nerfing the overall power of the vertical progression as well.
What bothers me the most is that there was a very obvious and easy way of accommodating what the player base was asking for, and instead they seemingly intentionally further limited the overall power of the champion system, even though almost nobody was complaining that the current cp system had too much of a statistical gap between new and max leveled players.
The power gap between max cp and newer characters was already relatively miniscule (at least compared to the old system), and now it feels like it's hardly existent at all. What's left now to motivate players to continue progressing their characters, if the power return is so small? Players will not grind to cp 3600 just for the number 3600 on their stat sheet.
The original number of stages for the cp stars should be reverted to keep some significant level of vertical progression, but the number of cp points required to purchase each stage should be halved as to bring the required number of cp levels to reach max vertical progression down a bit to accommodate lower leveled players.
@twing1_ I don't think the goal is to encourage people to grind cp at all.
They want some feeling of CP progression, but mostly behind the slottable choices. They flat out stated they thought CP 2.0 needed some more power removed from it, and have done so.
I do think they should add a pen slottable that gives a lot of pen, say 5 stages, 750 per stage, 50 points total so that low pen builds have an option to increase it at the cost of other damage increases, but i'm fine with the passive values as they are now.
Aren’t the stam-dd’s are already missing pen in mag dominant groups and this change in piercing makes that problem even bigger. The trials and dungeons already largely favour magicka dps because of the ability to play ranged during certain mechanics, which - in my experience - has already lead to minority of stam players in groups. This change will make them even less viable unless the group is intentionally building towards stams reaching pen cap, which usually isn’t the case if there’s only one or two stams in the group. I’m not talking about end-game trifecta/score pushing groups which definitely will optimise classes and everything but regular vetTrial/vetTrial hm/vetDungeon hm type of content where you usually play what you want and with what you are comfortable enough with.
After the recent nerfs to the stages we get 1.5% crit chance and 700 penetration. This is laughable. Atleast buff this back to the old values if you reducing the stages.
It has been nerfed on PTS, at least give it time until CP 2.5 or U33 or something
The nerf to piercing is particularly counterproductive, as it doesn't limit overall power but it does force certain gear setups in order to reach pen cap. Not only does that make it much less viable to choose Medusa over Mother's Sorrow but it makes it pretty much unviable to mix stamina and magicka dds in a trial group, because with penetration set up for the magicka dds the stamina dds will under-penetrate (yet ZoS claim they're trying to make stamina more viable in trials and endgame...)
This perk in particular should be reverted to the full power of CP2.0 but with half the stages required to achieve that.
And I agree about a lot of the others too, they don't seem worthwhile. Was it really necessary to nerf the "movement speed while bracing" perk? Obtaining 3% movement speed from 6cp invested just seems like a colossal waste of time, and it's not like people were moving about too fast to land damage on while bracing.
The green tree is still just an abomination. At the very least any perk that only requires slotting momentarily should be made passive - the food extension one, the one for reducing armor repair costs, the one for buffing mat refining. It's far more infuriating to forget to do the necessary busywork and lose the buff when refining a month's worth of materials than it would be simply not to have the perk available at all. A huge amount of the green tree leaves a really foul taste, it just seems too much like dogmatic insistence of form over function. "All the CP trees must have 4 slottables that contain most of the power plus a few fairly weak passives." Yet the stuff covered by the green tree really doesn't fit this model at all.