WhyMustItBe wrote: »Nerfing the CP overhaul they literally just released by 50% makes it a largely wasted mechanic good for little more than role play to me. Sort of like the vampire changes.
Making it so you could only get those bordeline useless buffs by slotting them would be like roleplaying a marathon runner with pencils jammed in their kneecaps.
Instead of continuing to cut passives and find alternative ways to regain control over the vertical progression system, why not do the following:
- Reinstate all stages that were cut for passives
- Convert all passives into slottable stars
- Increase the max number of slottable stars to 8-10 per tree
Did you read the whole post?
WhyMustItBe wrote: »Did you read the whole post?
I did. I just don't believe it would solve the problem.
The main issue I see with this suggestion is that both defensive and offensive stats are located in the blue tree, and to get both benefits would require a lot more than 8-10 active stars. So, you would end up having to spec into either offense OR defense, even worse than it is already. Only you could no longer overcome it by simply gaining more CP, and gaining CP would become largely pointless as no matter how many you had, you would be stuck with 8-10 stars you could actually use.
WhyMustItBe wrote: »Effectively, it would be like lowering the CP cap from 3600 to something like 1600, and it would still end up being a massive nerf over just having 810 CP in the 1.0 system, just with less flexibility.
WhyMustItBe wrote: »Further, this doesn't address the whole reason they are making these lurching changes just weeks after releasing a massively overhauled system, which is a PR problem in and of itself. Their whole stated objective was to "encourage more horizontal progression" making hybric builds and off-meta builds more viable.
By limiting the use of CP to a fixed number of stars you artificially cap the diversity of builds making horizontal progression and hybrid setups more difficult if not impossible to pull off.
I strongly disagree with this.
Your suggestion is actually deepening a nerf, that is already coming based on PTS changes.
Why would I want to waste an active for 500 mag? 500 Health? 2% healing done?
I'm lvl 1390 right now, and this upcoming patch completely removed my desire to lvl anymore, because I get all the passives now and some points to put into actives I will never use.
Though your article is typed well and goes into good detail technically, nice clothes on a bad date - doesn't make the date any better
Instead of continuing to cut passives and find alternative ways to regain control over the vertical progression system, why not do the following:
- Reinstate all stages that were cut for passives
- Convert all passives into slottable stars
- Increase the max number of slottable stars to 8-10 per tree
I strongly disagree with this.
Your suggestion is actually deepening a nerf, that is already coming based on PTS changes.
Why would I want to waste an active for 500 mag? 500 Health? 2% healing done?
I'm lvl 1390 right now, and this upcoming patch completely removed my desire to lvl anymore, because I get all the passives now and some points to put into actives I will never use.
Though your article is typed well and goes into good detail technically, nice clothes on a bad date - doesn't make the date any better
Lol you’re the second person to come in here stating the same thing...did you actually read the proposal? If so, how did you miss this:Instead of continuing to cut passives and find alternative ways to regain control over the vertical progression system, why not do the following:
- Reinstate all stages that were cut for passives
- Convert all passives into slottable stars
- Increase the max number of slottable stars to 8-10 per tree
Literally the first bullet point is to reinstate any cut stages...so the passive stars that would get converted would not be 500 health or 2% healing done. It would be 1k+ health and up to 5% healing done.
I strongly disagree with this.
Your suggestion is actually deepening a nerf, that is already coming based on PTS changes.
Why would I want to waste an active for 500 mag? 500 Health? 2% healing done?
I'm lvl 1390 right now, and this upcoming patch completely removed my desire to lvl anymore, because I get all the passives now and some points to put into actives I will never use.
Though your article is typed well and goes into good detail technically, nice clothes on a bad date - doesn't make the date any better
Lol you’re the second person to come in here stating the same thing...did you actually read the proposal? If so, how did you miss this:Instead of continuing to cut passives and find alternative ways to regain control over the vertical progression system, why not do the following:
- Reinstate all stages that were cut for passives
- Convert all passives into slottable stars
- Increase the max number of slottable stars to 8-10 per tree
Literally the first bullet point is to reinstate any cut stages...so the passive stars that would get converted would not be 500 health or 2% healing done. It would be 1k+ health and up to 5% healing done.
I didn't miss it, I'm calling it as it is currently - it still doesn't change my opinion. 1000 extra mag as an active isn't better than 10% more DD, or 10% more AOE and DOT.
Its a waste.
If stages are reintroduced through lvl growth as it was in 810 - then sure leveling becomes more valuable. However that leaves far less passives and any passives left, would still be wasted as a slotable compared to the current ones that exist.
and increase the number of slots to 8-10 per constellation.
I strongly disagree with this.
Your suggestion is actually deepening a nerf, that is already coming based on PTS changes.
Why would I want to waste an active for 500 mag? 500 Health? 2% healing done?
I'm lvl 1390 right now, and this upcoming patch completely removed my desire to lvl anymore, because I get all the passives now and some points to put into actives I will never use.
Though your article is typed well and goes into good detail technically, nice clothes on a bad date - doesn't make the date any better
Lol you’re the second person to come in here stating the same thing...did you actually read the proposal? If so, how did you miss this:Instead of continuing to cut passives and find alternative ways to regain control over the vertical progression system, why not do the following:
- Reinstate all stages that were cut for passives
- Convert all passives into slottable stars
- Increase the max number of slottable stars to 8-10 per tree
Literally the first bullet point is to reinstate any cut stages...so the passive stars that would get converted would not be 500 health or 2% healing done. It would be 1k+ health and up to 5% healing done.
I didn't miss it, I'm calling it as it is currently - it still doesn't change my opinion. 1000 extra mag as an active isn't better than 10% more DD, or 10% more AOE and DOT.
Its a waste.
If stages are reintroduced through lvl growth as it was in 810 - then sure leveling becomes more valuable. However that leaves far less passives and any passives left, would still be wasted as a slotable compared to the current ones that exist.
[Snip]and increase the number of slots to 8-10 per constellation.
You wouldnt have to choose between 1k mag and 10% damage, because you would now have enough slots to slot both. Additional slots would allow for flex slots just like with your ability bars. You could go with the obvious choices up front, then select a few flex stars to round out your build.
If you don’t like the idea, thats fine it doesn’t bother me; but at the very least you should evaluate it honestly and not post counter arguments that don’t adequately reflect what I was suggesting.
I strongly disagree with this.
Your suggestion is actually deepening a nerf, that is already coming based on PTS changes.
Why would I want to waste an active for 500 mag? 500 Health? 2% healing done?
I'm lvl 1390 right now, and this upcoming patch completely removed my desire to lvl anymore, because I get all the passives now and some points to put into actives I will never use.
Though your article is typed well and goes into good detail technically, nice clothes on a bad date - doesn't make the date any better
Lol you’re the second person to come in here stating the same thing...did you actually read the proposal? If so, how did you miss this:Instead of continuing to cut passives and find alternative ways to regain control over the vertical progression system, why not do the following:
- Reinstate all stages that were cut for passives
- Convert all passives into slottable stars
- Increase the max number of slottable stars to 8-10 per tree
Literally the first bullet point is to reinstate any cut stages...so the passive stars that would get converted would not be 500 health or 2% healing done. It would be 1k+ health and up to 5% healing done.
I didn't miss it, I'm calling it as it is currently - it still doesn't change my opinion. 1000 extra mag as an active isn't better than 10% more DD, or 10% more AOE and DOT.
Its a waste.
If stages are reintroduced through lvl growth as it was in 810 - then sure leveling becomes more valuable. However that leaves far less passives and any passives left, would still be wasted as a slotable compared to the current ones that exist.
[Snip]and increase the number of slots to 8-10 per constellation.
You wouldnt have to choose between 1k mag and 10% damage, because you would now have enough slots to slot both. Additional slots would allow for flex slots just like with your ability bars. You could go with the obvious choices up front, then select a few flex stars to round out your build.
If you don’t like the idea, thats fine it doesn’t bother me; but at the very least you should evaluate it honestly and not post counter arguments that don’t adequately reflect what I was suggesting.
I don't like it. I think it's great you came up with a concept for CP development - like I said it's put together well. I like reading new ideas, though ZOS pays people for ideas and forces us to test things we don't like - to only identify bugs and balance.
Moving to 8-10 slots won't work, as the idea of 4 was to mitigate server checks. This was thoroughly explained in the live video, and within documentation regarding CP 2.0. Not to say they couldn't move that direction, as servers become more scalable with upgrades. Just right now it would be counter intuitive for them, to support your concept. Which really, your entire idea is only rewarding with 8-10 active slots. Again - that would be a solution absolutely. It's just not practical based on what they've discussed with all their Server issues and the directions they are trying to take to mitigate server load to process DMG/DMG MIT/Healing Bonusses and Debuffs.
So yes, I called out stats that don't reflect in the structure you described. However despite how good of an idea it is, it is not practical based on what we know of what ZOS has said, and truly for the sake of balance - it would take another year of development to create appropriate balance within your concept.
Right now ZOS is very certain; again on what they have said, intent on keep 4 Actives and growing out each category with more depth of CP's to create more utility options. However as it is clear right now, they intend to NERF instead of balance and spread growth accordingly. Which is a shame.
Personally, had they implemented your concept as CP 2.0 first it would have been a remarkable expanding system that drove people to want to progress again. Just in the now, it's not viable.
They need to bring in a huge amount of Blue slottable CP stars which let us specialize into certain playstyles.
Damage type CP stars: 30% more Frost Damage crit chance + 30% less Fire Damage crit chance.
Class CP stars: Winter’s Revenge is twice as large and lasts twice as long.
Weapon CP stars: Lacerate costs 50% less and can stack with itself.
No more of 10% crit damage, 10% single damage, etc. This stuff is the same as CP1.0. Would be nice to pull the big damage we do rn but with varied builds.....
I got a better idea. How about we:One stone flock of birds.
- Scrap the entire CP system as it is terrible anyway in any form and only freaks people out when they realize they have to gain more than 1000 levels in this game.
- Add a real leveling system past level 50 where levels actually feel meaningful and useful and we actually feel like we gained something for work put in.
- Have classes and skill lines that are actually unique and encourage different builds rather than than every single class nearly being a carbon copy of each other.
- Put every new player at the OG start instead of having 47 different options so that the story lines make sense for new players.
- Starting with Summerset increase difficulty of every chapter and following DLC more than the last by a noticeable amount. For example Summerset and Murkmire might have normal mobs that hit for 10% more damage and have 10% more HP. Elsweyr story might be 15% more damage and HP. New chapters would have mobs that have special attacks that are meaningful. These areas would have min recommended levels. Summerset might be min level 30 recommended( you could go there at a low level still.
- Make companions actually useful.
Joy_Division wrote: »How is the proposal in the original post changing anything though?
Right now I slot my 4 "actives" and fill out all the possible passives I can and already have enough of the 8-10 that I would be allowed to slot. The main difference would be that I actually get to choose the 8-10 that I want, which would have the effect of me being stronger (and thus raising the "ceiling" and furthering the gap between low CP players at the "floor").
Gaining new CP at this point would be pointless to me as I already have maxed out the best stars in the tree and wouldn't have any effect on my character going forward.
Though this system would resolve the main issue with the Green Tree of pointlessly switching around non-combat oriented stars that is just tedious.
ZOS is trying to walk a very very fine line between making CP potent enough that max level players still feel a sense of accomplishment acquiring them, yet not make them so potent to create this huge disparity between low and high CP players. Good luck! These goals are diametrically opposed to each other.
Whenever they try to reconcile this discrepancy, it's going to just create frustrations. For all the high sounding reasoning laid out, all ZOS is doing is just slapping a big fat nerf to players who have devoted hours and hours and hours to getting the very CP that ZOS dangled in front of them as a reward for devoting their leisure time to the game. That not only just stinks on principal, it's a slap in the face to those players who have these CP stars already maxed out that are still trying to progress in trials or end-game.
Joy_Division wrote: »How is the proposal in the original post changing anything though?
Right now I slot my 4 "actives" and fill out all the possible passives I can and already have enough of the 8-10 that I would be allowed to slot. The main difference would be that I actually get to choose the 8-10 that I want, which would have the effect of me being stronger (and thus raising the "ceiling" and furthering the gap between low CP players at the "floor").
If the max number of slots was 8 per tree and the player selected stars that cost 50 points each to max out, then they would need a maximum of 1200 CP to complete their build. The max CP requirement would still vary based on the stars a player selects and their associated costs; however, the lower and upper limits can be much more easily controlled. Any CP points spent on stars beyond the ones the player has slotted would roll in the horizontal progression side of the system the dev's were trying to strive for.
Joy_Division wrote: »Gaining new CP at this point would be pointless to me as I already have maxed out the best stars in the tree and wouldn't have any effect on my character going forward.
Though this system would resolve the main issue with the Green Tree of pointlessly switching around non-combat oriented stars that is just tedious.
ZOS is trying to walk a very very fine line between making CP potent enough that max level players still feel a sense of accomplishment acquiring them, yet not make them so potent to create this huge disparity between low and high CP players. Good luck! These goals are diametrically opposed to each other.
Whenever they try to reconcile this discrepancy, it's going to just create frustrations. For all the high sounding reasoning laid out, all ZOS is doing is just slapping a big fat nerf to players who have devoted hours and hours and hours to getting the very CP that ZOS dangled in front of them as a reward for devoting their leisure time to the game. That not only just stinks on principal, it's a slap in the face to those players who have these CP stars already maxed out that are still trying to progress in trials or end-game.