redspecter23 wrote: »I'm all for more changes over time. ZOS even mentioned that they plan on adding more slotted abilities in the future and that's a great idea. I think ZOS are realizing far too late that they didn't actually want us to have any blue or red passives. This dialing back isn't being taken well by the majority of the community. Players don't have any idea when the cuts will actually end. They cut 20% off many stars on the original pts. They are cutting 50 - 60% again on this pts. Will they just remove passives completely next time? For me, it's the not knowing that is frustrating. I want to assume ZOS knows what they are doing, but that's actually not possible as they just keep cutting. Why not implement it that way in the beginning if that's what they wanted?
100% do not want any more CP changes. It took some getting used to but overal I like the changes on Live. Nerfing it now by 50% is horrid.
The simple answer for anyone who wants more CP is to just play and earn it... nerfing by 50% to make it easier makes no sense and just hurts the larger population of regular players who earnt the CP over years
Lady_Galadhiel wrote: »They already changed CP so much that imo for now its enough.If next year they want to look into it again,fine but now let player adapt and get familiar with the new system first.
Narthalion wrote: »I get that people want to feel like their characters are "finished" so they can focus on chasing gear or other milestones. CP 2.0 took "finished" characters and made them "unfinished" again, and made the bar to "finished" seem much farther away for newer players. That's obviously what's at the heart of these nerfs: let people get to "finished" quicker.
Maybe I'm the outlier here but it doesn't bother me to have these specific goalposts moved, so I'm cool with it and want them to leave it alone.
If they truly believe they need to reduce the number of points needed to get to "finished" then reduce the points needed for each stage of those passives, rather than nerfing the values (which already feel about as low as they could make them without them feeling trivial). So 5 stages, 5 points per stage, current values. Half the required points, all the fun.
Advantages of doing it that way: newer people leveling up get to see more boosts earlier in the leveling curve. Vet players feel rewarded for their time investment. And assuming ZOS had everything balanced for the original values, they can skip the extra balance passes making this changes would seem to require.
Unless ZOS really does believe the entire game is unbalanced and they got the numbers wrong, in which case the nerf bat is inevitable.
The problem is that already now CP2.0 does NOT provide enough vertical progression:
crit chance, sustain, penetration (for stamina classes) are already insufficient.
Cutting this by half is quite a drastic measure, devaluing the CP.
What i expected is that vertical progression could provide enough defensive and offensive bonuses to make player not much depending on gear. Like with no CP i have to carefully select my sets to cap pen, improve crit chanceto get 14K crit (65%) and achieve 2K sustain. Obviously with no CP it should be impossible to improve all of these.
With CP, however i expected to obtain reasonable stats not to be bound to gear and select sets depending on circumstances (like i need more resists in DC2, i need more crit in nAA, i'd prefer more sustain for nCR). Also it is when horizontal progression comes into play: increase this for a price od decreasing that. This worked fine in CP1.0 in blue constellations where we traded pen for crit or upfront damage.
With CP2.0 as it is implemented now there is no horizontal progression (imho) as the vertical one yet can not be completed. Even without further decrease of CP bonuses - right now i see the dire shortage of crit, pen (yes i play stamina) and sustain. I simply cannot trade one for another as i don't have enough all of these stats. And i am bound to my gear.
For example i MUST use Deadly Strikes (as using other sets decrease my DPS) and Spriggans (as using other sets also decrease my DPS by approx (1-(18200-3460)/18200)*100 = 19%) on my stamplar. After CP. Again, after CP.
As for now CP2.0 provides a dire shortage of bonuses, making horizontal progression questionable.
Further decreasing crit, pen, sustain any further turns horizontal progression into a joke: hey, guys, we let you to choose which of these poor options, huzza!
Narthalion wrote: »I get that people want to feel like their characters are "finished" so they can focus on chasing gear or other milestones. CP 2.0 took "finished" characters and made them "unfinished" again, and made the bar to "finished" seem much farther away for newer players. That's obviously what's at the heart of these nerfs: let people get to "finished" quicker.
WhyMustItBe wrote: »Narthalion wrote: »I get that people want to feel like their characters are "finished" so they can focus on chasing gear or other milestones. CP 2.0 took "finished" characters and made them "unfinished" again, and made the bar to "finished" seem much farther away for newer players. That's obviously what's at the heart of these nerfs: let people get to "finished" quicker.
If this is ZOS's reasoning they are opperating from a badly flawed premise.
The whole purpose of the CP system was PROGRESSION. This game has no other progression. You get to CP160 (which can be done in a single day, as I have done it on multiple accounts) and have access to max level gear, after which point your only option for character progression is to earn CP.
By doing this they are effectively removing any meaningful progression. 5% more damage to one damage type is not meaningful progression.
Name one other game where new players can pull out their credit card and buy a game, and that same day expect to jump into end game raid content. EVERYONE has to level up. This idea they need to make it easier for new players is fine but you don't gut the only progression system the game has to do it.
Just increase the XP bonus you get from being under some arbitrary catch-up cap like they already had in the game. That makes it faster for new players to catch up without ruining progression and build diversity for everyone.
They already have the Enlightenment system as well. This is a solution for a problem that doesn't exist, which causes far worse problems. Bad show.
@MrZeDark
thank you, my friend. quite a good summary. Although, what worries me is that players and game-makers understand progression very differently.
What i expected is that CP would:
- help player to become stronger (vertical progression)
- provide player with reasonable trade-offs (horizontal progression)
Unfortunately, CP2.0 for the most of it, fails to reach these goals.
Bonuses provided by vertical progression still do not reach the progression goal: from very restricted, the character becomes reasonably crippled (and game-makers want to lower the ceiling even more, devaluing progress. I am a casual player and it took me about one year to reach CP810, now, after 2 years, my main is about CP1150 and i don't appreciate running Skyreach Catacombs every day).
Horizontal progression, instead of giving player a good freedom of trade-off between benefits transforms into choosing between weaknesses and this entire concept does not make me any happier.
So yes, you are right. Still i am worrying about the progression as a concept. And, yes, 2x castration in my opinion is not quite justified (or i don't understand a lot of things), so i'd be happy to see developers comments on the decisions being done.
WhyMustItBe wrote: »If this is ZOS's reasoning they are opperating from a badly flawed premise.
The whole purpose of the CP system was PROGRESSION.
Nord_Raseri wrote: »How about Reduce CP passives' cost by 50% and effect by 50%. Or nothing.