Any ideas what to do with all the remaining and upcoming champion points and if there is any reason one should even try to gain more CP from now on?
CristyRazvan wrote: »After the brand new update, with the passives cut in half, i have received a massive CP refund, even if i am just a CP920 casual PVE magplar.
I have invested most of these points in stuff like the returning Master at Arms node, removed points from some of the passives that are currently almost useless and maxed out the slottables that i use and i am left with quite a few leftover CPs.
While we had CP 1.0-ish, every single CP i got was useful, and i felt quite powerful even if i was only CP300ish, then CP2.0 hit and my character turned into a wet noodle.
With CP2.1 (or whatever you prefer to call what happened after update 30) i can say i got some power back, but i have no clue what to do with the Champion Points that i did not use and the ones that i will gain from now on, because there are so very few passives, all of them underpowered and seeming to be a waste of CP and so many slottables, but we can only use 4 of those in each tree.
Any ideas what to do with all the remaining and upcoming champion points and if there is any reason one should even try to gain more CP from now on?
P.S.: and don't get me started with what happened to the proc sets, luckily i only use Ilambris and i love the new visual effect
Any ideas what to do with all the remaining and upcoming champion points and if there is any reason one should even try to gain more CP from now on?
For me, there is no reason to earn CPs ever since CP 2.0 Only green tree has few very good stars which are "must have", but that depends on player's preferred in-game activities. Red and blue trees are boring and weak, especially after latest update.
Removal of character power and lack of progression is very discouraging... So I'm progressing in crafting my first legendary weapon instead
Hopefully someday we'll get back our power progression and our CPs will have meaning again.
The new CP system nicely supports multiple roles on a single character. Thats the main issue ppl see now.
For players that only have their characters fill a single purpose or role the current situation is odd because they end up with free points and no place to logically dump them in.
On the other side you also have players with multiple purposes or roles. For example PvP/PvE or Support Role/DD. Iam a Tank player, so i have a support role thats not realy useable outside of group content, so i maintain a DD setup as well to get through Questing, Farming or Solo Arenas. Iam currently at CP1565 and i still dont have enought points to have all the passives and my Tank and DD slotables. I still need ~300-500 CP for that. CP1.0 didnt realy support this, and the first iteration of 2.0 would have required me to reach ~2500-2800 for this. Now i roughly need 1800-2000 for it. So iam at the opposite side with having to few points.
The problem is now that the majority of players are simply PvE DDs and of course they mainly fall into the first group.
What the CP system realy needs are not more passive, but more interesting active stars. Currently its realy straight forward what active stars should be taken for each build and there is no room for real choices because most use cases have their 3-4 stars.
Sirona_Starr wrote: »I'd rather go back to the old system really. At least every single cp was used all the time on a toon. I'd switch if I went into pvp and then back to pve, but otherwise 100% use. With just 4 slottables in blue and orange trees, and you slot the 4 most useful for most things, the rest of the stuff is just waste. No use, no benefit. For PC, green tree has an addon to auto re-slot when needed.
Need a significant increase in slots - like maybe 10 per tree? Or, a MAJOR increase in passive stars and decrease in slottable stars.
My points just sit there unassigned as well. I mean why would I put in the effort to assign if they are never going to be used anyway?
Do you know what the addon you referred to is called?
Same boat. Just over 1900 CP and hundreds of unallocated points between the blue and red trees. It’s pointless.If you find out, let me know... I have 1900+ CP and I'm very casual, so passives + 4 slottables are all I need, really, because swapping around slottables for different content is something I keep forgetting.
So far, the refunded points are just sitting there, and the incentive to gain more points is pretty dead.
The new CP system nicely supports multiple roles on a single character.
the1andonlyskwex wrote: »I'm totally in favor of ZOS's stated goals of CP 2.0/2.1, but they haven't exactly done a good job of fulfilling them (specifically horizontal progression for people with high CP).
I'm sure it won't be a popular opinion in this thread, but the whole concept of having passive stars was a bad idea in the first place. Passive stars are pretty much vertical progression by definition. The whole point of horizontal progression is that having more points gives more options, not more power.
That said, ZOS didn't exactly get active stars right either. As-is, the constellations are all too flat/interconnected, so pretty much any star you could want is accessible with fairly low CP. In order to achieve true horizontal progression, there should really be a few (useful) stars that can only be accessed by unlocking a whole bunch of prerequisites first. Then, the reward for having high CP is gaining access to those stars. The trick is then to also make sure stars are balanced so that the hard-to-reach ones only grant additional build flexibility/options and not raw power (for example, a high-end star could be used to make frost DPS viable, or to enable a shock tank build, but it shouldn't be an indispensable bonus that increases DPS beyond what can be achieved with other stars).
Sirona_Starr wrote: »the1andonlyskwex wrote: »I'm totally in favor of ZOS's stated goals of CP 2.0/2.1, but they haven't exactly done a good job of fulfilling them (specifically horizontal progression for people with high CP).
I'm sure it won't be a popular opinion in this thread, but the whole concept of having passive stars was a bad idea in the first place. Passive stars are pretty much vertical progression by definition. The whole point of horizontal progression is that having more points gives more options, not more power.
That said, ZOS didn't exactly get active stars right either. As-is, the constellations are all too flat/interconnected, so pretty much any star you could want is accessible with fairly low CP. In order to achieve true horizontal progression, there should really be a few (useful) stars that can only be accessed by unlocking a whole bunch of prerequisites first. Then, the reward for having high CP is gaining access to those stars. The trick is then to also make sure stars are balanced so that the hard-to-reach ones only grant additional build flexibility/options and not raw power (for example, a high-end star could be used to make frost DPS viable, or to enable a shock tank build, but it shouldn't be an indispensable bonus that increases DPS beyond what can be achieved with other stars).
In theory, the idea is worth considering. However, if one has no interest in those specific kinds of builds, not much point into putting cp into stars to get to them, right? More options have to be "worth it" options. Only slotting 4 means the 4 that are applicable to the greatest variety of circumstances. There is a 30 second cooldown on a swap. Oh, let's make a dungeon last much longer so everyone can swap stars every few feet? it's ridiculous. Horizontal progression essentially is zero progression, and completely unrewarding.
the1andonlyskwex wrote: »Sirona_Starr wrote: »the1andonlyskwex wrote: »I'm totally in favor of ZOS's stated goals of CP 2.0/2.1, but they haven't exactly done a good job of fulfilling them (specifically horizontal progression for people with high CP).
I'm sure it won't be a popular opinion in this thread, but the whole concept of having passive stars was a bad idea in the first place. Passive stars are pretty much vertical progression by definition. The whole point of horizontal progression is that having more points gives more options, not more power.
That said, ZOS didn't exactly get active stars right either. As-is, the constellations are all too flat/interconnected, so pretty much any star you could want is accessible with fairly low CP. In order to achieve true horizontal progression, there should really be a few (useful) stars that can only be accessed by unlocking a whole bunch of prerequisites first. Then, the reward for having high CP is gaining access to those stars. The trick is then to also make sure stars are balanced so that the hard-to-reach ones only grant additional build flexibility/options and not raw power (for example, a high-end star could be used to make frost DPS viable, or to enable a shock tank build, but it shouldn't be an indispensable bonus that increases DPS beyond what can be achieved with other stars).
In theory, the idea is worth considering. However, if one has no interest in those specific kinds of builds, not much point into putting cp into stars to get to them, right? More options have to be "worth it" options. Only slotting 4 means the 4 that are applicable to the greatest variety of circumstances. There is a 30 second cooldown on a swap. Oh, let's make a dungeon last much longer so everyone can swap stars every few feet? it's ridiculous. Horizontal progression essentially is zero progression, and completely unrewarding.
Sure, but unbounded vertical progression causes its own problems. I know I've quit games like that, because catching up is virtually impossible if you aren't already one of the highest tier players. I'm pretty sure that's what caused the changes from CP 2.0 to CP 2.1. ZOS realized that people were starting to quit over a the seemingly insurmountable vertical grind.
Horizontal progression at least gives people something to work toward (as long as they're at least sort of motivated by a desire to try new things, as opposed to just chasing pure power), without also alienating everyone who isn't already at the very top.
hydrocynus wrote: »I think you're missing the point of 2.1
The reason they reduced the overall need is because the intention of CP2.1 was to allow more people to be at performance Cap Easier. 2.0 had the opposite effect where people at the pervious CP cap (860 was it?) now found the goalposts moved and had to regrind just to get to optimal performance level.
I know some people stopped playing because all of a sudden us who had many CP all of a sudden were better performers than them till they ground out 500 more CP. not fun.
2.1 makes optimal performance attainable for more people.
Those of us over the optimal cap must just consider our CP gain to be just like it was before 2.0 when you got a champion point after 860 - basically just useless bytes taking up storage on the Server for no good reason other than getting you ready for CP 3.0 whenever that happens
Yeh, seems like we had one patch where we earned CP that we could finally spend again, and now we don't.
I get that you can unlock other slotrables and change them quickly, but honestly, I, and many others, have different characters for different things.
I have my crafter, stam and mag DPS, healer, tank and PvP characters all set up to do those things and seldom do I change them. So unlocking more slottables is kinda useless in all honesty.