Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Sandman929 wrote: »The whole point of CP 2.0 was making choices with slottables rather than having everything all the time with passives
Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Baloney. CP never did carry anyone in this game. I know people who in CP 1.0 capped out at 810 who couldn't DPS their way out of a wet paper bag. The perfection and execution of a good rotation is what creates power. CP's help, but not to this mythic standard of "power creep" some like to toss about.
The problem I have with 2.0 is that sitting at 2000+ CP, I have over 100 CP's that I literally have no use for. Yeah, I can put them into completely meaningless slottables that I'll never use, but that's a pretty short-sighted view of horizontal progression. With the current design, unless every you're interested in every facet of the game for each of your characters, at a certain point the idea of "meaningful choices" simply has no meaning in the game.
Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Baloney. CP never did carry anyone in this game. I know people who in CP 1.0 capped out at 810 who couldn't DPS their way out of a wet paper bag. The perfection and execution of a good rotation is what creates power. CP's help, but not to this mythic standard of "power creep" some like to toss about.
The problem I have with 2.0 is that sitting at 2000+ CP, I have over 100 CP's that I literally have no use for. Yeah, I can put them into completely meaningless slottables that I'll never use, but that's a pretty short-sighted view of horizontal progression. With the current design, unless every you're interested in every facet of the game for each of your characters, at a certain point the idea of "meaningful choices" simply has no meaning in the game.
When looking at the effect of CP on the game, you have to account for player skill. Looking at unskilled players and saying "well they have 30,000 CP and are still bad, so CP isn't a problem" is a flawed way of looking at it. CP, with skilled players absolutely added power creep. And that is where it mattered most and set them even further ahead of unskilled players in terms of damage. Skilled players are still ahead of unskilled players but now it is more skill level that sets them apart rather than arbitrary time grinding CP.
Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Baloney. CP never did carry anyone in this game. I know people who in CP 1.0 capped out at 810 who couldn't DPS their way out of a wet paper bag. The perfection and execution of a good rotation is what creates power. CP's help, but not to this mythic standard of "power creep" some like to toss about.
The problem I have with 2.0 is that sitting at 2000+ CP, I have over 100 CP's that I literally have no use for. Yeah, I can put them into completely meaningless slottables that I'll never use, but that's a pretty short-sighted view of horizontal progression. With the current design, unless every you're interested in every facet of the game for each of your characters, at a certain point the idea of "meaningful choices" simply has no meaning in the game.
When looking at the effect of CP on the game, you have to account for player skill. Looking at unskilled players and saying "well they have 30,000 CP and are still bad, so CP isn't a problem" is a flawed way of looking at it. CP, with skilled players absolutely added power creep. And that is where it mattered most and set them even further ahead of unskilled players in terms of damage. Skilled players are still ahead of unskilled players but now it is more skill level that sets them apart rather than arbitrary time grinding CP.
StarOfElyon wrote: »That's just vertical progression. The point is to encourage choice making.
Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Baloney. CP never did carry anyone in this game. I know people who in CP 1.0 capped out at 810 who couldn't DPS their way out of a wet paper bag. The perfection and execution of a good rotation is what creates power. CP's help, but not to this mythic standard of "power creep" some like to toss about.
The problem I have with 2.0 is that sitting at 2000+ CP, I have over 100 CP's that I literally have no use for. Yeah, I can put them into completely meaningless slottables that I'll never use, but that's a pretty short-sighted view of horizontal progression. With the current design, unless every you're interested in every facet of the game for each of your characters, at a certain point the idea of "meaningful choices" simply has no meaning in the game.
When looking at the effect of CP on the game, you have to account for player skill. Looking at unskilled players and saying "well they have 30,000 CP and are still bad, so CP isn't a problem" is a flawed way of looking at it. CP, with skilled players absolutely added power creep. And that is where it mattered most and set them even further ahead of unskilled players in terms of damage. Skilled players are still ahead of unskilled players but now it is more skill level that sets them apart rather than arbitrary time grinding CP.
I think that's also the refreshing part about it too. Some things with the new system can be better (mostly QoL improvements with the green tree), but it feels like it's moving toward a better system than what it was prior.
Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
alberichtano wrote: »Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Baloney. CP never did carry anyone in this game. I know people who in CP 1.0 capped out at 810 who couldn't DPS their way out of a wet paper bag. The perfection and execution of a good rotation is what creates power. CP's help, but not to this mythic standard of "power creep" some like to toss about.
The problem I have with 2.0 is that sitting at 2000+ CP, I have over 100 CP's that I literally have no use for. Yeah, I can put them into completely meaningless slottables that I'll never use, but that's a pretty short-sighted view of horizontal progression. With the current design, unless every you're interested in every facet of the game for each of your characters, at a certain point the idea of "meaningful choices" simply has no meaning in the game.
When looking at the effect of CP on the game, you have to account for player skill. Looking at unskilled players and saying "well they have 30,000 CP and are still bad, so CP isn't a problem" is a flawed way of looking at it. CP, with skilled players absolutely added power creep. And that is where it mattered most and set them even further ahead of unskilled players in terms of damage. Skilled players are still ahead of unskilled players but now it is more skill level that sets them apart rather than arbitrary time grinding CP.
I think that's also the refreshing part about it too. Some things with the new system can be better (mostly QoL improvements with the green tree), but it feels like it's moving toward a better system than what it was prior.
The green tree has some good, but as I mentioned earlier, a lot of it should have been skills or passives. And some of it is just pure QoA (Quality of Annoyance). :-P
Everest_Lionheart wrote: »Lord_Nikon wrote: »We have enough already. Geez.
Give us passives we can use our points on, not more stars we will never switch to or from once we make our builds.
We already had that, it was called cp 1.0
This is why they made 2.0 to reduce power creep. Higher cp doesn't give you more power, it only shows how long you have been playing or grinding. I like it this way coz skill matters now, cp is not carrying you anymore.
Baloney. CP never did carry anyone in this game. I know people who in CP 1.0 capped out at 810 who couldn't DPS their way out of a wet paper bag. The perfection and execution of a good rotation is what creates power. CP's help, but not to this mythic standard of "power creep" some like to toss about.
The problem I have with 2.0 is that sitting at 2000+ CP, I have over 100 CP's that I literally have no use for. Yeah, I can put them into completely meaningless slottables that I'll never use, but that's a pretty short-sighted view of horizontal progression. With the current design, unless every you're interested in every facet of the game for each of your characters, at a certain point the idea of "meaningful choices" simply has no meaning in the game.
When looking at the effect of CP on the game, you have to account for player skill. Looking at unskilled players and saying "well they have 30,000 CP and are still bad, so CP isn't a problem" is a flawed way of looking at it. CP, with skilled players absolutely added power creep. And that is where it mattered most and set them even further ahead of unskilled players in terms of damage. Skilled players are still ahead of unskilled players but now it is more skill level that sets them apart rather than arbitrary time grinding CP.
IDK, I feel like CP 2.0 has allowed skilled players to pull even further ahead. Look at some of the slotted stars and you can see where a skilled player will benefit a lot more. Take Thaumutarge for instance, a skilled player who can keep higher uptimes on dots is going to benefit a lot more. Or master at arms where a person who can properly weave will land more direct attacks and benefit greatly. Or if using backstabber does a person have enough awareness to flank the enemy. You would be surprised how often I see people standing in front of the boss on randoms. There isn’t any configuration of CP that is going to close the skill gap.
StarOfElyon wrote: »That's just vertical progression. The point is to encourage choice making.
StarOfElyon wrote: »That's just vertical progression. The point is to encourage choice making.
Lord_Nikon wrote: »CP, with skilled players absolutely added power creep.