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ZOS... STOP GIVING US SLOTTABLE CP STARS!!

Lord_Nikon
Lord_Nikon
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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.
  • StarOfElyon
    StarOfElyon
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    That's just vertical progression. The point is to encourage choice making.
  • Sandman929
    Sandman929
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    The whole point of CP 2.0 was making choices with slottables rather than having everything all the time with passives
  • Kusto
    Kusto
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    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.
  • Shantu
    Shantu
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    Kusto 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.
  • Ashtaris
    Ashtaris
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    Sandman929 wrote: »
    The whole point of CP 2.0 was making choices with slottables rather than having everything all the time with passives

    No, the real point of CP 2.0 was the lazy man's way to improve performance without making changes to the servers or game engine.
  • Elo106
    Elo106
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    More slotables is good because that way you are not forcing new players to play for years grinding to get to a competitive level. More choices for your build instead of just grinding and ending up with the same buffs as everyone else.

    Exclude the green tree from my argument, green tree be trash ^_^
  • Finedaible
    Finedaible
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    Here, have some more [false] choices. Now you can't say there's no build diversity.
  • jaws343
    jaws343
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    Shantu wrote: »
    Kusto 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.
  • jrgray93
    jrgray93
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    With all the slotted stars, there are still too many clear winning choices. Most of them grant the illusion of choice but gimp you to slot them.

    First, they need to make a ton of the green tree be passive. After that, I'd honestly prefer slotted be more utility than raw damage and such. Most of the new options have been forgettable.
    EP: Slania Isara : Harambe Was an Inside Job
  • Dojohoda
    Dojohoda
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    That green tree... :s
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Sephyr
    Sephyr
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    jaws343 wrote: »
    Shantu wrote: »
    Kusto 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.
  • Everest_Lionheart
    Everest_Lionheart
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    jaws343 wrote: »
    Shantu wrote: »
    Kusto 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.
  • DrSlaughtr
    DrSlaughtr
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    Green tree is bs because it forces you to fill up buffs that you probably have no use for to get to the ones actually usable. I'm almost 1400. I can't fully unlock both mount speed and liquid because I have to put all those points in treasure hunter and what not.
    I drink and I stream things.
  • josiahva
    josiahva
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    All slottable CP perks has done is shoehorn people into specific builds...hell with anyone who wants to do more than one thing with a single character...at least without re-speccing CP every time. This does not appeal at all to people who like to solo or multi-role
  • JustACasualTemplar
    JustACasualTemplar
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    I am cp 1050ish and i already have a ton of CP that i cannot use and i have allotted to stuff that i don't need just to remove that annoying tip from the menu...
    I cannot see any reason for getting more CP.
  • Toxic_Hemlock
    Toxic_Hemlock
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    "Each of these constellations is filled with new slottable stars only."

    Never seen a patch note killer be stated quite so well.
  • alberichtano
    alberichtano
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    That's just vertical progression. The point is to encourage choice making.

    It doesn't though. I see absolutely no reason to change anything in blue or red trees. And in green, heck, it just annoys me because many of the slottables should have been skills or passives to begin with.
  • Lughlongarm
    Lughlongarm
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    The other way around, this upcoming patch I truly see the value in the system.
    For example the new dot CP, I see it a very interesting star for 1vsX players. The new shield+ blocking star - excellent value for shield/blocking builds. The star that gives major protect while CC - great overall and also good vs gank.

    A player can now chose to spec fully defensive on CP via both blue and red trees. No matter how many stars you add, the power will always be capped. This is good, that's why I think massing with battle spirit is a mistake. The CP system can offer a solutions to any scenario. For example - ppl complain about ganking? Lets make a star that will help with that, you can invest even 2 stars into anti ganking defense which will not b helpful in other situations, this is great in my opinion.

    Passives are just power creep that increase the gap between veterans and beginners/casuals.
    Edited by Lughlongarm on July 16, 2021 2:33PM
  • alberichtano
    alberichtano
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    Sephyr wrote: »
    jaws343 wrote: »
    Shantu wrote: »
    Kusto 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
  • Alendrin
    Alendrin
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    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.

    ????????

    I switch almost constantly as I adapt to what goes on around me.
  • Sephyr
    Sephyr
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    Sephyr wrote: »
    jaws343 wrote: »
    Shantu wrote: »
    Kusto 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

    Yeah, that's why I mentioned that it needs QoL improvements.
  • Urvoth
    Urvoth
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    They should start using CP as a cosmetic and/or gameplay-altering system now that it's starting to get extremely redundant. Imagine being able to unlock new color options for your class skills at certain CP levels, such as blue flames for a DK or purple lightning for a sorc.

    One of the best horizontal progression options would be to unlock new class morphs or racial abilities at various CP levels. These would be things that act to "fill out" a build or class kit, rather than necessary skills. Skills such as new major brutality/sorcery buffs, stuns, etc., wouldn't be mandatory for builds or put newer players at a disadvantage since there's options for similar skills via other skill lines, but they'd offer really helpful build options for long term players and theory crafters.
  • exeeter702
    exeeter702
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    jaws343 wrote: »
    Shantu wrote: »
    Kusto 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.

    That is exactly what is being said..

    The meaningful impact passive are slottables now ofc, a good player will make better use out of thaumaturge but the power benefit of thaumaturge is not out of reach to newer players now moreso than 1.0. The opportunity afforded new players to get better is not gated behind longer time sinks, which was the goal of the cp reform along with controlling power creep.

    If you want them to keep added unslottable passives, it's just going to reintroduce the issues that existed with co 1.0 (to a lesser extent).
  • DrSlaughtr
    DrSlaughtr
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    If all they did was add passives it would only benefit the highest CP players.
    I drink and I stream things.
  • Spurius_Lucilius
    Spurius_Lucilius
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    Blue and Red trees are fine because they allow you to choose the best ones for your build, and additional slottables are welcomed. However, they need to reconsider the design of the green tree!
    PC NA Casual/PVP
  • Amottica
    Amottica
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    That's just vertical progression. The point is to encourage choice making.

    This makes sense for the two trees related to combat. It does not make sense for the crafting tree unless that choice making is dealing with the cooldown for changing the stars just because you want to use the stars optimal for chests when opening chests but have to wait for 15 or forever to change the stars back for mounted riding.

    It becomes a chore or we choose to ignore the system which makes it less useful to players. That is the real choice, to render part of the system useless or to waste time standing around waiting for the cooldown to end.
  • universal_wrath
    universal_wrath
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    That's just vertical progression. The point is to encourage choice making.

    Maybe make a 5th slot for cp star? Most of the already implemented stars are meta for both pvp and pve, almost nobody change stars depending on situation or every day to make them worth investing so much in the slotable star.
  • SilverKatz
    SilverKatz
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    ZOS should make green CP tree into something other then total garbage.
    the only good green CP is decrease fall dmg .

    and more CP SLOTS!
  • rk1101320
    rk1101320
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    lol yeah i am totally agree
    GM of Pimp my Elf
    Ex member of TOXIC, KNOW YOUR PLACE, [snip], KNOWN'[snip]
    member of D-Ticks and E-Cheeks
    trolling your scrolls since beta
    youtu.be/FxjscqBxOJs
    well known T-bagger and shimmering shield spammer

    [Edited to remove Profanity and Inappropriate Content]
  • Mumbles_the_Tank
    Mumbles_the_Tank
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    Lord_Nikon wrote: »
    CP, with skilled players absolutely added power creep.

    False - The original CP was frontloaded to hell and capped for years while power crept along beyond belief because of OP gear sets and poorly thought out attempts at balancing. Skilled players simply took advantage of those 2 things and CP stayed exactly as impactful in any build as it always had been.

    1.0 contributed almost nothing to power creep for 2/3yrs or more - the myth it did has been sold by ZOS to justify this watered down and thoroughly underwhelming excuse for an endgame system where they continually reduce our power and options elsewhere to be sold back to us via slotted stars.

    They are the used car salesmen of game systems. They will continue to add gimmicky slottables shaving off power from other essentials that will still be ignored for the basics in both blue and red because those things should be passives in the first place.

    Maybe the game is more performant with this system and that’s just fine - but don’t sell it along with a pack of lies about choices and options that is just a greasy way to say we’re railroading your builds from now on because your “choices” are all that’s left after we remove enough options.
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