RedFireDisco wrote: »Divorce
RedFireDisco wrote: »Divorce
ZOS really does need to figure out what to do with CP once you've got all useful passives and relevant actives unlocked. They need to add more nodes that give you boosts in other things.
ZOS really does need to figure out what to do with CP once you've got all useful passives and relevant actives unlocked. They need to add more nodes that give you boosts in other things. Boost AP and TV gained in Cyrodill and IC for example, and some other neat perks to encourage more people into those game modes without giving those who decide to do so a huge boost over those who don't.
*Have CP that lets you train Mounts faster or reduces the cost on them
*Have CP that lets characters swim faster. Not as fast as Argonians, but also not as slow as a half-drowned slug either
*Have CP that gives you a chance not to lose a lockpick when you'd normally have one break
*Have CP for letting you have a chance to consume Food/Drink without actually using one, like the one that does so for Potions
*Have CP that reduces the cost for Sprinting a little bit
*Have CP that gives you a chance to get Housing Mats like Heartwood from your Hireling nails
These are just a handful of things I came up with in a few minutes. There are a lot of things that wouldn't affect combat and thus wouldn't add to power creep that ZOS could add to CP so people have something to spend them on. As it is now, once you hit a certain number there's no point in bothering to put them into things because those things won't benefit that particular character.
perfiction wrote: »You need 1560 CP to max out blue tree and 1626 for red tree (all passives + 4 slottables). Anything above that just lets you unlock more slottables and swap them out without the need to pay 3k gold for respec.
Finedaible wrote: »It's pointless to go that high. The only thing you get is negligible convenience by not having to pay the respec fee, but even the respec fee can be circumvented with the armory system now anyway.
They should really increase the amount of active slots by 1 so that we can have 5 active. I know that this goes against the intent of it being a horizontal progression system but there are far too many perks (especially in the green tree) which don't even affect combat yet we have to keep swapping them out because there's just not enough space for them all. Going into the cp menu every time I want to slot a perk I already unlocked is not a logical or streamlined experience.
SilverBride wrote: »I was running out of passives that I considered useful, especially in the blue constellation. I hadn't considered filling in all the slottables because once I set something I rarely change it. But that sounds like a good idea so I think I will start doing that.
The biggest problem I have with it though is figuring out martial attacks from other attacks and knowing which would work for my character, especially if they use both Stamina and Magicka skills.
Necrotech_Master wrote: »SilverBride wrote: »I was running out of passives that I considered useful, especially in the blue constellation. I hadn't considered filling in all the slottables because once I set something I rarely change it. But that sounds like a good idea so I think I will start doing that.
The biggest problem I have with it though is figuring out martial attacks from other attacks and knowing which would work for my character, especially if they use both Stamina and Magicka skills.
"martial" dmg is considered physical, poison, disease, or bleed
"spell" dmg is considered magic, frost, fire, or shock
prior to the hybridization changes, weapon dmg boosted "martial" dmg for skills that dealt those dmg types, which usually consisted of any skill that cost stamina
SilverBride wrote: »Necrotech_Master wrote: »SilverBride wrote: »I was running out of passives that I considered useful, especially in the blue constellation. I hadn't considered filling in all the slottables because once I set something I rarely change it. But that sounds like a good idea so I think I will start doing that.
The biggest problem I have with it though is figuring out martial attacks from other attacks and knowing which would work for my character, especially if they use both Stamina and Magicka skills.
"martial" dmg is considered physical, poison, disease, or bleed
"spell" dmg is considered magic, frost, fire, or shock
prior to the hybridization changes, weapon dmg boosted "martial" dmg for skills that dealt those dmg types, which usually consisted of any skill that cost stamina
Thank you for the explanation. I still find it confusing to figure out which my character would benefit from, and think they should go back to martial being something that costs stamina and leave it at that. I just don't want to put CP points into something that will be completely useless for my character.