Maintenance for the week of May 11:
• PC/Mac: No maintenance – May 11
The maintenance is complete, and the PTS is now back online and patch 12.0.4 is available.

Waking call for dev and product owner !

Grimm_Cortex
Grimm_Cortex
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Currently, many of the slotted stars that don't require much engagement are significantly stronger than many of their more unique counterparts. Rather than introducing an arms race and injecting power creep to the system, we've targeted the outliers to draw back some of their impact to make them more in line with where we expect while giving a tiny bump to some other stars.

This explanation as every last patch for instance, is this just a joke or you think we are so stupid that we don't notice the goal here.
You just want to replace what all players use too frequently by other stuffs they don't use too much. So your plan is nerfing things to force us to change. And so far, it's work well because we loved the game and we adapt every time...

By doing that too much, you start to loose people.


I play the game for a long time now, I'm arround 2600 cp. Would you just explain us why a lower cp is able to do exactly the same thing as a more advance one ? How do you explain the balance here, I"m curious.

By not giving a reel difference between level and cp, you also loose people

Proposition : unlock more perk based on CP number, 4 to start to 6 at 3600 for example.
  • redspecter23
    redspecter23
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    Speaking as someone with maximum cp, I don't think it's a good idea to reward people extra slots at an extremely high cp number. The grind to 3600 is intense and telling people they need to get there for maximum effectiveness will cause a huge player loss I'm sure. If you're concerned about losing players, incentivizing 3600 cp is definitely not a good thing to do.
  • Grimm_Cortex
    Grimm_Cortex
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    Ok I understand your explaination.... But why put 3600 cp is that's for nothing at end ?
  • redspecter23
    redspecter23
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    I think part of the point of having more cp is that it's intended to give you choices to swap stars at any time quickly without a gold cost. When you get a lot of cp, you have access to most of the slottable green stars so you can swap in and out depending on your activity. It's clunky and annoying to do so, but that's apparently intended.

    With the PTS changes to many of the blue slottables, I can see players wanting to actually swap them more often than they do currently on live depending on the group composition or the content (solo/dungeon/trial).

    Basically, more cp gives more options without having to respec and pay 3000 gold every time.
  • Cuddlypuff
    Cuddlypuff
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    Green tree is the only place where having a lot of CP will improve QoL. Almost every PVE build has some variation of the same 8 blue CP slottables (PVP is just the same 4), and will probably continue to use them despite the upcoming 4% nerfs. Guess we're still waiting on those cool new situational CP nodes that were going to increase build diversity huh.
  • tsaescishoeshiner
    tsaescishoeshiner
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    There's barely a meaningful point to gaining CP past like 1500, which honestly I think is good. Make the number go up if you want, but it shouldn't make you more and more strong. The grind is at a good spot atm, and I prefer this CP system to the old one largely for that reason.
    PC-NA
    in-game: @tsaescishoeshiner
  • Baertram
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    I agreee. I got no time to gind to 1500+, I'm still below 1500 and I'm playing since 2014 (okay, I invest a lot of time into addons and thus do not play that much anymore, actually. But that's my decision of fun :D ).
    Os having a decnet number of CP to be ablke to do the same like others AND having no benefit if you got like 3600CPs compared to 1500 is okay for me, AND it will keep palyers definaely more than making the players the need to grind more.

    This game is so complex and you can do so many things in different ways, that's the reason it's still alive. Not pvp nor pve content alone (imho). You should not destroy this by having players to grind to gain benefits + make the game adopt at boss fights etc. again so that the bosses ar enot too easy with cp3600 but too hard with CP1500 (-> mixed CP groups e.g.)

    My ony concern here is that ZOs is introducing nonsense like a card game into an MMO what definately will not raise the interest imho to get players back, especially not for group content. It's getting more and more a kind of solo play game where you play with companions and do what you like, alone...
  • ADarklore
    ADarklore
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    Baertram wrote: »
    I agreee. I got no time to gind to 1500+, I'm still below 1500 and I'm playing since 2014 (okay, I invest a lot of time into addons and thus do not play that much anymore, actually. But that's my decision of fun :D ).
    Os having a decnet number of CP to be ablke to do the same like others AND having no benefit if you got like 3600CPs compared to 1500 is okay for me, AND it will keep palyers definaely more than making the players the need to grind more.

    This game is so complex and you can do so many things in different ways, that's the reason it's still alive. Not pvp nor pve content alone (imho). You should not destroy this by having players to grind to gain benefits + make the game adopt at boss fights etc. again so that the bosses ar enot too easy with cp3600 but too hard with CP1500 (-> mixed CP groups e.g.)

    My ony concern here is that ZOs is introducing nonsense like a card game into an MMO what definately will not raise the interest imho to get players back, especially not for group content. It's getting more and more a kind of solo play game where you play with companions and do what you like, alone...

    But that has been their intention all along... they even stated so. They said that they really messed up the game originally, and they corrected it with One Tamriel. They said that basically, the majority of players were those who wanted "Skyrim with friends" so that has become the direction they chose to shift the game. They have the metrics to show how many people group, how many people run group dungeons, and how many just do quests or other things alone without grouping. Thus, they create content accordingly. They also stated the reason for the card game was to give people non-combat oriented content because not everyone wants to engage in combat all the time.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Foxtrot39
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    Well the card game isn't bad per se, more activity not locked behind parsing mastering is welcome but really they should overhaul dark brotherhood and thieve guild

    Make any hideout a location you can take and return those quests and those hideout give mission only inside the map its located in.

    Add in more risk-reward stuff do do as criminal and with not much investement you gave a lot more to do while increasing the value of some old DLC
    Edited by Foxtrot39 on April 24, 2022 1:47PM
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