Necrotech_Master wrote: »based on the dmg increases for other things, i highly doubt the % would go that high, i mean most of our other dmg ones (the dot buffer thaumaterge only is +6%, and that also includes status effects that are dot based like burning and poison)
the other problem with cp too is lack of slottable slots for the large quantity of slottables, and if your new node was a passive it would be even weaker than a slottable
not to mention the entire green cp tree needs to be overhauled, because non-combat related nodes should never be a slottable period
MindOfTheSwarm wrote: »Necrotech_Master wrote: »based on the dmg increases for other things, i highly doubt the % would go that high, i mean most of our other dmg ones (the dot buffer thaumaterge only is +6%, and that also includes status effects that are dot based like burning and poison)
the other problem with cp too is lack of slottable slots for the large quantity of slottables, and if your new node was a passive it would be even weaker than a slottable
not to mention the entire green cp tree needs to be overhauled, because non-combat related nodes should never be a slottable period
The nodes you mentioned are low due to multiple abilities being affected by them. Status effect typically deal low damage and thus would require a higher buff to be worth it. Maybe not 40%, due to stacking. Perhaps 20% or even 12%.
I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.
For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.
Another node could guarantee a furnishing ressource while reducing raw ressources.
The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.
I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.
For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.
Another node could guarantee a furnishing ressource while reducing raw ressources.
The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.
people would only slot the valuable ones, like cloth and Jewelry nodes the rest are pretty worthless compared to these
I would change the green tree so that the slotable nodes have advantage and disadvantages that make them more valuable to get specific ressources/doing specific content.
For example, I would make a node that double or triple the yield of harvest bags but decrease raw ressources of ore/wood/fabric nodes by 1. It would suck while doing overland but it would be great for dungeons that don’t have these ressources anyway.
Another node could guarantee a furnishing ressource while reducing raw ressources.
The point of this would be to make green slotables that are not always good for players all the time but that would be great for players that are looking for specific items or that are doing specific content. It should also discourage switching between slotables nodes every time you get a new ressource in front of you. I would also add a 20 seconds cooldown after changing slotable nodes before the new champion points take effect for the same reason.
people would only slot the valuable ones, like cloth and Jewelry nodes the rest are pretty worthless compared to these
This. Ans the idea of a CP style system making something weaker is not sound.
The CP system doesn’t need a delay before an active actually becomes active since there is already a cooldown for changing CP again.
derkaiserliche wrote: »i hope they do way more passives again so leveling isnt meaningless past 1500cp
I would like to see at least one branch of one of the trees devoted to skills and passives that boost the effectiveness of Companions. Perhaps simplified versions of the heal/dps/tank Blue and Red branches.
I would also like to see a branch devoted to Scrying and Excavation, two areas of the game which have been wholly ignored by ZOS in terms of CP -- this would go nicely with making Scrying and Excavation "baseline" skills instead of requiring players to learn them in Solitude.
derkaiserliche wrote: »i hope they do way more passives again so leveling isnt meaningless past 1500cp
They should add nodes for ARCANIST, Vampires and werewolves.