phaneub17_ESO wrote: »
Okay, so think ACTIVE, but the opposite of that.
Necrotech_Master wrote: »phaneub17_ESO wrote: »
Okay, so think ACTIVE, but the opposite of that.
all of those things are already passives lol, not seeing the difference
Necrotech_Master wrote: »phaneub17_ESO wrote: »
Okay, so think ACTIVE, but the opposite of that.
all of those things are already passives lol, not seeing the difference
You keep saying this word; I do not think it means what you think it means.
You keep saying this word; I do not think it means what you think it means.
Passive - A skill that grants a benefit without being activated
Active - A skill that must be used to grant a benefit
Regarding CP, all non slotable perks are true passive. All perks requiring slotting are only activated when slotted.
You could run the argument they are quasi-passive like Magelight if you want to get bogged down in semantics, but if that is what you are getting caught up on, then I can only assume you are being intentionally difficult.
Necrotech_Master wrote: »first of all, the companion passives should not be tied to cp, if you were a brand new account with no cp, you couldnt even use them
second of all, the green cp tree for example has way too much that is slottable that should be passive already, so 100% hard pass trying to add more cp nodes there
it would be much better if they just had an option to enable/disable the companion keepsake, because that sounds exactly like what you want if you basically want it to be a cp slottable
Necrotech_Master wrote: »first of all, the companion passives should not be tied to cp, if you were a brand new account with no cp, you couldnt even use them
second of all, the green cp tree for example has way too much that is slottable that should be passive already, so 100% hard pass trying to add more cp nodes there
it would be much better if they just had an option to enable/disable the companion keepsake, because that sounds exactly like what you want if you basically want it to be a cp slottable
Are we having the same conversation?
1) Agree, somewhat, but lets be real by the time a new player levels their companion and gets full rapport they have probably made it to CP levels.
2) That is exactly my point, it is to convert slotable active perks, into totally passive no longer needing to be slotted perks. Not adding a single new thing to the CP tree.
3) No, it is about nuking the existing keepsakes bonus from orbit, and changing it to convert relevant existing slottable perks in the green tree to render them totally passive not requiring to be slotted at all.
Why is this such a big deal for some people? Just vendor the extra pots from Bastian and ignore the extra containers until the next time you feel like opening them all. It's such a trivial issue, and some people actually like the idea of a reward container that holds an unknown prize.
Hapexamendios wrote: »They're fine the way they are. Opening the containers and selling stuff is not hard nor does it take much time. That seems to be your major complaint and it does not even need to be addressed imo.
2 things:
1-I agree with the sentiment, the green cp tree needs a bit of revamp and the companions "completion" passive have problems. That being said, this would make the green cp tree slottables useless. I think they could give other better passives than the ones they give now. I wouldn’t be against only the active companion giving one of the slottable cp effects.
2-It’s pedantic but slottable passives are not actives just as armor and weapons bonuses aren’t active.
I'm not sure making CP slottables into passives as a reward for getting full rapport with your companions is a good idea. It's tying two systems together that would probably be best kept separate.
I do agree that the companion rewards are lacklustre and in some cases, downright annoying, so I agee that a rework would be nice or at the very least, make it possible to toggle the perks off.
If what I've read on the forums is true Bastion's potions don't actually work, Ember's passive displaces other loot you might get from pickpocketing and Sharp's reward would mean you'd have less chance to get Perfect Roe (and am I right in thinking that's on all characters because it's account wide?).
Reference for Ember's perk possibly being negative: https://forums.elderscrollsonline.com/en/discussion/633046/embers-intuition-perk-seems-more-like-a-loss-than-a-gain#latest
2 things:
1-I agree with the sentiment, the green cp tree needs a bit of revamp and the companions "completion" passive have problems. That being said, this would make the green cp tree slottables useless. I think they could give other better passives than the ones they give now. I wouldn’t be against only the active companion giving one of the slottable cp effects.
2-It’s pedantic but slottable passives are not actives just as armor and weapons bonuses aren’t active.
I'm not sure how it would make it useless? All it does is render Liquid Efficacy unable to be slotted, if you put CP points in it, it would behave just like any unslottable CP perk.
Prior to Bastion completion, you can put Liquid Efficacy on the bar. After Bastion completion, you can no longer put it on the bar, and you no longer need to. All it should do is render Liquid Efficacy just like all the other true passive perks. Whether you want to put points in it afterward or not is entirely up to you.
Changes to mementos
Bastion perk - 5% chance of not using a potion on use (additive, but not connected to Liquid Efficiency)
Mirri - 5% extra gold from chests and safeboxes
Ember - 10% chance of 1 extra loot item per pick pocket (not a container)
Isobel - 5% chance of greater quality gear in chests
Azander - 5% of double drop on furniture recipes
Sharp as Night - 2% increased chance of roe or 5% faster reel speed.