And what about the players who already have 1.5k CPs? It is nice if it was designed like this from the beginning. Now if they want to skip the cap they shouldnt increase the xp more than 400k for a CP.
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Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.
I will give you an example. 3 glyphs reduce block cost + 100 points in reduce block cost = reduce your block cost with 50% total. The block cost for a player with staff in light was the same as for a player in heavy and 1h/s. What ZoS did? They removed the stamina regen while blocking.Previous comment deleted.
Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.
Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
I will give you an example. 3 glyphs reduce block cost + 100 points in reduce block cost = reduce your block cost with 50% total. The block cost for a player with staff in light was the same as for a player in heavy and 1h/s. What ZoS did? They removed the stamina regen while blocking.Previous comment deleted.
Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.
Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
25% increased damage from physical/magicla/elemntal attacks. What ZoS did? They reduced the damage with 30%. Same for healing and shields.
Yes it is nice that in theory you were able to do different builds but the issues is the big nerf that comes after that. ZoS do not do tweaks, they have a big nerf hammer.I will give you an example. 3 glyphs reduce block cost + 100 points in reduce block cost = reduce your block cost with 50% total. The block cost for a player with staff in light was the same as for a player in heavy and 1h/s. What ZoS did? They removed the stamina regen while blocking.Previous comment deleted.
Not a bad idea but the CP is highly unbalanced and all classes should be redesigned with the CP system in mind.
Agree to that - but i actually don´t think they´d need to rework the classes but instead could tweak passives that are currently over the top. I´ll add a few thoughts later this evening regarding passives.
25% increased damage from physical/magicla/elemntal attacks. What ZoS did? They reduced the damage with 30%. Same for healing and shields.
But that´s not really a problem with the CP system. Someone with three blockcost reduction enchants is for example missing ~530 spelldmg on his jewelry.
The increased dmg is only problematic for physical attacks as there is no passive in the game to counter it (as i said i´ll add passives later).
Currently the game is in a somewhat balanced state if we´re not looking at extreme amounts of CP. Regeneration passives are a tad too strong the whole light/heavy attack passives are rather useless but that´s something they could work out rather quickly imho.
Edit: I think it´s enjoyable that you could in theory create a blocking staff wielder. It´s not like it does come without a cost.