This is literally from the PAX East booths, it's not fake.Integral1900 wrote: »Fake...
Information shown in these images (not my info) from PAX East: https://imgur.com/a/KS9mP#rBB48CBThere's rumors that this in addition to removing Magician/Warlord and nerfing Arcanist/Mooncalf.
If they make these changes they HAVE to also change damage CP, otherwise numbers win all (even more).
If this change is legit, warlord is still visible to the top of the tree. So maybe not entirely removing ?
Princess_Asgari wrote: »Guess i will just stick to my zero regen builds.
Let us allocate the same amount of CP we do now. Continue to give us more CP every patch, but decrease the CP values by 25-50% across the board.
Ex: 100 points in Magician currently gives us 16% cost reduction. Decrease that value to 8-12% at 100 points.
The issue with the CP system is that the trees give far too much. Adding in or removing CP trees isn't the answer. Balance what we already have first.
@Wrobel @ZOS_RichLambert
Joy_Division wrote: »Using the broken CP system to fix said broken CP system.
Any more wonderful ideas ZoS?
So looking forward to wasting CPs in a PvP only star even though I also PvE.
It's almost like the people who develop this game do not play it ...
The nerf of regen and cost reduction is a good thing, people will invest more into regen and it will descrease insane damage outpoot, this will make medium and light amors defense better while descrease their sustain.
Problem is heavy armor users, they will be more better, because they only lost cost reduction...
The cps that descrease regen with lights attack is so stupid... This is probably the counter to regen, 16% more from acanist/moonthing and 16% less from that new cp
Maybe people will put points into heavy attacks cost return which is make heavy armor on the top too...
I will maybe run 3 cost reduction glyphs on jewllery + full damage set and mundus stone with the purple max magicka-max health-magicka regen food or the blue drink max magicka - mag regen. (I'm pet sorc)
Princess_Asgari wrote: »Guess i will just stick to my zero regen builds.
Which will also have huge issues given they´ll miss 16% costreduction.
No PvP player asked for this. In fact, I think this change is substantially worse for PvP than PvE. Light and Medium armor builds already underperform in PvP compared to Heavy armor builds. These changes utterly curbstomp high recovery builds, which no heavy armor build usually uses. Nobody asked for more Redguard StamSorcerers in Cyrodil, but we're just going to get more and more of them if these changes go into effect.Joy_Division wrote: »Using the broken CP system to fix said broken CP system.
Any more wonderful ideas ZoS?
So looking forward to wasting CPs in a PvP only star even though I also PvE.
It's almost like the people who develop this game do not play it ...
I usually stick to Azuras and spec CP for PVE I do occasionally. I think I might have to get on the ridiculous PvEer bandwagon of blaming PVP for nerfs.
Nah. It will affect my PVE but there's already complaints for CP making things to easy. They just need to cut the crap with light and heavy attack doing so much.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Malibulove wrote: »Cost reduction and Recovery CP passives were dumb to begin with.
I remember back towards launch when recovery actually mattered as a stat. The game wasn't perfect but it wasn't the end of the world either, when you needed to spec recovery on Gear/Glyphs and actually sacrifice raw stats or damage to obtain it.
I say more power to ZOS for doing this, if the no CP week taught me anything it was that many players are snowflakes who use CP as a crutch to peddle weak builds. If those builds fail as a result of a handful of CP changes, who cares?
Real pvpers will adapt, move on, and be effective regardless of whatever passives CP gives.
Malibulove wrote: »Cost reduction and Recovery CP passives were dumb to begin with.
I remember back towards launch when recovery actually mattered as a stat. The game wasn't perfect but it wasn't the end of the world either, when you needed to spec recovery on Gear/Glyphs and actually sacrifice raw stats or damage to obtain it.
I say more power to ZOS for doing this, if the no CP week taught me anything it was that many players are snowflakes who use CP as a crutch to peddle weak builds. If those builds fail as a result of a handful of CP changes, who cares?
Real pvpers will adapt, move on, and be effective regardless of whatever passives CP gives.
This is not true. What was done when the game launched was gold all your gear so you're instantly at the soft cap for damage without even trying, then wear sets like seducer/warlock/syrabane and cost reduction glyphs that bypass the soft cap system. No one specced for damage because you didn't have to. No one specced for regen because it was inefficient. I used to use sets like spectre's eye, and other people used the Arena set. 90% of the ESO population probably doesn't even know those are sets anymore.
I don't understand these conclusions about no CP that people have. The only thing that happened from removing CP was that perma-tank builds like severene disappeared. I actually didn't even see that person the whole week they probably just took a vacation until CP came back. My conclusions were that stam was still really, really good solo/small scale, magicka still great for group play, my heavy armor build worked perfectly fine with zero changes made, and when you got zerged down you have zero chance of escaping the zerg anymore unless you happen to play a specific class. It's literally the same exact game except that there's even less build diversity.