This is trash. They replaced useful cp, with a break free cost reduction which we already had, and a cp that is useless in pve, but cancerous in pvp. Really bad. I hope that they revert this, or at least compensate it with changes to some abilities.
Without those two how are we supposed to sustain on a trial boss?? With 600 cp many classes drain 1600 magicka per second (mag dk, sorc and nightblade)! How are we supposed to sustain on a stam templar? These changes are ***. And you can tell that these changes were made purely for pvp, because only in pvp those 2 cp cause problems. Just separate the two already.
I would dearly love to see a video of them try to get through anything endgame with a DPS race with this change.
Olupajmibanan wrote: »
Welp, magicka DKs will have fun with this one, since all the class skills still have insane costs from when people cried about them
rhapsodious wrote: »Hi, I'm the person who took all these pictures. I didn't want them to be inflammatory so much as "huh, that changed, odd"... sorry Rich. ):
I didn't get the chance to compare skill costs between here and live, unfortunately, but I do not think ZOS employees are gleefully wringing their hands as they plot new ways to ruin your specs. It might end up that you're getting your recovery anyway through other changes, and the new Siphoner star might just be a PVP-oriented one like.. what is it, Ironclad? The one that gives crit res?
Don't make a huge judgment call off of a few pictures or pieces of the puzzle.
My first thought on seeing these was "this is not the whole picture".
I dont disagree with making need for sustain play a larger role but my bet is this is the part of the equation that shifts it one way but there are other mitigating factors.
Maybe some costs go down.
Maybe return goes up from hvy atts.
Maybe points in health feed all regens (or reduce cost) bigly, making health vs stam/mag even more of sustain vs offense choice.
Maybe light/medium get more passive cost reduce while hvy gets constitution.
Dont know but as long as CP had such a YUGE hit on costs, the other options were used less so this piece of the puzzle being rather drastic is within the ballpark of reason.
I will wait to see the whole picture before i start listening to the tiny egg-layers and panicing.
My thoughts exactly.
We don't know what other changes are coming with this.
It's been stated ZOS want health to be more important, now they are reducing sustain options. It would not surprise me if Regen ends up being based off health amount.
Now, I am concerned about my magsorc sustain, but let's wait and see what changes actually make it to the game.
They're nerfing resources, but not block cost reduction CP. it's clear ZOS doesn't spend any time in Cyrodiil.
Cherryblossom wrote: »Just wondering why the Boxes aren't straight TBH.
They're nerfing resources, but not block cost reduction CP. it's clear ZOS doesn't spend any time in Cyrodiil.
Olupajmibanan wrote: »
Thank you for your insightful comment, I would never have thought of that myself. -_-
I already play in Azura's Star. Doesn't mean I can't take issue with the Champion System. I would love to play in TF and Haderus more often, but like I said...
Olupajmibanan wrote: »Olupajmibanan wrote: »
Thank you for your insightful comment, I would never have thought of that myself. -_-
I already play in Azura's Star. Doesn't mean I can't take issue with the Champion System. I would love to play in TF and Haderus more often, but like I said...
You forgot that there are actually players who like CP system in pvp. That's why we have different campaigns, to satisfy both segments.
If CPs are removed from pvp completely, how would be TF different from Azura? And why would you even bother playing in TF if Azura is exactly the same?
Just let this as it is. You have no right to complain about CPs in PvP since you can freely chose to play with or without them.
Tommy_The_Gun wrote: »Those changes in CP are just bad news.
Not only for PvP which will cause:
- DPS build to do even more insane DPS
- Lack of stamina resource to break free or magicka to heal / cleanse when necessary...
- How will be players suppose to dodge some AOE in PvP with almost no stamina recovery ?!
Also bad for PvE players who just base their resource management on those CP passives... wtf
...not to mention it is a insane buff for some racial recourse re-gen passives
Long time ago when I unlocked my first CP I thought:
"Oh.. ok so this is how can I compensate for my racial passive and just get close to the cap with everything right ? So racial passives will be almost irrelevant right ?"
NOPE... how naive.. it is ZOS... instead of balancing racial passives we got 2 - 4 races with the best ones and the rest is just bottom of the barrel...
Racial passives which were supposed to be marginal and almost irrelevant in late game will become in most cases too relevant...
And if this information is true, now ZOS just killed PvP for many non - Altmer, Redguard, Khajiit players :'(
Tommy_The_Gun wrote: »Those changes in CP are just bad news.
Not only for PvP which will cause:
- DPS build to do even more insane DPS
- Lack of stamina resource to break free or magicka to heal / cleanse when necessary...
- How will be players suppose to dodge some AOE in PvP with almost no stamina recovery ?!
Also bad for PvE players who just base their resource management on those CP passives... wtf
...not to mention it is a insane buff for some racial recourse re-gen passives
Long time ago when I unlocked my first CP I thought:
"Oh.. ok so this is how can I compensate for my racial passive and just get close to the cap with everything right ? So racial passives will be almost irrelevant right ?"
NOPE... how naive.. it is ZOS... instead of balancing racial passives we got 2 - 4 races with the best ones and the rest is just bottom of the barrel...
Racial passives which were supposed to be marginal and almost irrelevant in late game will become in most cases too relevant...
And if this information is true, now ZOS just killed PvP for many non - Altmer, Redguard, Khajiit players :'(
It is those players who base their resource management off the CP passives that they are specifically targeting. They said months ago that players should be using Cost Reduction enchants for resource management, instead, players simply used the CP passives and used all damage enchants instead. Now, those same players will be forced to use Cost Reduction enchants.
cpuScientist wrote: »PelinalWhitestrake wrote: »
Pre-Ordering is one of these new concepts that completely plays into the hand of the company. I will.never EVER understand why this has been allowed to become the Norm... Well I do understand but wish I didn't....
Jaeme Diam wrote: »Ridiculous change. If it goes live it'll be my last straw.