The point to note is that under CP 1.0 there's a strong power advantage to having all the CP available.
Under CP 2.0 you can only have TWELVE active CP bonuses active at any one time.
So what this will mean is that whilst you can technically have 3600 CP and have ALL the CP skills at max, you can still only select at MAX 12 at a time.
This is a very important thing to note.
CP 3600 will just unlock the ability to have all the CP options available to you for your 12 active abilities.
IntenseRenegader wrote: »The point to note is that under CP 1.0 there's a strong power advantage to having all the CP available.
Under CP 2.0 you can only have TWELVE active CP bonuses active at any one time.
So what this will mean is that whilst you can technically have 3600 CP and have ALL the CP skills at max, you can still only select at MAX 12 at a time.
This is a very important thing to note.
CP 3600 will just unlock the ability to have all the CP options available to you for your 12 active abilities.
i saw form another screenshot you can maximum put 50 points into 1 active bonus, this means the true max cp is 600 now? seems alright honestly
Omg I just started over on pc and I don't have a single CP haha fml, anyone up for some grinding?
Guess I will start hoarding my enchanting, alchemy, provisioning master writs and download the Writworthy add on again.
The major thing that I want:
Right now I have 610 CP.
If my character is to be less powerful with 610 CP after the changes, than with 610 CP before the change - in other words, if I can't tank as well, if I can't kill overland monsters as well, if I can't block as well, if I lose my "farming a crafting node takes half the time" capability, if my health, stamina and magicka don't restore as well (I have several CP invested in restoring each) - then I will be disappointed.
the one thing that a game company should not do is wide-ranging nerfs that affect the majority of players and the majority of player capabilities. Specifically targetted nerfs on a thing that is too powerful when used by the small percentage of elite players are okay, but wacking all the players including the less capable ones is a bad thing.
I'm happy about this, the CP system needs an update. It's been more or less untouched for years so this is good. I'm still unsure how I feel about the 3600 cap.
I'm excited to see the system when it goes live.The only thing that concerns me is how we are supposed to reach 3600.... Most players aren't super fast grinders, took me a good long while to get to 810+.
The major thing that I want:
Right now I have 610 CP.
If my character is to be less powerful with 610 CP after the changes, than with 610 CP before the change - in other words, if I can't tank as well, if I can't kill overland monsters as well, if I can't block as well, if I lose my "farming a crafting node takes half the time" capability, if my health, stamina and magicka don't restore as well (I have several CP invested in restoring each) - then I will be disappointed.
the one thing that a game company should not do is wide-ranging nerfs that affect the majority of players and the majority of player capabilities. Specifically targetted nerfs on a thing that is too powerful when used by the small percentage of elite players are okay, but wacking all the players including the less capable ones is a bad thing.
The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...
The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...and beyond mitigation, it actually gives a WEAKNESS to the other type. No longer will my tank be able to taunt all the things....now I can only taunt the physical ads...the DPS are just going to have to soak up all the magicka damage instead. I guess maybe I could look at it as a way of phasing tanks out entirely as a role and all group members instead have the responsibility to take on only certain types of ads.
starkerealm wrote: »The armor changes are going to screw tanks over. Tanks take both magicka AND stamina damage...making them choose only one type to mitigate will cripple them fights that have both types of damage that come in...
This isn't quite true. At least not for PvE. The game does some weird things with damage generated by Monsters/NPCs. (One major consideration is that a lot of monsters use their weapon damage stat for attacks that are quite clearly magical in nature.) So, this is something that will need to be tested, but saying, "tanks are dead," is entirely premature.
Unless you're talking PvP, in which case, making heavy armor users to magical attacks is probably entirely intentional, and designed to cut down on the PvP builds that just walk around soaking up incoming damage, but don't actually do anything.