The new Champ System changes in regards to the Green Tree are not a QOL Improvement. Those activities are not combat related so should not need to limited to 4 Passives. Having to swap those passives out on my Crafter, who is also my Farmer is a pain. Fishing, Farming and Refining, and Moving Fast are all activities that go hand in hand.
The new Champ System changes in regards to the Green Tree are not a QOL Improvement. Those activities are not combat related so should not need to limited to 4 Passives. Having to swap those passives out on my Crafter, who is also my Farmer is a pain. Fishing, Farming and Refining, and Moving Fast are all activities that go hand in hand.
trackdemon5512 wrote: »
Setting up each with 4 active slots now just seems prudent for what to expect from the system going forward.
The new Champ System changes in regards to the Green Tree are not a QOL Improvement. Those activities are not combat related so should not need to limited to 4 Passives. Having to swap those passives out on my Crafter, who is also my Farmer is a pain. Fishing, Farming and Refining, and Moving Fast are all activities that go hand in hand.
Yes. On PC, we will have to automate this using some addon. On console... I guess it gets done manually.
Yes. On PC, we will have to automate this using some addon. On console... I guess it gets done manually.
starlizard70ub17_ESO wrote: »There's already a small team of modders working on this. They already have a beta mod on PTS that lets you switch your CP setup on the fly. In the Utube video they were saying the mod should out in a few days.
trackdemon5512 wrote: »
Setting up each with 4 active slots now just seems prudent for what to expect from the system going forward.
That is fine, but most of these slottable stars have no impact on combat. No reason to put them behind the slottable limits. If we activate farming or crafting passives, they should be permanent.
PizzaCat82 wrote: »I just wish there weren't so many useless perks in the green tree.
Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
Alliance War
Assault
Continuous Attacks: This passive now always grants Major Gallop when purchased at rank 1 or 2. Note that you do not need to be in Cyrodiil to gain this effect! This means once you purchase the passive at any rank, you will always have Major Gallop active on you regardless of where you are.
Rapid Maneuvers:
This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
Reduced the cost of this ability to 6426, down from 6885.
Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.
Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
@Vermintide Read the bolded part here:Alliance War
Assault
Continuous Attacks: This passive now always grants Major Gallop when purchased at rank 1 or 2. Note that you do not need to be in Cyrodiil to gain this effect! This means once you purchase the passive at any rank, you will always have Major Gallop active on you regardless of where you are.
Rapid Maneuvers:
This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
Reduced the cost of this ability to 6426, down from 6885.
Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.
What about this do you think is bad? There's a lot of things worth complaining about in this patch, I don't know why you would complain about this change tho.
Alinhbo_Tyaka wrote: »Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
Read the bolded part here:Alliance War
Assault
Continuous Attacks: This passive now always grants Major Gallop when purchased at rank 1 or 2. Note that you do not need to be in Cyrodiil to gain this effect! This means once you purchase the passive at any rank, you will always have Major Gallop active on you regardless of where you are.
Rapid Maneuvers:
This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
Reduced the cost of this ability to 6426, down from 6885.
Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.
What about this do you think is bad? There's a lot of things worth complaining about in this patch, I don't know why you would complain about this change tho.
I don't like the change as it means Major Gallop is on all of the time and there are times I don't want to go extra fast. At least with Rapid Maneuvers I had the choice as to when I wanted to go super fast or not.
Alinhbo_Tyaka wrote: »Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
@Vermintide Read the bolded part here:Alliance War
Assault
Continuous Attacks: This passive now always grants Major Gallop when purchased at rank 1 or 2. Note that you do not need to be in Cyrodiil to gain this effect! This means once you purchase the passive at any rank, you will always have Major Gallop active on you regardless of where you are.
Rapid Maneuvers:
This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
Reduced the cost of this ability to 6426, down from 6885.
Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.
What about this do you think is bad? There's a lot of things worth complaining about in this patch, I don't know why you would complain about this change tho.
I don't like the change as it means Major Gallop is on all of the time and there are times I don't want to go extra fast. At least with Rapid Maneuvers I had the choice as to when I wanted to go super fast or not.
driosketch wrote: »So I've settled on Treasure chests, Harvesting speed, Plentiful Harvest, and Home furnishings as my run around slots. I'll swap the others when in town, on crafter, doing a heist, ect.
It's an odd complaint, given it frees up a skill slot, but I kind of want a way to toggle major gallop off in some cases.
Araneae6537 wrote: »Alinhbo_Tyaka wrote: »Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
@Vermintide Read the bolded part here:Alliance War
Assault
Continuous Attacks: This passive now always grants Major Gallop when purchased at rank 1 or 2. Note that you do not need to be in Cyrodiil to gain this effect! This means once you purchase the passive at any rank, you will always have Major Gallop active on you regardless of where you are.
Rapid Maneuvers:
This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
Reduced the cost of this ability to 6426, down from 6885.
Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.
What about this do you think is bad? There's a lot of things worth complaining about in this patch, I don't know why you would complain about this change tho.
I don't like the change as it means Major Gallop is on all of the time and there are times I don't want to go extra fast. At least with Rapid Maneuvers I had the choice as to when I wanted to go super fast or not.driosketch wrote: »So I've settled on Treasure chests, Harvesting speed, Plentiful Harvest, and Home furnishings as my run around slots. I'll swap the others when in town, on crafter, doing a heist, ect.
It's an odd complaint, given it frees up a skill slot, but I kind of want a way to toggle major gallop off in some cases.
Not worth a skill slot though, at least not in PvP where every slot counts (of course every slot counts in endgame PvE too, but I can’t imagine anyone feeling a need to slot Rapids there). I am extremely happy with the change as I always felt it a pain point in Cyrodiil where it is most needed but also the lost skill slot is felt most keenly as I want to maximize all my slot choices going against other players. If you mostly do PvE then I think you just have to make a choice regarding your mounted speed and take the passive or not (there’s also a slottable CP for mount speed that you could switch at will).
Alinhbo_Tyaka wrote: »Vermintide wrote: »All I will say on the matter is that I'm very glad I did the lore book grind on my new alt Sunday because I would have been piiiiiiisssseeed to log in and find out about rapid manoeuvres otherwise.
@Vermintide Read the bolded part here:Alliance War
Assault
Continuous Attacks: This passive now always grants Major Gallop when purchased at rank 1 or 2. Note that you do not need to be in Cyrodiil to gain this effect! This means once you purchase the passive at any rank, you will always have Major Gallop active on you regardless of where you are.
Rapid Maneuvers:
This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
Reduced the cost of this ability to 6426, down from 6885.
Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.
What about this do you think is bad? There's a lot of things worth complaining about in this patch, I don't know why you would complain about this change tho.
I don't like the change as it means Major Gallop is on all of the time and there are times I don't want to go extra fast. At least with Rapid Maneuvers I had the choice as to when I wanted to go super fast or not.