Maintenance for the week of September 15:
• PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
CP 2.0 Passive Stars vs. Active Stars
I don't really understand what they were thinking by segmenting out all the non-combat passives into the craft constellation, and over-stuffing the other constellations with combat stars. If it had been up to me, I would have loved to see something more evenly distributed.
- QoL stars all passive
I would love for all constellations to provide meaningful horizontal, out-of-combat progression, and not require micromanagement. The active bar is designed to limit power creep and force meaningful choices, but non-combat perks don't really have power creep, and there aren't really any meaningful choices either. If you are doing a certain activity, there's usually only one set of optimal stars, which means a lot of switching, not choosing.
- Remove or make active all combat-related passive stars. Add combat-related active stars to all constellations.
Combat passives mainly serve to dilute the power of each CP. I would much prefer if all power that needs to be provided from vertical progression be provided with the CP bar.
With the green constellation non-combat perks all converted to passives, four extra slots would be available to take on combat-related active green stars.
A fourth constellation could be introduced if needed to make a few things that are currently passives into actives, like damage mitigation or core combat ability cost reduction, bringing the total active stars to 16.
This would also have the added benefit of clearly ending the vertical progression grind at CP 600 (or CP 800, with a fourth constellation).
- No unlocking
I personally hate that some stars block others. If it were up to me, everything would be assignable from CP 10 on, without restriction. The unlocking system only serves as a point sink without providing any sense of progression. Play how you want, right?