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CP 2.0 Passive Stars vs. Active Stars

silvereyes
silvereyes
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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.
  1. 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.
  2. 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).
  3. 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?
  • silvereyes
    silvereyes
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    I would also add that, without people constantly swapping craft constellation stars, the performance problems that caused zos to institute a 30 second cool down would probably be reduced or eliminated.
  • Michae
    Michae
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    Yeah, that's the only thing that actually bothers me about the rework, that I have to respec every time I want to go farming mats, fishing, stealing or crafting. It's not meaningful, just annoying. I understand not wanting too many perks in combat and stars work there since you can't swap them in combat, but with QOL stuff it's just busywork you need to remember to do before switching activities.
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • silvereyes
    silvereyes
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    Michae wrote: »
    Yeah, that's the only thing that actually bothers me about the rework, that I have to respec every time I want to go farming mats, fishing, stealing or crafting. It's not meaningful, just annoying.
    I'm fortunate in that I don't usually do anything with the justice system or fishing (unless I'm just hanging out with friends).

    Unless the 30 second cooldown is removed so that the Jack of All Trades addon works, I'll probably never use any of the crafting tree except for the big four (Treasure Hunter, Plentiful Harvest, Master Gatherer, Meticulous Disassembly), because I refuse to micromanage.

    It makes me sad, though, since there are some interesting perks in the craft tree that would make earning CP enjoyable if they were passives.
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