hear hear!
only the combat related ones should be a choice
This isn't what bothers me about the green tree as someone who focuses on storytelling/roleplaying.
What bothers me is the layout of the tree. I just about lost my mind as I tired to get to the fishing perks for my huntress character. She had to take SO much stuff that her character simply wouldn't have just to get to the fishing perks, I ended up being way short on other things she should have had too. Why on earth are the fishing perks buried so deep in the tree? Just... why?
I made a long post about the green tree issues here.
https://forums.elderscrollsonline.com/en/discussion/564754/green-craft-tree-problems-and-possible-improvements-long-post
Basically, I feel slotted passives should focus on ones the player would want for the long term, like “Homemaker”. And ones concerning things like fishing or stealing, should just be a permanent “non-slot” passive.
That’s not to say that the rest of the tree is problem free. The green tree has a host of issues.
GrumpyDuckling wrote: »I made a long post about the green tree issues here.
https://forums.elderscrollsonline.com/en/discussion/564754/green-craft-tree-problems-and-possible-improvements-long-post
Basically, I feel slotted passives should focus on ones the player would want for the long term, like “Homemaker”. And ones concerning things like fishing or stealing, should just be a permanent “non-slot” passive.
That’s not to say that the rest of the tree is problem free. The green tree has a host of issues.
That's the easiest solution -- significantly reduce the "need-to-slot" passives and make most of them passively apply.
In its current form, all the "need-to-slot" passives do is encourage me to keep pausing and swapping slots. It's such terrible design, and I don't get how it made it to launch like this.
I feel like whether you like the changes to CP or not almost everyone agrees with this. There is no reason for the crafting tree to have slotables. It is bad enough we now have to pay a lot of points for things we use to get for free. Slotables in this tree does not improve our gaming experience, it makes it more frustrating. Why is ZOS so intent on keeping their customers annoyed?The 4 Slot Limit for Craft Tree (Green CP) is ANNOYING
GrumpyDuckling wrote: »@ZenimaxOnlineStudios,
You can understand how undesirable it is for players to frequently pause the game to switch champion point nodes. Will you confirm that this is an unintentional result of the new champion point system and that you are looking into ways to remedy this frequent pausing?
Thank you.
I feel like whether you like the changes to CP or not almost everyone agrees with this. There is no reason for the crafting tree to have slotables. It is bad enough we now have to pay a lot of points for things we use to get for free. Slotables in this tree does not improve our gaming experience, it makes it more frustrating. Why is ZOS so intent on keeping their customers annoyed?The 4 Slot Limit for Craft Tree (Green CP) is ANNOYING
The green tree should have all passives( and the cost of all of those reduced by 50%, IMO) and the blue and red tree should get 6 slots each. Also the node harvesting speed skill is really annoying now. It takes 1.5 swings to harvest. And because of where this is placed it takes a lot of CP to get to it which is stupid.
I made a long post about the green tree issues here.
https://forums.elderscrollsonline.com/en/discussion/564754/green-craft-tree-problems-and-possible-improvements-long-post
Basically, I feel slotted passives should focus on ones the player would want for the long term, like “Homemaker”. And ones concerning things like fishing or stealing, should just be a permanent “non-slot” passive.
That’s not to say that the rest of the tree is problem free. The green tree has a host of issues.
I feel like whether you like the changes to CP or not almost everyone agrees with this. There is no reason for the crafting tree to have slotables. It is bad enough we now have to pay a lot of points for things we use to get for free. Slotables in this tree does not improve our gaming experience, it makes it more frustrating. Why is ZOS so intent on keeping their customers annoyed?The 4 Slot Limit for Craft Tree (Green CP) is ANNOYING
The green tree should have all passives( and the cost of all of those reduced by 50%, IMO) and the blue and red tree should get 6 slots each. Also the node harvesting speed skill is really annoying now. It takes 1.5 swings to harvest. And because of where this is placed it takes a lot of CP to get to it which is stupid.
GrumpyDuckling wrote: »I made a long post about the green tree issues here.
https://forums.elderscrollsonline.com/en/discussion/564754/green-craft-tree-problems-and-possible-improvements-long-post
Basically, I feel slotted passives should focus on ones the player would want for the long term, like “Homemaker”. And ones concerning things like fishing or stealing, should just be a permanent “non-slot” passive.
That’s not to say that the rest of the tree is problem free. The green tree has a host of issues.
That's the easiest solution -- significantly reduce the "need-to-slot" passives and make most of them passively apply.
In its current form, all the "need-to-slot" passives do is encourage me to keep pausing and swapping slots. It's such terrible design, and I don't get how it made it to launch like this.
Exactly!! This sounds much better! And you can't tell me there wasn't at least one killer crafter on the pts! Did they just not say anything or did zos ignore them?