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https://forums.elderscrollsonline.com/en/discussion/comment/8100050/#Comment_8100050

CP System was handled wrong.

MindOfTheSwarm
MindOfTheSwarm
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First let me state that I agree that for the most part flattening the growth was the right move and making things ‘horizontal’ has made it it so the disparity between different cp levels is less extreme. I agree that this was a good move...
Now here comes the but...
Although for the most part reducing the bonuses across the board was generally a good decision I do feel that certain nodes should instead have maintained their higher bonuses but at the expense of being more expensive.
For example instead of Thaumaturge and its nearby nodes buffing by 10% and that’s it, why not instead have extra nodes that continue off from it.
In detail let’s take Thaumaturge, you out points into it and now a new node that is only connected to Thaumaturge is unlocked. This node increases your dot damage even further and by putting points into this node another node is unlocked which allows you to further buff dot damage. This would allow people to actually create builds but the expense would be they are not putting points into other things which creates diversity. Flattening these specialised nodes was the wrong move. They instead should have increased their buff and increased their costs or added off shoot nodes to allow people to refine their builds.
  • Mythreindeer
    Mythreindeer
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    They wanted to mitigate potential damage output not amplify it.
  • MindOfTheSwarm
    MindOfTheSwarm
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    They wanted to mitigate potential damage output not amplify it.

    That's not my point. My point is to make damage output diverse. Characters that focus on direct damage should deal less damage over time and vice versa. Currently there is no discrepancy or difference between builds outside of sets. Same can be said for damage types. Why are Flame, Shock, Magic and Frost all boosted by a single node? They should be separated into separate nodes but offer more buff for that specific element. They could even be slottable nodes to promote build variety.
    Edited by MindOfTheSwarm on May 27, 2021 11:04AM
  • Mythreindeer
    Mythreindeer
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    I see your point though with over a thousand CP available for use in each tree now we will be able to spec for just about everything once you get to 3200
  • Zodiarkslayer
    Zodiarkslayer
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    Agree on the main point, but I think the keys is lowering passive power, while diversifying and extending slottable nodes.

    The less power passive nodes give, the more important player skill becomes.

    This is the way!
    read, think and write.In that order.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Agree on the main point, but I think the keys is lowering passive power, while diversifying and extending slottable nodes.

    The less power passive nodes give, the more important player skill becomes.

    This is the way!

    All I am saying is that slottable nodes are the same for everyone. Everyone slots Thaumaturge and everyone slots Deadly Aim as well as Fighting Finesse now that Crit Chance was nerfed. So where is the diversity?
  • master_vanargand
    master_vanargand
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    The ceiling should be low.
  • MindOfTheSwarm
    MindOfTheSwarm
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    The ceiling should be low.
    I think everyone is missing the point here. I never talked about raising the ceiling. What I am saying is that more slottable nodes should be added to the game and their should be a cost/benefit to not taking some nodes over others. Thaumaturge, Deadly Aim and Fighting Finesse are REQUIRED if you want to hit the best DPS numbers. This leaves one node which is usually taken by wrathful strikes. Leaving virtually no options worth taking outside of niche PvP builds.
  • Kr4ftw3rkub17_ESO
    I agree, just 4 slottables feels 'wanting'. I have a slightly different slant to it. Overland solo-play and trials, dungeons and arenas require me to switch slottable nodes quite often (with the same character). This costs gold. At the very least there should be 5 slottables (not to mention extra passives that would be exclusive to different builds or at least change some of the passives to fit different builds). But, I'm guessing, with the amount of time the devs had to come up with this new system, that it's working as they intended. Still... I feel as though much of the CP I've earned is being wasted on things I don't need in the CP tree. But that's just me. However, I think if enough people offered suggestions - maybe ZOS might listen.
  • AcadianPaladin
    AcadianPaladin
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    Approaching 1600 CP, I don't see any further growth for my character via CP. For each tree, she has maxed the 4 slottables and all passives that she wants. The only place left to put CP points is into slottables that will never get slotted. Might as well totally ignore new CP points at this point and just let them sit unused.
    PC NA(no Steam), PvE, mostly solo
  • Zodiarkslayer
    Zodiarkslayer
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    Agree on the main point, but I think the keys is lowering passive power, while diversifying and extending slottable nodes.

    The less power passive nodes give, the more important player skill becomes.

    This is the way!

    All I am saying is that slottable nodes are the same for everyone. Everyone slots Thaumaturge and everyone slots Deadly Aim as well as Fighting Finesse now that Crit Chance was nerfed. So where is the diversity?

    It is because they are best in "slot". 😂

    But you are thinking too narrow, too focused on the damage dealing role. There are stars for each role and you can choose to or not to use them. There are some to supplement and some to specialize.

    Fact is there are not enough build types in ESO. Hybrids and other off Meta builds are still not in peoples heads.

    And the content is still not forcing DPS to slot mitigation CPstars. For example we do not have healing checks, that are only completable if all 12 group members are healing simultaneously, not just the 2 healers.

    With all the changes in U29 and U30, most DPS have become glass cannons. And they still get through with it. That is the problem.
    read, think and write.In that order.
  • Everest_Lionheart
    Everest_Lionheart
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    Agree on the main point, but I think the keys is lowering passive power, while diversifying and extending slottable nodes.

    The less power passive nodes give, the more important player skill becomes.

    This is the way!

    All I am saying is that slottable nodes are the same for everyone. Everyone slots Thaumaturge and everyone slots Deadly Aim as well as Fighting Finesse now that Crit Chance was nerfed. So where is the diversity?

    It is because they are best in "slot". 😂

    But you are thinking too narrow, too focused on the damage dealing role. There are stars for each role and you can choose to or not to use them. There are some to supplement and some to specialize.

    Fact is there are not enough build types in ESO. Hybrids and other off Meta builds are still not in peoples heads.

    And the content is still not forcing DPS to slot mitigation CPstars. For example we do not have healing checks, that are only completable if all 12 group members are healing simultaneously, not just the 2 healers.

    With all the changes in U29 and U30, most DPS have become glass cannons. And they still get through with it. That is the problem.

    People are stacking crit chance because crit values are too important to clearing certain content. Nerfing crit chance only forced people to build into it more which made less paths viable.

    Mitigation isn’t needed because the one shot mechanics in this game are still going to be one shots even if your mit is maxed out. So there is no need to slot any mit stars or even use anything other than parse food in most situations anymore. Anyone dying from cumulative damage is doing something wrong by not staying with their group or trusting their healers.

    And yet despite all of this there is content that is still out of reach for the average player. The average player isn’t clearing vSS HM or vCR3. Most of them don’t stand a chance in vBRP. There is a long list of DLC HM dungeons they don’t stand a chance at either. And anyone on console without the cues to block plus cues for several other mechs popping up on screen is at the mercy of actually learning how to play and knowing what to do when an NPC has a certain tell. Not just tanks, but healers and DPS alike have to know what it means when Lokke sticks his head up or stomps his knuckle on the ground and what it means when Zmaja swipes right (which should never happen if your orb killer is on point.) Speaking of killing orbs, there isn’t any add on to tell us when those pop up or who has fire. Nothing to tell us when the kite or jumps are in vAS2 other than the tells the boss has or watching the health bar. But hey at least our system comes with comms for the group that are often 2-3 seconds delayed, so there’s that!

    But I digress...

    There is no build diversity in the end, only the illusion of diversity.
  • Zodiarkslayer
    Zodiarkslayer
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    ...actually learning how to play and knowing what to do...

    I laughed for about a minute, when I read that line. :D

    The irony is, that most Players assume to not having to improve/learn/train for vetContent.
    It is the effect that super easy normal Content has on the individual player.
    Lower bars mean lowered expectations.
    read, think and write.In that order.
  • Sneaky-Snurr
    Sneaky-Snurr
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    CP should just be deleted tbh. Things before CP was waay better. However the current flattening bonus tweaks are going in the right direction.
    The Order of the Shadows: Nightmare
      EP CP810 Nightblade
      AD CP810 Templar
      AD CP810 Dragon Knight
      AD Lvl 25 Sorceror
      DC Lvl 23 Nightblade
    {PC•NA•no-CP Ravenwatch}

    Shadow hide you. -Unknown
    There is no clean fight in a war. -Shun Izaki
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