Supreme_Atromancer wrote: »@Baconlad @Sylosi
-there is an ultimate cap, although you are incentivised to keep gaining champ points for different roles. Let's say you max all passives in blue tree, now you have four slottables that you have for a current build. But you can continue to gain levels to have the option of swapping for PvP or PvE. you now get to have both builds without having to respec, you just have to swap around swappable.
But the system is made in ignorance of how the game is actually played. Those of us who do different roles on the same character can't really achieve this horizontal flexibility without respeccing anyway. I reach enough cp to get 4 passives as a healer main, and if I want to do damage, I must respec. I earn enough cp to gain another passive. But I STILL have to respec because I don't have the other passives for good damage in content. So that's 50 points of this amazing horizontal progress that is meaningless, because I will still be paying the same fee. What happens when I've earned 100 points beyond the softcap? Still the same, because I'm no more flexible with all this extra cp I've earned. In fact, beyond the soft cap, no progress is in the least bit meaningful because I could always just respec anyway for the small fee that everyone has been paying forever anyhow, and this wont really go away for some alternate particular spec until you've earned enough cp to slot 4 new passives. So where are these horizons I'm meant to be progressing into?
I find the new CP system way better.
I much prefer how they separated out all the crafting, gathering, etc into one tree, because now there is no conflict between what I want for combat and what I want for crafting, gathering, etc. So to take one example on the old CP tree the passive for increased quality of items in treasure chests was 75 into one of the green trees that I had little use for on many magcika builds, so basically couldn't take it on a lot of builds, the new system solves that.
I also think limiting it to 4 active slots is a good thing bearing in mind they removed the 810 CP limit, it helps reduce the power creep of 3600cp(?) max, which is good for the health of the game.
Lastly I find the notion of the reward for higher CP to be able to tinker with or switch builds easily pretty nice.
I’ve been having the same thoughts since the new CP system came out. Really what it comes down to is that their are too many slotables and not enough passives. Except for the Crafting tree, most people are not going to move their slotable’s around for combat unless they are a top level raid group that wants to optimize for every trial scenario. The rest of us just pick four slots for our combat and the rest are just waisted. I’m already at 1700 CP and really don’t care about leveling more points because.....what’s the point?
Sirona_Starr wrote: »I find the new CP system way better.
I much prefer how they separated out all the crafting, gathering, etc into one tree, because now there is no conflict between what I want for combat and what I want for crafting, gathering, etc. So to take one example on the old CP tree the passive for increased quality of items in treasure chests was 75 into one of the green trees that I had little use for on many magcika builds, so basically couldn't take it on a lot of builds, the new system solves that.
I also think limiting it to 4 active slots is a good thing bearing in mind they removed the 810 CP limit, it helps reduce the power creep of 3600cp(?) max, which is good for the health of the game.
Lastly I find the notion of the reward for higher CP to be able to tinker with or switch builds easily pretty nice.
CP was NEVER the reason for power creep. If you reach 3600, you've just put more than 3/4 of your cp into stuff you are not going to slot, or are way past benefiting from. I get you feeling that way as a new player. When you get to the point that your realize most cp is useless (which is going to happen quicker than you thought it would), you'll understand what the op is saying