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Warfare constellation dysfunctional

pleximus
pleximus
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Warfare constellation is really bizarre since most of the skills/abilities require assignment and I have nowhere to put my champion points any longer. What is the point of this constellation since it's so dysfunctional? Is it going to be "fixed" at some point?
  • Sluggy
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    That's kind of the whole point. In the old CP system you could have massive amounts of mitigation, damage, sustain, AND healing quite easily. For some reason people still thought this wasn't enough and asked for ZoS to raise the cap of CP to spend. So I think they came up with this compromise (and one that I am fully in favor of). You can have LOTS of CP but you can only have so many effects active at once. This allows you to earn and spend more CP but not allow you to grow in strength without limit.

    Despite what some folks seem to think, limiting the amount of stats growth a character can have does NOT render it meaningless. Limits provide the context for meaning. Allowing unlimited growth on the other hand would render it meaningless as no matter what abilities you character reached they could always just go higher, effectively just making all levels of content a mere matter of time rather than mastery of the game.
  • AcadianPaladin
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    OP, you are basically right. I have about 1750 CP. It only took me about 1200 to basically max all passives and all 12 slottables that I want. So the points I'm building now are sitting unused. The only advantage I see to high CP points now is the ability to build up more that 12 slottables to enable changing your build around (sort of) on the fly - for those who want such a thing. Which I do not.
    PC NA(no Steam), PvE, mostly solo
  • FluffWit
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    Its helpful for people like me who pve and pvp on the same toon. I need Resilience,, Weapons Expert and Thaumaturge in pvp but they're not much use for me in pve.

    I just wish I could switch my gear, skills and cp at the touch of a button when I switch between the two. On console I have to do all that manually which is a pain.
  • redspecter23
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    Under the old system, you had a cp cap to keep things in check. Under the new system, you essentially still have the cap in place but now gain a choice as to what you want after you have enough cp to buy alternatives. They are keeping you in check, power wise, but allowing you to spend your extra CP for swappable, situational benefits. Under the old system, you could swap, but it would cost you 3000 gold each time. Now you have the flexibility to swap without cost if your cp is high enough.
  • pleximus
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    Sluggy wrote: »
    That's kind of the whole point. In the old CP system you could have massive amounts of mitigation, damage, sustain, AND healing quite easily. For some reason people still thought this wasn't enough and asked for ZoS to raise the cap of CP to spend. So I think they came up with this compromise (and one that I am fully in favor of). You can have LOTS of CP but you can only have so many effects active at once. This allows you to earn and spend more CP but not allow you to grow in strength without limit.

    Despite what some folks seem to think, limiting the amount of stats growth a character can have does NOT render it meaningless. Limits provide the context for meaning. Allowing unlimited growth on the other hand would render it meaningless as no matter what abilities you character reached they could always just go higher, effectively just making all levels of content a mere matter of time rather than mastery of the game.

    Then what is the point in amassing more champion points since they are of no use either way?
  • FluffWit
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    pleximus wrote: »
    Sluggy wrote: »
    That's kind of the whole point. In the old CP system you could have massive amounts of mitigation, damage, sustain, AND healing quite easily. For some reason people still thought this wasn't enough and asked for ZoS to raise the cap of CP to spend. So I think they came up with this compromise (and one that I am fully in favor of). You can have LOTS of CP but you can only have so many effects active at once. This allows you to earn and spend more CP but not allow you to grow in strength without limit.

    Despite what some folks seem to think, limiting the amount of stats growth a character can have does NOT render it meaningless. Limits provide the context for meaning. Allowing unlimited growth on the other hand would render it meaningless as no matter what abilities you character reached they could always just go higher, effectively just making all levels of content a mere matter of time rather than mastery of the game.

    Then what is the point in amassing more champion points since they are of no use either way?

    I explained that already. It's so you can change set ups without having to redo all your cp or pay gold.
  • Skullstachio
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    It was also to do with performance because each time a skill was used, damage was taken, etc. each and every CP had to be checked server side which resulted in a few FPS discrepancies (remembering this off the top of my skull here.). because of the way CP 2.0 is, there isn’t as many CP’s to check for in combat and anywhere else I can think of, thus there is slight improvement in performance.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • waterfairy
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    Join the club lol

    I started a discussion about this in the PTS section because they're adding a whole new sub-constellation with nothing but slottable star buffs.

    I mentioned a much better system would be passives with prerequisites- 'increase healing by X with a resto staff equipped', 'increase block by X with a shield equipped' and so on..it would be much more fluid because you would only need to bar swap to a different weapon to trigger the buff instead of swapping a cp star (really clunky system).
  • Smitch_59
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    I dislike the new CP system intensely. So much so that most of my characters don't even have any skills slotted, much less any CPs allocated. They just do crafting writs every day and nothing else. They never leave town.
    By Azura, by Azura, by Azura!
  • Wyrd88
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    OG CP 2.0 was good enough as a starting point for future improvements and adding more slottables.

    This one is dull to the level of uselessness, slottables are all the same for every build and passives are just not even worth mentioning, especially if you take into account some formulas (hello, block cost reduction node).

    It's a shame, but I guess crybabies were too loud.
    Edited by Wyrd88 on July 22, 2021 5:32AM
  • NylAR
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    Smitch_59 wrote: »
    I dislike the new CP system intensely. So much so that most of my characters don't even have any skills slotted, much less any CPs allocated. They just do crafting writs every day and nothing else. They never leave town.

    Why on earth do you and others like you dislike the CP system so much. The whole point of it is ( and always was btw ) to allow players to get a little extra stats of what their builds are either missing or focused on to empower them.

    The point of CPs was NEVER to just make you brutally strong in all aspects of the game. It just WENT OUT OF HAND later on in the old system cause people had too many points and could run virtually everything that was needed to boost your character's power level. It WENT AGAINST the initial plan and idea. Aka ZOS never took your lolipop. It wasn't meant to be given at all in the first place.

    Nowadays (CP 2.0) you can level as much as you want to your heart's content (or epeen), and the system retains its intended functionality as well as offering way way way more options and customisation. And I absolutely love it.

    The only tree that drives me nuts (actually I outright hate the design) is the craft tree. This should've been fully passive except for very few significant boosts (max 4 of them) that you wouldn't all be able to slot at full strength until reaching the soft cap (to give the cap and leveling itself purpose).

    /Megafacepalm
    Edited by NylAR on July 22, 2021 5:48AM
  • NylAR
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    Wyrd88 wrote: »
    OG CP 2.0 was good enough as a starting point for future improvements and adding more slottables.

    This one is dull to the level of uselessness, slottables are all the same for every build and passives are just not even worth mentioning, especially if you take into account some formulas (hello, block cost reduction node).

    It's a shame, but I guess crybabies were too loud.

    If your slottables are the same as everyone else's then it's you either a) doing something wrong, or, b) you gulping up the meta PvE and min-maxing too much. I use custom non meta builds that are based on personal identity for each character and still get the job done (more than well) and trust me all my characters have way different CPs across the board. I play around with gear for both PvE and PvP - which is half the fun of this game. I hope ZOS only keeps on improving the new system.
    Edited by NylAR on July 22, 2021 5:53AM
  • Amottica
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    It does seem, as has been pointed out already, that it is designed to force us to make choices. Choices we can change at any time.

    It is also set up for multiple builds once we have enough CP. Eventually, players can easily swap stars when changing from healing to DPS or to tanking.
  • Wyrd88
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    NylAR wrote: »
    Wyrd88 wrote: »
    OG CP 2.0 was good enough as a starting point for future improvements and adding more slottables.

    This one is dull to the level of uselessness, slottables are all the same for every build and passives are just not even worth mentioning, especially if you take into account some formulas (hello, block cost reduction node).

    It's a shame, but I guess crybabies were too loud.

    If your slottables are the same as everyone else's then it's you either a) doing something wrong, or, b) you gulping up the meta PvE and min-maxing too much. I use custom non meta builds that are based on personal identity for each character and still get the job done (more than well) and trust me all my characters have way different CPs across the board. I play around with gear for both PvE and PvP - which is half the fun of this game. I hope ZOS only keeps on improving the new system.

    Swapping Thaumaturge foe Master-At-Ars or Deadly Aim for Biting Aura or vice-versa doesn't count as build diversity. And slottables that gives you max Mag/Stam or Weap/Spell dmg are way too inferior to even mentioning it. But it's kinda okay, considering the fact that they still adding more, and some of the new ones even quite interesting.

    Even tho Thaumaturge isn't worth slotting even on a DK, that considerend as a DoT class, or Warden/Necro with full DoT rotation, which is a shame. (@ZOS_BrianWheeler, @ZOS_RichLambert, how is this even, guys? Reconsider your DoT/Spammable standarts, please. It's kinda garbage atm)

    But it wasn't my point. My main complain is that passive nodes were cut in half not so long ago, and CP progress now almost meaningless in that way. Because most of the passives now varies from barely noticeable to just completely useless (hello, block cost reduction node again). It was in a good spot in CP 2.0, passives weren't making you character OP in any way, but progress was still noticeable, and before reaching soft cap you had to manage your passives depending on your needs. And with the nerf it's all gone. You can just slap 8 slottables and ignore the rest, it won't make any difference anyway.
    Edited by Wyrd88 on July 22, 2021 9:13AM
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