I'm only at a tad over 800cp and with the limited amount of stars and lack of passives, find it difficult to choose where to put them in the blue and orange trees, some are sat in stars that I don't even have on the bar. And don't get me going about the green tree. Why on Earth do I need to unlock a furnishing perk in order to get to the fishing ones?
I'm only at a tad over 800cp and with the limited amount of stars and lack of passives, find it difficult to choose where to put them in the blue and orange trees, some are sat in stars that I don't even have on the bar. And don't get me going about the green tree. Why on Earth do I need to unlock a furnishing perk in order to get to the fishing ones?
I'd tell you, but I don't want to have to go sit in the corner, again.
Sailor_Palutena wrote: »I liked the old system more. They just needed to make it 1% per CP point and cap at 50%, instead of allowing 100% and shove diminishing returns over every star.
I just had an Idea, maybe its stupid but how about this. Make all the slottable perks that are not slotted but have been upped with CP into very weak passives. For as long as they are not in their slots. When they are slotted, they are their usual value again.
Sailor_Palutena wrote: »I liked the old system more. They just needed to make it 1% per CP point and cap at 50%, instead of allowing 100% and shove diminishing returns over every star.
Yeah, agreed! I liked the old system more tbh. Was it perfect? Probably not. But there's too few passives in this current setup and not enough slots for everything else. Way too few slots given how many possibilities there are. @Sailor_PalutenaI just had an Idea, maybe its stupid but how about this. Make all the slottable perks that are not slotted but have been upped with CP into very weak passives. For as long as they are not in their slots. When they are slotted, they are their usual value again.
That'd certainly be an improvement on the current system, so I'd support it if that's what they decided to do with it. @jasonhunter
MovesLikeJaguar wrote: »
I agree with the slottable-passive idea as well, but wasn't one of the main points of the slot system to reduce game lag by reducing the amount of information that is calculated by each attack you make? I know it's a lame excuse on ZoS's end, but they did put that as one of their main points as to why they wouldn't change it or compromise after the release of CP2.
And don't get me going about the green tree. Why on Earth do I need to unlock a furnishing perk in order to get to the fishing ones?
By "power gap" do people mean the gap between PvP players? As far as I am aware, at least in all the single player games I've played, PvE progression is to make the difficult stuff, well, less difficult. So if that boss at the start of the game splats you like a bug you go off and level up a bit and swat it right back. I don't see what difference it makes if one player is uber powerful and another isn't, except for PvP. In which case they need separate trees for PvP and PvE, in fact a lot of other separate stuff too.
Soul_Soliloquy wrote: »I do feel there should be more passives we can put CP points into ... I'm only 1300 & something CP & seriously running out of places to put points
Personally I would rather the CP system not give any buffs to damage or survivability. Far too much powercreep in this game that alienates certain players out of certain activities and splits the playerbase.
I would like it to have just sustain, crafting, stealth, and maybe unlocks for mounts/pets/costumes/skins etc.