agree, we also have 5 skill slots, so 5 cp slots would fit better.
but whatever... all in all, the CP rework was a total fail in my opinion.
As per the title, this would be a very popular QoL update for ESO. Your customers would love it.
It's very difficult to manage some builds at the moment, because of conflicting priorities between combat, fishing and crafting. Just 1 more slot per CP constellation would make this so much easier
I'm a bit sceptical of the "reducing data" argument. ZOS have been increasing the game's data every quarter of every year, by adding playable content and new features. I think instead of cutting back on some features, they should just get on with the hardware upgrades and find ways to make the software more efficient. Of course, that's not always easy with large-scale software, but it has to be done, because a lot of players are fed up with the various performance problems.As per the title, this would be a very popular QoL update for ESO. Your customers would love it.
It's very difficult to manage some builds at the moment, because of conflicting priorities between combat, fishing and crafting. Just 1 more slot per CP constellation would make this so much easier
Perhaps you're forgetting that they have actually reduced the number of choices and number of stages in CP 2.0 for performance reasons. I like your idea, but I can see no scenario where they would actually increase the amount of data for the server to handle.
As per the title, this would be a very popular QoL update for ESO. Your customers would love it.
It's very difficult to manage some builds at the moment, because of conflicting priorities between combat, fishing and crafting. Just 1 more slot per CP constellation would make this so much easier
Perhaps you're forgetting that they have actually reduced the number of choices and number of stages in CP 2.0 for performance reasons. I like your idea, but I can see no scenario where they would actually increase the amount of data for the server to handle.
Turtle_Bot wrote: »Honestly, the slottable CP need a complete rework (and not just what they did previously). The slottable nodes should be strong, unique and interesting options to potentially focus a build around, not just the current generic increase damage/healing/mitigation by X% that they currently are. All of those generic nodes should just be made into passive CP.
For example make slottable CP nodes such as:
When you use an ability, you unearth a corpse on the ground near you that disappears after 3 seconds. (This would give necromancers more freedom to build into their skills that require corpses to gain stronger effects without needing to spam long duration buffs and high cost skills such as their armor buff etc to get enough corpses).
or
When you deal shock damage, you have a chance to deal X amount of additional shock damage and snare the target by 70% for 1 second (5 second cooldown). (This could allow for a pure lightning themed build).
etc, etc.
Obviously they don't have to be these particular ideas, but just something unique to give players an option to build around alongside the sets and skills to help with build diversity, since all the generic %/stat increase nodes would be passive.
SilverBride wrote: »I just wish they would lower the amount of CP for max level. I've been playing for years and doing a lot of questing etc. but am still only 1800+. I don't think I'll ever reach 3600 at this rate and I've already run out of things I need to spend them on anyway.
DMuehlhausen wrote: »
This will cause balance issues for other trees. Other solution would be making Green Tree mostly passive but they have changed the design back in the day to reduce the server check in back ground. So i doubt Green Tree will become passive and they will not add another slotted star slot.