As long as it is out of comabt (same as manual switching), there are addons for that. And switching gear too:subecsanur wrote: »This constant need to shuffle abilities to accommodate the need is getting just to cumbersome. Plus with all the skills that are given, why not?
Because limited skills means more thought into builds and what you will need for each encounter.
There are add-ons which let you save skill sets and switch to them (out of combat) easier if you want to have three or four standard set ups.
Because limited skills means more thought into builds and what you will need for each encounter.
There are add-ons which let you save skill sets and switch to them (out of combat) easier if you want to have three or four standard set ups.
Sorry no, theres no thoughts to builds, so little actually works that you are stupid not to use it.
Limited abilities is just to cater to the easymode crowd this game is after, ppl that cant use multiple keybind (seeing as this game was made impossible for clickers by design)
Because limited skills means more thought into builds and what you will need for each encounter.
There are add-ons which let you save skill sets and switch to them (out of combat) easier if you want to have three or four standard set ups.
Sorry no, theres no thoughts to builds, so little actually works that you are stupid not to use it.
Limited abilities is just to cater to the easymode crowd this game is after, ppl that cant use multiple keybind (seeing as this game was made impossible for clickers by design)
I would have said that it doesn't cater to easy mode, easy would be having everything you own at your disposal at all times, having less at your disposal makes things harder because you have to think about your skills before going into an encounter.
If so few skills are worth taking then why do you need more than 2x5 slots?
You're telling me the game wouldn't be harder if you could only have one active skill at a time?by your logic if we could only slot one ability then it would be even harder because it was an even harder choice to make??? lol
Wich is exactly why the Devs gave us the addon API. So could solve issues exactly like this and they could focus about the other 95% of the problems we do not know about and that are much more important.subecsanur wrote: »Lol again to this add-on line, that add-on has been around since PTS so obviously there is the need.
Because you cannot switch gear or skills out of combat. Manualyl or otherwise.subecsanur wrote: »And why out of combat? when you at times need to do this on the fly.
Because limited skills means more thought into builds and what you will need for each encounter.
There are add-ons which let you save skill sets and switch to them (out of combat) easier if you want to have three or four standard set ups.
So limiting the gameplay to pressing one button over and over should actually make it harder,
thnx for your input
@PhantaxThere is also the fact that some of us (myself for one) refuse to use third=party addons in our game.
We definitely need some kind of ability to let us change gear when we weapon swap (at very least a separate bag slot we can keep 'spare' gear in)
There is also the fact that some of us (myself for one) refuse to use third=party addons in our game.
We definitely need some kind of ability to let us change gear when we weapon swap (at very least a separate bag slot we can keep 'spare' gear in)
thomas.k.grayb14_ESO wrote: »There is also the fact that some of us (myself for one) refuse to use third=party addons in our game.
We definitely need some kind of ability to let us change gear when we weapon swap (at very least a separate bag slot we can keep 'spare' gear in)
So because you refuse to use an addon that provides the functionality you want, the developers should change the UI?
Kinda why those of us who use addons do so in the first place. The UI wasn't what we wanted, so we used addons to mold it.
The console kiddies are limited and cannot handle more than 5 skills, therefore we all get limited.
They are part of the deal you made when buying this game:You know that argument works both ways right? Why should we be forced to use third-part addons?
nerevarine1138 wrote: »The console kiddies are limited and cannot handle more than 5 skills, therefore we all get limited.
No. No. No. No, no, no. Wrong. You get nothing. You lose. Good day, sir.
This decision was made long before they committed to a console edition of the game. And other MMOs have made a limited-hotbar design as well. It's because it forces you (as others have already pointed out) to use your brain when you choose which abilities are going to go on your bar before a particular fight. Should you have AoE abilities? Or are you only going to be hitting a single target? Is this a boss fight? If so, should you replace your CC-heavy bar with abilities that will actually affect the boss? And so on and so forth.
And to respond to the unbelievably silly suggestion that "moar buttons=moar strategy," please consider WoW (which I use simply because it's the most popular, not because it's the only game that fell/falls victim to this design issue). 100s of buttons on the screen at once. All those pretty little icons. And I guarantee that you use 5-6 of them in the same order for every. Single. Fight. If you're lucky, you may have to hit one of the other buttons just to mix it up. But about 75% of your abilities are never used once you figure out your class rotation. It kills strategy and build diversity, because everyone has the exact same loadout.
Now, this debate has already been had to death, so can we let this poor horse rest in peace?
nerevarine1138 wrote: »The console kiddies are limited and cannot handle more than 5 skills, therefore we all get limited.
No. No. No. No, no, no. Wrong. You get nothing. You lose. Good day, sir.
This decision was made long before they committed to a console edition of the game. And other MMOs have made a limited-hotbar design as well. It's because it forces you (as others have already pointed out) to use your brain when you choose which abilities are going to go on your bar before a particular fight. Should you have AoE abilities? Or are you only going to be hitting a single target? Is this a boss fight? If so, should you replace your CC-heavy bar with abilities that will actually affect the boss? And so on and so forth.
And to respond to the unbelievably silly suggestion that "moar buttons=moar strategy," please consider WoW (which I use simply because it's the most popular, not because it's the only game that fell/falls victim to this design issue). 100s of buttons on the screen at once. All those pretty little icons. And I guarantee that you use 5-6 of them in the same order for every. Single. Fight. If you're lucky, you may have to hit one of the other buttons just to mix it up. But about 75% of your abilities are never used once you figure out your class rotation. It kills strategy and build diversity, because everyone has the exact same loadout.
Now, this debate has already been had to death, so can we let this poor horse rest in peace?
So essentially they did the same exact thing. Except made it more of a hastle to use those situational abilities. There's only 1or 2useful abilities I swap in and out on my bars... because most of them are junk.
Also 100s - 5or 6 is not 75percent.
And sorry.. as easy as wow is.. the rotations are actually rotations. Eso is spam with light attacks in between.
nerevarine1138 wrote: »nerevarine1138 wrote: »The console kiddies are limited and cannot handle more than 5 skills, therefore we all get limited.
No. No. No. No, no, no. Wrong. You get nothing. You lose. Good day, sir.
This decision was made long before they committed to a console edition of the game. And other MMOs have made a limited-hotbar design as well. It's because it forces you (as others have already pointed out) to use your brain when you choose which abilities are going to go on your bar before a particular fight. Should you have AoE abilities? Or are you only going to be hitting a single target? Is this a boss fight? If so, should you replace your CC-heavy bar with abilities that will actually affect the boss? And so on and so forth.
And to respond to the unbelievably silly suggestion that "moar buttons=moar strategy," please consider WoW (which I use simply because it's the most popular, not because it's the only game that fell/falls victim to this design issue). 100s of buttons on the screen at once. All those pretty little icons. And I guarantee that you use 5-6 of them in the same order for every. Single. Fight. If you're lucky, you may have to hit one of the other buttons just to mix it up. But about 75% of your abilities are never used once you figure out your class rotation. It kills strategy and build diversity, because everyone has the exact same loadout.
Now, this debate has already been had to death, so can we let this poor horse rest in peace?
So essentially they did the same exact thing. Except made it more of a hastle to use those situational abilities. There's only 1or 2useful abilities I swap in and out on my bars... because most of them are junk.
Also 100s - 5or 6 is not 75percent.
And sorry.. as easy as wow is.. the rotations are actually rotations. Eso is spam with light attacks in between.
Here's how my fights in dungeons generally look:
I take a moment before the fight to switch my bar loadout. I switch out single-target for AoE (if there are a lot of mobs), keep Invigorating Drain on the bar for healing if I'm not at a boss, adjust my ultimate if I want the group to have a particular synergy, etc. Or I do the opposite if there's a boss, and I switch some very specific abilities in, depending on the type of boss it's going to be (maybe keep my bow bar mostly AoE-centric if I know that I'm going to have to take care of some adds during the fight).
After I've loaded out, I don't just spam abilities over and over again. I use abilities as they become more useful. My main weapon abilities are going to do the most damage, so I'll use them almost right away. But I have an ability that reduces armor on the target, so I'll probably open with that and use it when I need to re-apply the effect. Then I have to take in to account that some abilities I use (including that one) will boost my resource recovery or the damage of some other specific abilities. So I have to use those in an order that makes sense and maximizes my effectiveness.
If you're just spamming the same ability over and over again, you're doing it wrong.
Wykkdy outfitter can do both. With the same keybind.subecsanur wrote: »Btw most addons are also limited, consider the amount of changes we at times need with armor types, class, abilities and gear I think having sets changes along with abilities would be nice.
And Almalexia revealed herself to the creatures, who gasped in surprise. "Mudcrab," she said, "all of these creatures have offered you help, but you refuse. You are in love with complaining, and you will never be healed."
And so Almalexia teaches us that you cannot aid the unwilling.