Maybe this is where I went wrong. My reaction at this stage was that I had skill points to spend, and a flow of quest XP which would eventually run out in the end game when questing is no longer the focus, so I had better keep putting those skill points into new abilities to develop on my bar so when I am in end game I'll have a nice pool of skills to choose from. As a result, 95% of the time I'm no longer playing a sorcerer at all, I'm playing some screwball with a hodgepodge of weapon skills, guild skills, wearing armor with incomplete passives that really aren't all that helpful... Fortunately the game is fairly forgiving of crap character builds - put a healing staff on your secondary bar and you can screwball your way through just about anything, albeit very slowly. I see other players whiz past me evidently using all their strongest skills killing monsters in seconds where it may take me 20-30 to annoy it to death with my epic but impotent sword and board.
So yeah, it works. For the last month I've been playing in a way that maximizes the rate at which I develop new skills, which is good for the long run, but it's really just annoying in the present. Most of the time when I go to hand in a quest I find myself swapping actions around on the bar before and after turning it in, or maybe I just leave the useless skills on my bar hoping there will be some other quest to turn in before I get into another serious fight... It works, but it doesn't feel cool at all. How much more heroic would it be if instead I could just build my character to be as strong as I can make it, then run around kicking ass the best way I know how without feeling like doing so was going to leave me with limited options down the road (or at least a long, tedious grind to develop said options).
I realize this kind of feedback is not likely to make an impression at this point, but if a dev reads this (lolyeahright) maybe put it in the back of your mind when you think about what sort of things you can do to make leveling up more fun.
Maybe this is where I went wrong. My reaction at this stage was that I had skill points to spend, and a flow of quest XP which would eventually run out in the end game when questing is no longer the focus, so I had better keep putting those skill points into new abilities to develop on my bar so when I am in end game I'll have a nice pool of skills to choose from. As a result, 95% of the time I'm no longer playing a sorcerer at all, I'm playing some screwball with a hodgepodge of weapon skills, guild skills, wearing armor with incomplete passives that really aren't all that helpful... Fortunately the game is fairly forgiving of crap character builds - put a healing staff on your secondary bar and you can screwball your way through just about anything, albeit very slowly. I see other players whiz past me evidently using all their strongest skills killing monsters in seconds where it may take me 20-30 to annoy it to death with my epic but impotent sword and board.
So yeah, it works. For the last month I've been playing in a way that maximizes the rate at which I develop new skills, which is good for the long run, but it's really just annoying in the present. Most of the time when I go to hand in a quest I find myself swapping actions around on the bar before and after turning it in, or maybe I just leave the useless skills on my bar hoping there will be some other quest to turn in before I get into another serious fight... It works, but it doesn't feel cool at all. How much more heroic would it be if instead I could just build my character to be as strong as I can make it, then run around kicking ass the best way I know how without feeling like doing so was going to leave me with limited options down the road (or at least a long, tedious grind to develop said options).
I realize this kind of feedback is not likely to make an impression at this point, but if a dev reads this (lolyeahright) maybe put it in the back of your mind when you think about what sort of things you can do to make leveling up more fun.
Am I doing something wrong?
This is a 2014 thread about the pains of VR leveling, which doesn't exist anymore. Pay more attention before bumping.
drakhan2002_ESO wrote: »
This is a 2014 thread about the pains of VR leveling, which doesn't exist anymore. Pay more attention before bumping.
Maybe this is where I went wrong. My reaction at this stage was that I had skill points to spend, and a flow of quest XP which would eventually run out in the end game when questing is no longer the focus, so I had better keep putting those skill points into new abilities to develop on my bar so when I am in end game I'll have a nice pool of skills to choose from. As a result, 95% of the time I'm no longer playing a sorcerer at all, I'm playing some screwball with a hodgepodge of weapon skills, guild skills, wearing armor with incomplete passives that really aren't all that helpful... Fortunately the game is fairly forgiving of crap character builds - put a healing staff on your secondary bar and you can screwball your way through just about anything, albeit very slowly. I see other players whiz past me evidently using all their strongest skills killing monsters in seconds where it may take me 20-30 to annoy it to death with my epic but impotent sword and board.
So yeah, it works. For the last month I've been playing in a way that maximizes the rate at which I develop new skills, which is good for the long run, but it's really just annoying in the present. Most of the time when I go to hand in a quest I find myself swapping actions around on the bar before and after turning it in, or maybe I just leave the useless skills on my bar hoping there will be some other quest to turn in before I get into another serious fight... It works, but it doesn't feel cool at all. How much more heroic would it be if instead I could just build my character to be as strong as I can make it, then run around kicking ass the best way I know how without feeling like doing so was going to leave me with limited options down the road (or at least a long, tedious grind to develop said options).
I realize this kind of feedback is not likely to make an impression at this point, but if a dev reads this (lolyeahright) maybe put it in the back of your mind when you think about what sort of things you can do to make leveling up more fun.
Am I doing something wrong?
Yeah, not posting in threads from 3 years ago would probably be a start.
It's kind of telling that the only thread you chose to respond to was from 3 years ago.
AzraelKrieg wrote: »Holy Mother Morrowind. This is one hell of necro.
This is a 2014 thread about the pains of VR leveling, which doesn't exist anymore. Pay more attention before bumping.
No, it's about having to put useless skills on your hotbars for quest turn ins, etc. just so that they level up (which I guess has been around forever so maybe I'm doing it wrong). Putting a 2h PvP skill on your bars purely for exp when you're using DW/Bow is kind of ridiculous...but it seems to be necessary?
drakhan2002_ESO wrote: »
true but Tharn mentions something along the lines of "I'll make a necromancer out of you yet" like it's a good thing, in one of the quests. So he's not opposed to the idea. Tharn is as bad as Mannimarco if you ask me, with his stupid face.
Maybe this is where I went wrong. My reaction at this stage was that I had skill points to spend, and a flow of quest XP which would eventually run out in the end game when questing is no longer the focus, so I had better keep putting those skill points into new abilities to develop on my bar so when I am in end game I'll have a nice pool of skills to choose from. As a result, 95% of the time I'm no longer playing a sorcerer at all, I'm playing some screwball with a hodgepodge of weapon skills, guild skills, wearing armor with incomplete passives that really aren't all that helpful... Fortunately the game is fairly forgiving of crap character builds - put a healing staff on your secondary bar and you can screwball your way through just about anything, albeit very slowly. I see other players whiz past me evidently using all their strongest skills killing monsters in seconds where it may take me 20-30 to annoy it to death with my epic but impotent sword and board.
So yeah, it works. For the last month I've been playing in a way that maximizes the rate at which I develop new skills, which is good for the long run, but it's really just annoying in the present. Most of the time when I go to hand in a quest I find myself swapping actions around on the bar before and after turning it in, or maybe I just leave the useless skills on my bar hoping there will be some other quest to turn in before I get into another serious fight... It works, but it doesn't feel cool at all. How much more heroic would it be if instead I could just build my character to be as strong as I can make it, then run around kicking ass the best way I know how without feeling like doing so was going to leave me with limited options down the road (or at least a long, tedious grind to develop said options).
I realize this kind of feedback is not likely to make an impression at this point, but if a dev reads this (lolyeahright) maybe put it in the back of your mind when you think about what sort of things you can do to make leveling up more fun.
I googled how annoying this part of the game is and a post from 2014 came up. Not good.
Seriously though, every time I get to the point where I see a quest reward I hit escape and reload my second hotbar so that skills/lines I'll eventually use in PvP or something get exp. This is incredibly annoying to do for every single quest turn in. Otherwise I run around like a "screwball" with useless skills on my bar which is ridiculous. This post was 3 years ago but it's exactly how I feel as a new player. Am I doing something wrong?