Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thanks you.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thanks you.
Fuzzylumpkins wrote: »Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thanks you.
This game was designed with the console in mind not the pc. Pc gaming notoriously has more complex play and choice due to keyboard control. Consoles have a d pad, 4 buttons and the L/R controls.
If you want the option of 40 abilities (ability pruning in WoD alpha has classes down to about 10 abilities now btw, read up) then go back to WoW. Avoid console designed mmos and you will get 10 ability options. Hell, Wildstar is about as irritatingly ugly as wow and offers you a full hot bar for options, give it a shot.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
If you want the option of 40 abilities (ability pruning in WoD alpha has classes down to about 10 abilities now btw, read up) then go back to WoW.
Hell, Wildstar is about as irritatingly ugly as wow and offers you a full hot bar for options, give it a shot.
Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thanks you.
I feel the reasoning behind the limited choices is so each player can develop their own style of play. It's not a bad system. When you take into account the weapon swap you have 10 normal abilities and 2 ultimate abilities. That gives the player room to develop a pretty complex rotation that can vary depending.
I wouldn't support the expansion of skills to the extent you suggest. Perhaps a couple more I could accept. But limiting the amount of choices is an important aspect if you want individuality among player builds to remain relevant. At least that is how I see it.
Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thank you.
Edit: I want to be perfectly clear here. I'm not asking for more buttons on the skill bar.
I'm asking from a characters point of view, what would be the best way to handle/explain the skills or the lack of using the skills.
Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thank you.
Edit: I want to be perfectly clear here. I'm not asking for more buttons on the skill bar.
I'm asking from a characters point of view, what would be the best way to handle/explain the skills or the lack of using the skills.
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Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Shaun98ca2 wrote: »
Remember D&D wizards had to memorize spells everyday.
Here's a possible in-universe justification: you have to take some time to mentally prepare your skills in order to be able to use them at the drop of a hat. You can only have so many prepared at a time, but in calm moments in between battles you can take a moment to concentrate on preparing different skills that you know.
Basically, think of it like a variant on the Jack Vance system used by D&D, but instead of preparing each spell and losing it from your mind once you've cast it, you can prepare fewer spells, but you cast the spells you've prepared as often as you want within your magika limitations.
I'd just be happy with 1, max 2 more abilities.
Right now I have 1 bar for damage and 1 bar almost entirely for buffs / heals, and it's driving me mad to switch between them before every combat, just to survive VR pack.
But I don't really believe we have just 6 abilities for the "balance" reasons. I just think that console users are too lazy to hold a "modifier" button to get to the other abilities, and they have to have a separate button for everything.
Anyways, I REALLY DOUBT that such fast-paced game with monstrous difficulty as ESO is will be popular on consoles. Joystick for thumb must feel really weird for controlling cursor..
sir_vasb16_ESO wrote: »The secret world system
http://www.tentonhammer.com/tsw/guides/the-ability-wheel
vyndral13preub18_ESO wrote: »I'd just be happy with 1, max 2 more abilities.
Right now I have 1 bar for damage and 1 bar almost entirely for buffs / heals, and it's driving me mad to switch between them before every combat, just to survive VR pack.
But I don't really believe we have just 6 abilities for the "balance" reasons. I just think that console users are too lazy to hold a "modifier" button to get to the other abilities, and they have to have a separate button for everything.
Anyways, I REALLY DOUBT that such fast-paced game with monstrous difficulty as ESO is will be popular on consoles. Joystick for thumb must feel really weird for controlling cursor..
I disagree. If I had just 2 more buttons I feel I could have a button for every situation on 1 bar. From what I read it seems like most agree, since most seem to ask for just 1-3 more buttons. This makes it seem more like a design decision. Like the didn't want you to be able to build a character that could cover all his bases at once. Which while it can get frustrating loading skills some times, it also makes it interesting to me since I can't just load up my bar and forget about it.
vyndral13preub18_ESO wrote: »If I had just 2 more buttons I feel I could have a button for every situation on 1 bar.
cabbageub17_ESO wrote: »When people are asking for a bigger skill bar they aren't asking for 40 slots just 2 or 3 more per weapon side. Not sure how this wouldn't work on console. 8 skills are L1+4 Main buttons and L2+4 main buttons. Ultimate L1 + R1. That would be 8 skill bar plus and ultimate on each side. Pretty annoying to waste a slot for the NB invis ability or the Sor summon creatures.
vyndral13preub18_ESO wrote: »I disagree. If I had just 2 more buttons I feel I could have a button for every situation on 1 bar. From what I read it seems like most agree, since most seem to ask for just 1-3 more buttons. This makes it seem more like a design decision. Like they didn't want you to be able to build a character that could cover all his bases at once.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ruze84b14_ESO wrote: »If they add two more ability slots, how long do you think it will be before players come here asking for just 3 more, claiming that their build is unnaturally filled from the lack of those slots?
I'd bet those posts, no different than these here, are posted before the change ever hit live.
Human nature. We always want more. Might as well draw the line in the sand now, sticking with the action rpg focus, or go to a full bar and cooldowns. But ZOS will never have happy customers, no matter what they change. That's just not what forum posters are.
I hate autocorrect on the kindle.
WrathOfRegicide wrote: »Blackwidow wrote: »First I want to say I love the 5(6) button system. However, the logic behind it is a little wacky, to be honest.
We had a hellish 400 button system, all with timers/cooldowns. There was a major logic problem with this system.
The thought process was, why should skills have cool downs? After we cast a fireball, do we forget how to cast a fireball again for 3 seconds? Fair question.
So, we switched to this 5(6) skill system with no cooldowns.
Now I have to ask about our skills in this system. After we add our 5(6) skills to our bar, do we forget how to use all the other skills altogether? Why? I think that is a fair question as well.
Again, I do prefer the 5(6) skill bar system to the WoW hell bars we had in the past. I'm only asking about the logic from a character's perspective.
Both systems have a mana pools. Both have characters that know a crapload of spells/skills. Both have levels. Both have classes. Both have hp/AC/spell resists.
So, everything else seems even on paper.
So, what I would like to do is spitball on some ideas on a system that somehow explains this lack of knowledge, or have a system that let's you use all your powers with no cooldowns.
Does this make any sense?
What if you were able to put as many or as little skills on your bar as you like, but are still limited to your mana pool? Would that make more sense? I don't know. You tell me.
Thanks you.
I feel the reasoning behind the limited choices is so each player can develop their own style of play. It's not a bad system. When you take into account the weapon swap you have 10 normal abilities and 2 ultimate abilities. That gives the player room to develop a pretty complex rotation that can vary depending.
I wouldn't support the expansion of skills to the extent you suggest. Perhaps a couple more I could accept. But limiting the amount of choices is an important aspect if you want individuality among player builds to remain relevant. At least that is how I see it.
Not when the weapon swap is unreliable. There is too long of a delay for it to be a "complex rotation" and sometimes it doesn't even work. Most everybody uses the same skills for each class.