madangrypally wrote: »There are many complaints about Toggle abilities. These make it that a player must have them on both bars if they wish to keep them active without reusing the ability. I think there is a simple solution to this issue that is not overpowered and shouldn't cause any problems.
Lets use Sorcerer Pets as an example.
Bar 1: Summon Pet.
Bar 2: No Summon Pet.
Currently when switching to bar 2 the pet disappears immediately.
Suggested change: Switching to Bar 2 now gives the Pet a 10 second timer and it will disappear after 10 seconds if Bar 1 is not reactivated.
This will mean players can still switch bars and still have their toggle abilities. 10 Seconds was used as an example, but it could be even shorter like 5 seconds if needed.
Animal_Mother wrote: »madangrypally wrote: »There are many complaints about Toggle abilities. These make it that a player must have them on both bars if they wish to keep them active without reusing the ability. I think there is a simple solution to this issue that is not overpowered and shouldn't cause any problems.
Lets use Sorcerer Pets as an example.
Bar 1: Summon Pet.
Bar 2: No Summon Pet.
Currently when switching to bar 2 the pet disappears immediately.
Suggested change: Switching to Bar 2 now gives the Pet a 10 second timer and it will disappear after 10 seconds if Bar 1 is not reactivated.
This will mean players can still switch bars and still have their toggle abilities. 10 Seconds was used as an example, but it could be even shorter like 5 seconds if needed.
Wouldn't that essentially give you a 12 slot skill bar? ...
Animal_Mother wrote: »
Animal_Mother wrote: »madangrypally wrote: »There are many complaints about Toggle abilities. These make it that a player must have them on both bars if they wish to keep them active without reusing the ability. I think there is a simple solution to this issue that is not overpowered and shouldn't cause any problems.
Lets use Sorcerer Pets as an example.
Bar 1: Summon Pet.
Bar 2: No Summon Pet.
Currently when switching to bar 2 the pet disappears immediately.
Suggested change: Switching to Bar 2 now gives the Pet a 10 second timer and it will disappear after 10 seconds if Bar 1 is not reactivated.
This will mean players can still switch bars and still have their toggle abilities. 10 Seconds was used as an example, but it could be even shorter like 5 seconds if needed.
Wouldn't that essentially give you a 12 slot skill bar? I understand the frustration of keeping the same skills on two different bars - I have to do the same with my purge and heals. But that is the price I pay for having fingers with minds of their own and the price that those who use toggle abilities have to pay as well.
The only toggle skill I can think of that all classes have access to is Mage Light. Maybe if all classes had access to pets this would be a good thing, but giving one class (Sorcs) a 12 slot skill bar is a bit too much to ask for.
madangrypally wrote: »There are many complaints about Toggle abilities. These make it that a player must have them on both bars if they wish to keep them active without reusing the ability. I think there is a simple solution to this issue that is not overpowered and shouldn't cause any problems.
Lets use Sorcerer Pets as an example.
Bar 1: Summon Pet.
Bar 2: No Summon Pet.
Currently when switching to bar 2 the pet disappears immediately.
Suggested change: Switching to Bar 2 now gives the Pet a 10 second timer and it will disappear after 10 seconds if Bar 1 is not reactivated.
This will mean players can still switch bars and still have their toggle abilities. 10 Seconds was used as an example, but it could be even shorter like 5 seconds if needed.
I had a think about toggles and considered the same solution, but it doesn't really work in my opinion. It forces a regular bar swap and currently weapon swaps are somewhat unreliable. Also how would it work with overload?
Maybe a better solution would be http://forums.elderscrollsonline.com/en/discussion/151904/sorcerer-daedric-summoning-rewrite#latest which is a reinvention of the daedric skill tree, but it covers toggles.
Or the pets are refreshed by using one of the pet buff morphs, such as daedric prey and empowered ward. This would mean that the second bar would be at least a partial pet buff bar.
madangrypally wrote: »There are many complaints about Toggle abilities. These make it that a player must have them on both bars if they wish to keep them active without reusing the ability. I think there is a simple solution to this issue that is not overpowered and shouldn't cause any problems.
Lets use Sorcerer Pets as an example.
Bar 1: Summon Pet.
Bar 2: No Summon Pet.
Currently when switching to bar 2 the pet disappears immediately.
Suggested change: Switching to Bar 2 now gives the Pet a 10 second timer and it will disappear after 10 seconds if Bar 1 is not reactivated.
This will mean players can still switch bars and still have their toggle abilities. 10 Seconds was used as an example, but it could be even shorter like 5 seconds if needed.
madangrypally wrote: »There are many complaints about Toggle abilities. These make it that a player must have them on both bars if they wish to keep them active without reusing the ability. I think there is a simple solution to this issue that is not overpowered and shouldn't cause any problems.
Lets use Sorcerer Pets as an example.
Bar 1: Summon Pet.
Bar 2: No Summon Pet.
Currently when switching to bar 2 the pet disappears immediately.
Suggested change: Switching to Bar 2 now gives the Pet a 10 second timer and it will disappear after 10 seconds if Bar 1 is not reactivated.
This will mean players can still switch bars and still have their toggle abilities. 10 Seconds was used as an example, but it could be even shorter like 5 seconds if needed.
As a sorcerer, no. The problem is with the way those toggles were coded. Quite frankly the pet should remain even if you switch to a second ability bar. The only way it would desummon is when the game detects that the pet ability isn't on weapon bar one or two.
The reason why I say weapon bar 1 or 2 only is to prevent people from putting the pet ability in their overload or werewolf bar to abuse it for an extra space on the main weapon bars.
utzpretzels wrote: »There should be a dedicated toggle slot that doesn't change no matter which bar you are using. That would solve so many problems. It would make us all a little more powerful, yes, and it seems like monster power could be adjusted up slightly as a result.
I disagree with both of you. I think pets should be pure summons. Once they're summoned, they should remain until killed or until some time-out.
Other skills remain even if you remove them from your bars (e.g. volcanic rune, caltrops). You can't switch skills in combat, so at most you can summon your pets *before* going in combat, and if they die or despawn you can't re-summon. To be honest I can't see a valid reason why pets should despawn just because the skill is no longer in any of your bars, let alone on the active bar.