See for the Major Prophecy buff I would personally move that to "whilst any mage guild skill is slotted", this means you could still passive magelight if you wanted, but could also try and find ways to add the active skills (which are rarely used) into builds.Darkenarlol wrote: »let the passives be passive
like that 10% crit chance just comes with your mages guild lv10
of course it will require some adjustment and balancing
but we are allready limited to 12 skills
limiting it further (aka slotting skills for passives/skill line passives)
just reminds me 1 button mashing in diablo =P
Simple poll to see what people think about the active skills in the game which have a whilst slotted bonus.
These are the skills where the active skill itself (not a passive in the skill line) grants you a passive bonus just for it being on your bar.
Examples
Inner Light (Mage Light) which has very little active use for players but is used in almost all magicka builds just because of the max magicka bonus and major prophecy.
Flawless Dawnbreaker which grants 4% weapon damage whilst slotted (although this skill has an active use).
Personally these skills have always bugged me because I've felt the passive effects of skills should come from the passives for slotting any skill in that line, rather than having redundant abilities on your bar for passive effects (Inner Light is very much a culprit in this regard).
The Destruction staff passives have done well in this regard, you need to consider having a destruction skill on both bars to gain the bonus for the staff, but generally players take active skills they use rather that putting one on a bar and ignoring it's there.
I think you're missing the point of the conversation.you literally have a choice to not slot them. if you dont want them, dont slot them.
There is nothing to say if the passive effect was moved to the passive skills of a skill line (with requirement a any skill from that line slotted) you would have to make use of an active ability.Lightspeedflashb14_ESO wrote: »I like the simplest rotations.
The "while slotted" thing is a nice bonus, provided the skill itself is useful.
A fantastic exemple of how NOT to do it is the Warden's "Bird of prey". While slotted, gain minor berserk, incresing all damage by 8%. Active skill : move faster for 4 seconds and slightly increase your stam regen. I have yet to find a situation where the active effect has any use, and I have THREE Wardens : a magicka DD / healer, a magicka tank and a stamina DD.
So, the skill is slotted on two of them, and never used. Considering we have only 5 skills on a bar, it's a waste of space, but the passive is good enough to warrant it.
I'd rather have a passive slots bar where you have to place the passives that are important to your build and only those are active... something like The Secret World does (or used to do, not sure in the new version,) and then let abilities in the skill bar just be active abilities.
I'd rather have a passive slots bar where you have to place the passives that are important to your build and only those are active... something like The Secret World does (or used to do, not sure in the new version,) and then let abilities in the skill bar just be active abilities.
Used to. Don't even bother trying the new version if you liked the old one, you'll only be disapointed. Basically, the new version is the Murkmire Combat "Balance" Patch of TSW, except that it did that tenfold.
I'm not saying remove them without a balance pass, just curious how much people like the "must slot and not use" skills.Removing them would cause severe weaknesses in certain classes. For example, Templar’s would lose precious sustain from losing the passive effect of repentance, and the 8% protection from the Psijic ult has become absolutely necessary on Stam build in PvP, especially medium builds, because of how easy it is to do damage these days. The effects are not OP in any way, and offer flavor to skills.
I'd rather have a passive slots bar where you have to place the passives that are important to your build and only those are active... something like The Secret World does (or used to do, not sure in the new version,) and then let abilities in the skill bar just be active abilities.