MindOfTheSwarm wrote: »Mechanically, it would work but in terms of rotations and balance you would find that everyone would just opt to use this system all the time. The reason for this is that it would allow higher uptime of spammables so everyone would just end up using it.
GrumpyDuckling wrote: »Joy_Division wrote: »Also I doubt making it such that skills are less effective for players who are playing less effectively to begin is going to have the impact that you and ZOS would like.
The reason the skills are slightly less effective as toggles is to maintain the ceiling. But, the intent of the idea is to allow the players who are at the lowest of the floor to raise by giving them access to those toggles when they otherwise could not use those skills effectively in their rotation. For example:
If a player is only capable of reliably using a 6-button rotation effectively, then often they are not getting much out of 4 skill slots that just sit there ineffectively/with low up-time on their skill bar. The idea is to allow the player to fill in those 4 spots with optional toggles to at least get some use out of those 4 previously low efficiency slots by filling them in with some buffs/utility that will remain on to enhance and make their 6-button rotation more effective. That should raise their floor.
Joy_Division wrote: »GrumpyDuckling wrote: »Joy_Division wrote: »Also I doubt making it such that skills are less effective for players who are playing less effectively to begin is going to have the impact that you and ZOS would like.
The reason the skills are slightly less effective as toggles is to maintain the ceiling. But, the intent of the idea is to allow the players who are at the lowest of the floor to raise by giving them access to those toggles when they otherwise could not use those skills effectively in their rotation. For example:
If a player is only capable of reliably using a 6-button rotation effectively, then often they are not getting much out of 4 skill slots that just sit there ineffectively/with low up-time on their skill bar. The idea is to allow the player to fill in those 4 spots with optional toggles to at least get some use out of those 4 previously low efficiency slots by filling them in with some buffs/utility that will remain on to enhance and make their 6-button rotation more effective. That should raise their floor.
The times when I do have legitimately a hard time keeping up a 6 button rotation is in competitive situations such as PvP or Maelstrom arena back when I had 150 CP because I was taking so much damage that I was more concerned about survival than executing a nice target dummy 10 button rotation. In these competitive situations, I absolutely need my skills to be a potent as possible for when I do use them and under your proposal they won't be. By having less effective players use less effective skills, that may help them achieve better results in non-competitive situations when that loss of skill potency won't matter, but in competitive situations, i.e., where these players are already struggling, your proposal will just make things worse.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »
If a low APM player isn't efficiently utilizing all 10 skills at their disposal
This part proves you have no idea what you are talking about. Amount of APM =/= amount of skills being in use. it takes the same APM to create a static rotation (3 dots on backbar, 1 short dot on front + spammable + execute), and a rotation of "8 passive skills" wall of elements backbar, and spammable front bar. Every 10 skills you will have 10 skills, 10 light attacks, 2 bar swaps. Same APM needed.
You asked me how it won't help floor. I already explained from two different directions, maybe not enough for you to understand. I will try to rearrange my words so it will go through.
Direction 1, low APM players, and what it really means:
Low APM players need to get the most out of the little amount of button presses they have. In other words, full dot rotations. If they fire 8 dot skills in 12 seconds, their APM is relatively lower, but the dmg won't be as bad. Another slot for innerlight + heal/shield and boom, 10 slots already. Low APM players with a build that tries to compromise for it, don't need your idea, and actually LOSE from it because they don't have the bar space. Therefore compare it to the higher end that uses less skills and more spammables (stamplars for example), you now get few more passive damage buffs, boom, ceiling up floor stays the same.
Direction 2, people that don't know how to build a proper rotation.
Those people have nothing to do with low APM. They are just not used to the game. Never tried to get used to a proper rotation. I assume this is the crowd you want to help. Sadly for you, this crowd is always inferior in building their characters to deal damage, and making the system more complicated will harm them the most.
Explanation: minor force will buff character's damage by about 4-5% in endgame, balancing your abilities that don't need to be even casted will mean adding 2% permanent damage (and even then it might be stronger than minor force) 2% x9 skills = 18% damage. Adding hail to backbar would result in more damage buff. You have created a more complicated system that is now misleading the floor to use bad skill choices.
If there is anything I said which is wrong, please correct me.
Clarify some specifics for me, if you don't mind:
Direction 1 - Are you calling players who are using 8 DOT skills in 12 seconds the floor? Because I wouldn't describe them as the floor. This is the type of player who wouldn't need toggles... so I don't know what you are trying to say here...
Direction 2 - How will giving a crowd who struggles to build a "proper" rotation access to toggle skills that can passively help them make them any worse off than they already are? At least a toggle skill that sits there on the bar can contribute more than the skill that is slotted and not doing anything because the player struggles to utilize an efficient rotation. In your explanation scenario, if I understand it correctly, you are describing a player who has the option to use a toggle or not. Sure, go ahead and use hail instead -- that's terrific -- that means the player is capable of using a non-toggle. If the player is not, then they can use a toggle, practice with a simple rotation, get that down, and then work towards expanding their rotation. Again, I don't know what you are trying to say here...
Direction 1: was explanation about low APM players. APM= action per minute. Those people have lower than 50 APM 8 skill+ 2 bar swaps per 12 seconds= 50 APM which is a very, very low apm. Your whole argument was that your suggestion is to help low APM people, which is evidently by direction 1, not true.
Direction 2:
Okay, please tell me which point of the next you disagree with
1. they are struggling to build because they don't understand combat.
2. You are suggesting to complicate combat even more.
3. they will not magically reach a better build in a more complicated combat system.
Point n3 is a direct conclusion from looking at points 1+2. As I already said:only way to make it easier for the "floor" is simplifying combat, or giving them more in-game tools to understand combat. You provide neither.
A low APM player can still be effective -- the toggle suggestion in this post is targeted mainly at the lowest floor APM players, which I thought I made clear in the very first line of the thread:
"I believe I have the beginnings of a constructive way to lessen the gap between low APM (actions per minute) players and high APM players -- effectively raising the lowest of the floor, while keeping the ceiling the same."
It sounds like the example you are talking about is just exclusively anyone who you categorize as low APM players, but that's casting a pretty wide net with subjective margins. Maybe I should have been more clear about the parameters of what I was aiming for, but I thought I was pretty clear considering the very first line of the thread describes the intent ("lowest of the floor").
I think it simplifies combat when a player can toss some toggles on -- especially since they gain the benefit of having skills not go to waste if they struggle to maintain a rotation. So, I don't agree with your statement that it complicates combat even more, specifically for the lowest of the floor.
And say that "for those that don't understand the combat, additing more options to it will simplify combat."
Please read this line few times. Out loud. Do you see how silly it sounds?
You just created a fake quote that I never said, and then called your own fake quote silly.
Okay, please tell me which point of the next you disagree with
1. they are struggling to build because they don't understand combat.
2. You are suggesting to complicate combat even more.
3. they will not magically reach a better build in a more complicated combat system.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »
If a low APM player isn't efficiently utilizing all 10 skills at their disposal
This part proves you have no idea what you are talking about. Amount of APM =/= amount of skills being in use. it takes the same APM to create a static rotation (3 dots on backbar, 1 short dot on front + spammable + execute), and a rotation of "8 passive skills" wall of elements backbar, and spammable front bar. Every 10 skills you will have 10 skills, 10 light attacks, 2 bar swaps. Same APM needed.
You asked me how it won't help floor. I already explained from two different directions, maybe not enough for you to understand. I will try to rearrange my words so it will go through.
Direction 1, low APM players, and what it really means:
Low APM players need to get the most out of the little amount of button presses they have. In other words, full dot rotations. If they fire 8 dot skills in 12 seconds, their APM is relatively lower, but the dmg won't be as bad. Another slot for innerlight + heal/shield and boom, 10 slots already. Low APM players with a build that tries to compromise for it, don't need your idea, and actually LOSE from it because they don't have the bar space. Therefore compare it to the higher end that uses less skills and more spammables (stamplars for example), you now get few more passive damage buffs, boom, ceiling up floor stays the same.
Direction 2, people that don't know how to build a proper rotation.
Those people have nothing to do with low APM. They are just not used to the game. Never tried to get used to a proper rotation. I assume this is the crowd you want to help. Sadly for you, this crowd is always inferior in building their characters to deal damage, and making the system more complicated will harm them the most.
Explanation: minor force will buff character's damage by about 4-5% in endgame, balancing your abilities that don't need to be even casted will mean adding 2% permanent damage (and even then it might be stronger than minor force) 2% x9 skills = 18% damage. Adding hail to backbar would result in more damage buff. You have created a more complicated system that is now misleading the floor to use bad skill choices.
If there is anything I said which is wrong, please correct me.
Clarify some specifics for me, if you don't mind:
Direction 1 - Are you calling players who are using 8 DOT skills in 12 seconds the floor? Because I wouldn't describe them as the floor. This is the type of player who wouldn't need toggles... so I don't know what you are trying to say here...
Direction 2 - How will giving a crowd who struggles to build a "proper" rotation access to toggle skills that can passively help them make them any worse off than they already are? At least a toggle skill that sits there on the bar can contribute more than the skill that is slotted and not doing anything because the player struggles to utilize an efficient rotation. In your explanation scenario, if I understand it correctly, you are describing a player who has the option to use a toggle or not. Sure, go ahead and use hail instead -- that's terrific -- that means the player is capable of using a non-toggle. If the player is not, then they can use a toggle, practice with a simple rotation, get that down, and then work towards expanding their rotation. Again, I don't know what you are trying to say here...
Direction 1: was explanation about low APM players. APM= action per minute. Those people have lower than 50 APM 8 skill+ 2 bar swaps per 12 seconds= 50 APM which is a very, very low apm. Your whole argument was that your suggestion is to help low APM people, which is evidently by direction 1, not true.
Direction 2:
Okay, please tell me which point of the next you disagree with
1. they are struggling to build because they don't understand combat.
2. You are suggesting to complicate combat even more.
3. they will not magically reach a better build in a more complicated combat system.
Point n3 is a direct conclusion from looking at points 1+2. As I already said:only way to make it easier for the "floor" is simplifying combat, or giving them more in-game tools to understand combat. You provide neither.
A low APM player can still be effective -- the toggle suggestion in this post is targeted mainly at the lowest floor APM players, which I thought I made clear in the very first line of the thread:
"I believe I have the beginnings of a constructive way to lessen the gap between low APM (actions per minute) players and high APM players -- effectively raising the lowest of the floor, while keeping the ceiling the same."
It sounds like the example you are talking about is just exclusively anyone who you categorize as low APM players, but that's casting a pretty wide net with subjective margins. Maybe I should have been more clear about the parameters of what I was aiming for, but I thought I was pretty clear considering the very first line of the thread describes the intent ("lowest of the floor").
I think it simplifies combat when a player can toss some toggles on -- especially since they gain the benefit of having skills not go to waste if they struggle to maintain a rotation. So, I don't agree with your statement that it complicates combat even more, specifically for the lowest of the floor.
And say that "for those that don't understand the combat, additing more options to it will simplify combat."
Please read this line few times. Out loud. Do you see how silly it sounds?
You just created a fake quote that I never said, and then called your own fake quote silly.
I did say that it is something I deducted, because you never gave a clear answer, therefore since it seems I was mistaken (apologies) I will ask the question again.Okay, please tell me which point of the next you disagree with
1. they are struggling to build because they don't understand combat.
2. You are suggesting to complicate combat even more.
3. they will not magically reach a better build in a more complicated combat system.
It would be great if you actually have a conversation answering the points I provide (including your point of view on low APM players, you seem to use the term a lot, but where you use it is not what the term really means, and you never provided a clear answer to your definition of it.)
the1andonlyskwex wrote: »Here is an incomplete list of problems with your idea:
1) You're adding a hugely complex new mechanic to the game. Basically, every skill with this toggle option will have additional morphs that need to be balanced.
2) What's stopping high APM players from slotting the toggle versions of skills to free up GCDs in their rotation for other things?
3) The reduced power of the toggle-able version means that anyone using it as you're intending will continue to be at a significant disadvantage.
4) You're not addressing the real problem, which is light attack weaving, and the fact that it's both highly effective and very timing/skill sensitive.
Joy_Division wrote: »I don't think the concept of APM is a very useful one to begin with, if anything I'd bet what's more frustrating to players is when they have the similar APMs as their favorite youtuber yet are still have 10-15K lower DPS.
Also I doubt making it such that skills are less effective for players who are playing less effectively to begin is going to have the impact that you and ZOS would like.
Personally I do not think any game should have an opt out feature that bypasses actually playing the game.Instead I would rather see them push for more ways of teaching the lower skilled players how to learn mechanics. Most of what anyone learns in the game is from other players instead of having avenues from the game itself. For instance most new players do not even know what snares/roots/stuns are and how to counter them. Without having other players teach them for zos, these new players would never have known.)
I find it hard to say learning to light attack and press a button every second is hard.
The game should not be balanced to work during poor server performance. Any balance changes should aim to reduce server load if anything. If moving more towards a direct damage meta versus dot/aoe helps solve the lag, then so be it.
The game should not be balanced around players far from the servers. The game would have to be made into turn based combat to remove the difference in reaction times. (It would probs solve the lag tho
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »
If a low APM player isn't efficiently utilizing all 10 skills at their disposal
This part proves you have no idea what you are talking about. Amount of APM =/= amount of skills being in use. it takes the same APM to create a static rotation (3 dots on backbar, 1 short dot on front + spammable + execute), and a rotation of "8 passive skills" wall of elements backbar, and spammable front bar. Every 10 skills you will have 10 skills, 10 light attacks, 2 bar swaps. Same APM needed.
You asked me how it won't help floor. I already explained from two different directions, maybe not enough for you to understand. I will try to rearrange my words so it will go through.
Direction 1, low APM players, and what it really means:
Low APM players need to get the most out of the little amount of button presses they have. In other words, full dot rotations. If they fire 8 dot skills in 12 seconds, their APM is relatively lower, but the dmg won't be as bad. Another slot for innerlight + heal/shield and boom, 10 slots already. Low APM players with a build that tries to compromise for it, don't need your idea, and actually LOSE from it because they don't have the bar space. Therefore compare it to the higher end that uses less skills and more spammables (stamplars for example), you now get few more passive damage buffs, boom, ceiling up floor stays the same.
Direction 2, people that don't know how to build a proper rotation.
Those people have nothing to do with low APM. They are just not used to the game. Never tried to get used to a proper rotation. I assume this is the crowd you want to help. Sadly for you, this crowd is always inferior in building their characters to deal damage, and making the system more complicated will harm them the most.
Explanation: minor force will buff character's damage by about 4-5% in endgame, balancing your abilities that don't need to be even casted will mean adding 2% permanent damage (and even then it might be stronger than minor force) 2% x9 skills = 18% damage. Adding hail to backbar would result in more damage buff. You have created a more complicated system that is now misleading the floor to use bad skill choices.
If there is anything I said which is wrong, please correct me.
Clarify some specifics for me, if you don't mind:
Direction 1 - Are you calling players who are using 8 DOT skills in 12 seconds the floor? Because I wouldn't describe them as the floor. This is the type of player who wouldn't need toggles... so I don't know what you are trying to say here...
Direction 2 - How will giving a crowd who struggles to build a "proper" rotation access to toggle skills that can passively help them make them any worse off than they already are? At least a toggle skill that sits there on the bar can contribute more than the skill that is slotted and not doing anything because the player struggles to utilize an efficient rotation. In your explanation scenario, if I understand it correctly, you are describing a player who has the option to use a toggle or not. Sure, go ahead and use hail instead -- that's terrific -- that means the player is capable of using a non-toggle. If the player is not, then they can use a toggle, practice with a simple rotation, get that down, and then work towards expanding their rotation. Again, I don't know what you are trying to say here...
Direction 1: was explanation about low APM players. APM= action per minute. Those people have lower than 50 APM 8 skill+ 2 bar swaps per 12 seconds= 50 APM which is a very, very low apm. Your whole argument was that your suggestion is to help low APM people, which is evidently by direction 1, not true.
Direction 2:
Okay, please tell me which point of the next you disagree with
1. they are struggling to build because they don't understand combat.
2. You are suggesting to complicate combat even more.
3. they will not magically reach a better build in a more complicated combat system.
Point n3 is a direct conclusion from looking at points 1+2. As I already said:only way to make it easier for the "floor" is simplifying combat, or giving them more in-game tools to understand combat. You provide neither.
A low APM player can still be effective -- the toggle suggestion in this post is targeted mainly at the lowest floor APM players, which I thought I made clear in the very first line of the thread:
"I believe I have the beginnings of a constructive way to lessen the gap between low APM (actions per minute) players and high APM players -- effectively raising the lowest of the floor, while keeping the ceiling the same."
It sounds like the example you are talking about is just exclusively anyone who you categorize as low APM players, but that's casting a pretty wide net with subjective margins. Maybe I should have been more clear about the parameters of what I was aiming for, but I thought I was pretty clear considering the very first line of the thread describes the intent ("lowest of the floor").
I think it simplifies combat when a player can toss some toggles on -- especially since they gain the benefit of having skills not go to waste if they struggle to maintain a rotation. So, I don't agree with your statement that it complicates combat even more, specifically for the lowest of the floor.
And say that "for those that don't understand the combat, additing more options to it will simplify combat."
Please read this line few times. Out loud. Do you see how silly it sounds?
You just created a fake quote that I never said, and then called your own fake quote silly.
I did say that it is something I deducted, because you never gave a clear answer, therefore since it seems I was mistaken (apologies) I will ask the question again.Okay, please tell me which point of the next you disagree with
1. they are struggling to build because they don't understand combat.
2. You are suggesting to complicate combat even more.
3. they will not magically reach a better build in a more complicated combat system.
It would be great if you actually have a conversation answering the points I provide (including your point of view on low APM players, you seem to use the term a lot, but where you use it is not what the term really means, and you never provided a clear answer to your definition of it.)
I think the first post of the thread gives a pretty clear indication of the context in which I am discussing low APM players (the ones who are not able to reliably perform enough actions per minute with their skills to be using them efficiently). See the detail that I offer in the first post:If a player is only capable of reliably using a 6-button rotation effectively, then often they are not getting much out of 4 skill slots that just sit there ineffectively/with low up-time on their skill bar. The idea is to allow the player to fill in those 4 spots with optional toggles to at least get some use out of those 4 previously low efficiency slots by filling them in with some buffs/utility that will remain on to enhance and make their 6-button rotation more effective. That should raise their floor.
I have not engaged with your list of 3 questions because they are not related to this discussion. I will explain why:
1. Understanding combat is an entirely different discussion. Feel free to start your own thread on that issue if you would like.
2. I don't think that I am "complicating" combat. One of the goals behind the idea is that combat stays basically the same, and for low APM players who are not making the most out of their skills, they can opt into a toggle to get some production out of those previously low impact/wasted skill slots.
3. This thread is not about "magically" getting players to reach a better build. Again, feel free to start your own thread if that is what you want to discuss.
You are trying to get me into discussions that certainly have their merit in attempts to raise the floor, but that is not the focus here. The very title of the thread states (via optional toggles). So, when you make up a fake quote and write statements asking for a rigid agree/disagree response about topics this thread isn't about, there isn't much for me to contribute with.
GrumpyDuckling wrote: »I believe I have the beginnings of a constructive way to lessen the gap between low APM (actions per minute) players and high APM players -- effectively raising the lowest of the floor, while keeping the ceiling the same.
The Idea: Simplify rotations for low APM (actions per minute) players by implementing optional toggles for select skills that will allow those skills to remain "on" permanently while slotted on one of your weapon bars. These toggle-able skills will remain active at all times, even through bar-swap. This will remove the need for players to press a button to gain benefits from the skill (thus simplifying their rotation). However, toggling a skill "on" also comes at the cost of the skill becoming [x]% less effective. The reason there is a slight reduction in efficiency for toggled skills is to keep the current state of skills/rotations for high-end content (the ceiling) mostly untouched, yet significantly raise the floor for low APM players by reducing total button presses (at a slight cost to skill efficiency) but still gaining some power/support for that shortened rotation.
Simple Explanation:If a player is only capable of reliably using a 6-button rotation effectively, then often they are not getting much out of 4 skill slots that just sit there ineffectively/with low up-time on their skill bar. The idea is to allow the player to fill in those 4 spots with optional toggles to at least get some use out of those 4 previously low efficiency slots by filling them in with some buffs/utility that will remain on to enhance and make their 6-button rotation more effective. That should raise their floor.
How it Works: Select skills can be turned into toggles that will remain active as long as the skill remains slotted on one of your weapon bars. You can select a toggle-able skill and press (Ctrl on PC, or Right Thumbstick on console) to toggle the skill on/off.
Example: A skill like Lotus Flower (Warden) can be toggled on to remain active at all times, meaning a player does not have to press a button to activate the skill. If toggled "on," Lotus Flower remains active at all times (regardless of which bar it is on), but loses 2% critical off of it's base value, and offers 5% less healing.
Note: The numbers in this example are merely placeholders that reflect untested values.
Why Implement this Idea? To move in the direction of applying ZOS' vision to lessen the wide gap between high and low APM players. The intent is to raise the floor, but keep the ceiling the same.From the Light/Heavy Attack PTS:
"Players with high Actions Per Minute (APM) significantly outperform those with low APM, as they have better up-time of abilities, higher mitigation, much higher DPS, and can simply move around the battlefield better in both PVE and PVP. While we believe it’s good to have a skill gap that promotes mastery, we also believe the gap as it currently exists is too wide, and that many players aren’t finding satisfaction in the climb."
Source: https://forums.elderscrollsonline.com/en/discussion/517545/pts-patch-notes-testing-ideas-for-light-heavy-attacks-in-combat
Initial Class Skills Worth Considering for ToggleDragonknight
- Inferno
- Spiked Armor
- Dragon Blood
- Molten Weapons
Necromancer
- Bone Armor
- Skeletal Mage (toggle auto-recasts upon expiration)
- Spirit Mender (toggle auto-recasts upon expiration)
Nightblade
- Blur
- Mark Target
- Summon Shade (only the Dark Shade morph that moves)
- Siphoning Strikes
Sorcerer
- Unstable Clannfear
- Winged Twilight
- Lightning Form (Hurricane morph shrinks then regrows continuously)
- Surge
Templar
- Solar Flare (only the Solar Barrage Morph)
- Eclipse (only the Living Dark Morph)
- Rune Focus (perhaps some kind of alteration to cast on self?)
Warden
- Betty Netch
- Living Vines
- Lotus Flower
- Frost Cloak
- Arctic Wind
Potential Barriers and Balance Discussion:
- Determining which skills should get the toggle treatment likely needs specific standards. Most skills eligible for toggles would probably have to be cast-on-self/allies skills and buffs, and not environmentally-placed skills. For example, a cast-on-ground skill like Cleansing Ritual (Templar) would not be a toggle-able skill.
- Certain skills might need slight tweaks that don't change the function of the skill, but better allow them to operate as a toggle.
- Certain class and skill line passives may need a slight update to their activation conditions to ensure that they perform with toggles.
- Toggles would have to be monitored closely in PVP to see if they are notably affecting the ceiling. Battle Spirit could potentially be involved with toggle skills to some extent based on the reduction percentages of toggled skills.
- Some team-wide buff skills such as Molten Weapons and Frost Cloak need to be considered more closely (would the whole team get a % reduction to the buffs if the "caster" has the skill toggled "on?").
- Certain classes would have access to more toggle skills -- this would need to be examined further to determine if this is a significant balance issue.
- There would need to be balance of resource cost for toggles. Currently, it costs resources to activate most skills, and a permanent toggle would not fit into the current resource balance. See post #7 from @YandereGirlfriend for interesting suggestions of how to handle this.
*Post edited to add list of potential class skills worth considering.
GrumpyDuckling wrote: »Joy_Division wrote: »GrumpyDuckling wrote: »Joy_Division wrote: »Also I doubt making it such that skills are less effective for players who are playing less effectively to begin is going to have the impact that you and ZOS would like.
The reason the skills are slightly less effective as toggles is to maintain the ceiling. But, the intent of the idea is to allow the players who are at the lowest of the floor to raise by giving them access to those toggles when they otherwise could not use those skills effectively in their rotation. For example:
If a player is only capable of reliably using a 6-button rotation effectively, then often they are not getting much out of 4 skill slots that just sit there ineffectively/with low up-time on their skill bar. The idea is to allow the player to fill in those 4 spots with optional toggles to at least get some use out of those 4 previously low efficiency slots by filling them in with some buffs/utility that will remain on to enhance and make their 6-button rotation more effective. That should raise their floor.
The times when I do have legitimately a hard time keeping up a 6 button rotation is in competitive situations such as PvP or Maelstrom arena back when I had 150 CP because I was taking so much damage that I was more concerned about survival than executing a nice target dummy 10 button rotation. In these competitive situations, I absolutely need my skills to be a potent as possible for when I do use them and under your proposal they won't be. By having less effective players use less effective skills, that may help them achieve better results in non-competitive situations when that loss of skill potency won't matter, but in competitive situations, i.e., where these players are already struggling, your proposal will just make things worse.
You talk about times where you legitimately have a hard time keeping a 6-button rotation -- that means you have 4 skill slots that you aren't using effectively. I don't understand why you're taking issue with those 4 slots not being as "potent as possible" when what I am proposing is to allow you to fill those 4 skill slots with toggles that will at least assist you while you maintain the 6-skill rotation that you already have a hard time keeping up anyway.
If you are struggling to maintain 6 skills, it's not like having 4 additional potent skills that aren't doing anything will help you much...
Oreyn_Bearclaw wrote: »Swap>LA>Skill>Bash
Oreyn_Bearclaw wrote: »Swap>LA>Skill>Bash
Since 80% bash damage nerf it ain't that worth it...