Scalding Rune should be viable on a Dragonknight with Elf Bane but im not sure if its worth outside of that.Seraphayel wrote: »Sorry to hijack your topic, but you brought up Scalding Rune - is its damage and DoT at least worth it now? Or still pretty useless?
The term "passive skills" makes no sense. It should either be a skill or a passive. Yes, Inner Light has an active part but it's just gimmicky in PvE.Luckylancer wrote: »Japsplar dd front bar: 5 fighters guild skills + jabs. Only 3 skills are clicked 90% of time.
I think having some passive skills is good.
I think we both know that's not true. If you want to be competitive you have to slot Inner Light and just let it stay in your bar without ever being used in PvE. It's inherently bad game design when a passive that is attached to a skill is so powerful (+7% max magicka) that other active abilities cannot compete with it. Inner Light should at least be balanced with abilities like Inferno or Lotus Flower (which is stupidly undertuned for no reason).lolo_01b16_ESO wrote: »Why do you think it's bad? Noone is forcing you to use it.
If you want to use only a few very powerful skills, you slot some passive skills like mage light and if you want to use a lot of different skills, you just slot something else.
Bodycounter wrote: »Scalding Rune should be viable on a Dragonknight with Elf Bane but im not sure if its worth outstide of that.Seraphayel wrote: »Sorry to hijack your topic, but you brought up Scalding Rune - is its damage and DoT at least worth it now? Or still pretty useless?The term "passive skills" makes no sense. It should either be a skill or a passive.Luckylancer wrote: »Japsplar dd front bar: 5 fighters guild skills + jabs. Only 3 skills are clicked 90% of time.
I think having some passive skills is good.I think we both know that's not true. If you want to be competitive you have to slot Inner Light and just let it stay in your bar without ever being used in PvE. It's inherently bad game design when a skill is better by just being unused in your bar than an ability that actually has to be used within your rotation, because the passive skill offers so many free stats.lolo_01b16_ESO wrote: »Why do you think it's bad? Noone is forcing you to use it.
If you want to use only a few very powerful skills, you slot some passive skills like mage light and if you want to use a lot of different skills, you just slot something else.
So people are actually fine with 80% of your skills being passive and you only have to click like 2 buttons? Good to know.
I don't think it's true. There might be some builds that don't have anything better to slot than inner light (e.g. a magblade with medusa in a fight where you can't use shimmering frenzy), but some other builds benefit more from slotting an additional dot instead of inner light.Bodycounter wrote: »I think we both know that's not true. If you want to be competitive you have to slot Inner Light and just let it stay in your bar without ever being used in PvE. It's inherently bad game design when a passive that is attached to a skill is so powerful (+7% max magicka) that other active abilities cannot compete with it. Inner Light should at least be balanced with abilities like Inferno or Lotus Flower (which is stupidly undertuned for no reason).lolo_01b16_ESO wrote: »Why do you think it's bad? Noone is forcing you to use it.
If you want to use only a few very powerful skills, you slot some passive skills like mage light and if you want to use a lot of different skills, you just slot something else.
So people are actually fine with 80% of your skills being passive and you only have to click like 2 buttons? Good to know.
Bodycounter wrote: »Yes, Inner Light has an active part but it's just gimmicky in PvE.
Bodycounter wrote: »Yes, Inner Light has an active part but it's just gimmicky in PvE.
Just because it's active part isn't combat oriented or is "gimmicky" in PVE, doesn't mean the active part isn't useful. As Vevvev points out the active part is mainly PVP focused with the intent of providing a skill to reveal cloaked enemies.
Bodycounter wrote: »Yes, Inner Light has an active part but it's just gimmicky in PvE.
Just because it's active part isn't combat oriented or is "gimmicky" in PVE, doesn't mean the active part isn't useful. As Vevvev points out the active part is mainly PVP focused with the intent of providing a skill to reveal cloaked enemies.
OP is talking about the other morph, not the Radiant Magelight we use in PVP for revealing enemies and avoiding stun-from-stealth. Its only purpose is sitting your bar providing stat boosts (and giving you the giant red eye over your head if you accidentally activate it). They're nice stat boosts, but it is functionally a passive in PVE.
I don't like it either, but the argument that it simplifies rotations is probably on the mark.
QuebraRegra wrote: »I have similar feelings about other bar skills that we don't actually use, and are only there to trigger some passive aspect of the skill...
basically, make them passives!
From a balance perspective, like the new CP system, we should "slot passives" in a passive selection system (passive bar). ESO suffers from the VERY limited bar system, other MMOs get around this on console, by allowing for the slotting of more skills, some of which trigger on configurable parameters (heal when at x% of health, etc.).
Change some of these 'dummy" skills to passives in their respective skill lines, then allow us to slot 'x' number of passives total for a character (also need loadouts now0
Oreyn_Bearclaw wrote: »Disagree. Passive skills are handy. They allow rotations to stay managable for a good chunck of the playerbase, and they are easy to flex out if needed for more active skills if you want. IL is also nice because if you have a source of major sorcery, you can use it to run cheap pots.
Scalding rune is actually a very powerful skill as is. If you added minor force to it, it would probably need a nerf. It would also go from optional to probably mandatory. I wouldnt necessarily be opposed to it being reworked with minor force, but I dont subscribe to the notion that every thing in the Fighters Guild needs mirrored in the Mage's Guild. Magic has 3 options for minor force, and all are situationally useful and viable.
It‘s generally nice to be able to place some passive skills for newer players but they should not be stronger than harder to manage active skills, should they? Lotus Flower for example offers Major Prophecy and is an active skill but is far worse than Inner Light. Why is this good design?WrathOfInnos wrote: »I think these “passive skills” exist to help level DPS across all skill levels. Some players don’t want to keep up with a rotation of 10-11 active skills. The ability to slot Inner Light, Camo Hunter, Bound Aegis, Twilight Tormentor, Bird of Prey, etc. means that simple rotations are able to get a small benefit out of unused bar slots.
Bodycounter wrote: »It‘s generally nice to be able to place some passive skills for newer players but they should not be stronger than harder to manage active skills, should they? Lotus Flower for example offers Major Prophecy and is an active skill but is far worse than Inner Light. Why is this good design?WrathOfInnos wrote: »I think these “passive skills” exist to help level DPS across all skill levels. Some players don’t want to keep up with a rotation of 10-11 active skills. The ability to slot Inner Light, Camo Hunter, Bound Aegis, Twilight Tormentor, Bird of Prey, etc. means that simple rotations are able to get a small benefit out of unused bar slots.
And for all the PvP people: I am specifically talking about Inner Light not Radiant Magelight. Please don‘t make every single thread about PvP when it‘s clearly aimed at PvE.
This is by the way not the only example. There are several passive skills in this game that just sit on your bar.
Bodycounter wrote: »TLDR: Having abilities in a game that only lets you slot 10+2 skills overall without any active function is really bad design and should have been changed long ago.
Chilly-McFreeze wrote: »QuebraRegra wrote: »I have similar feelings about other bar skills that we don't actually use, and are only there to trigger some passive aspect of the skill...
basically, make them passives!
From a balance perspective, like the new CP system, we should "slot passives" in a passive selection system (passive bar). ESO suffers from the VERY limited bar system, other MMOs get around this on console, by allowing for the slotting of more skills, some of which trigger on configurable parameters (heal when at x% of health, etc.).
Change some of these 'dummy" skills to passives in their respective skill lines, then allow us to slot 'x' number of passives total for a character (also need loadouts now0
Some severe balance checks would be necessary by that as it would mean you have those skills double slotted + the benefits of another active skill all at the same time.
Just imagine you'd have X additional skill slots (0.5X per bar) for those "dummy skills". Talking about power creep.
And how would that interact with skill line passives that read "when X slotted"? Would that also add on top of the additional passives?
But sure, gimme that tasty 20% stam/health regen, 8% stam & health pool increase, 10% LA damage (Bound Armor) and major savagery, minor berserk , 3% weapon dmg (camo hunter) for free on my stamsorc. Then I can add another HoT or and whatever on my bars. What could possibly go wrong?
Bodycounter wrote: »Is there any reason that Inner Light is still almost always necessary to be slotted but on the same time is just an unused skill in your bar? I think this is one of the worst skill designs in the game. There are other skills offering Major Prophecy especially class-based ones but none of them can compete with 7% additional maximum magicka. Since Inner Light offers no interesting active it has become a borderline boring skill to slot into your bar.
Another skill that missed its mark is Scalding Rune since it should have Minor Force attached to it. That way it would be the magicka variant of Barbed Trap in the Fighters Guild skill line.
TLDR: Having abilities in a game that only lets you slot 10+2 skills overall without any active function is really bad design and should have been changed long ago.