MasterSpatula wrote: »I would be totally happy with it if it just had an extra dedicated slot for Soul Trap.
jazzinspace wrote: »I do not want a screen full of spells. I am asking for 8 per weapon not 50....
Yeah you have to think about what skills you go into battle with but then that just becomes rock paper scissors with pvp and you are left with little room for flexibility.
I have just made a bunch of builds on http://esobuild.com.
1 for pve.
1 for pvp.
1 for dungeons.
would be nice to quickly select between them in a 'sets' or 'templates' style interface rather than have to go into the skills tab and assign each of them every time.
Shaun98ca2 wrote: »
Controllers have several buttons and obviously can't play a game that has a lot of buttons, not like a keyboard player, so the game is dumbed down to cater to the console crowd.
No
ESO was made for PC and migrated to consoles after it was already in Beta.
Shaun98ca2 wrote: »
Controllers have several buttons and obviously can't play a game that has a lot of buttons, not like a keyboard player, so the game is dumbed down to cater to the console crowd.
No
ESO was made for PC and migrated to consoles after it was already in Beta.
Yes but ZOS always intended to have the game available for consoles too. The console game market is much larger than the PC market. No video game developer can afford to just ignore consoles, they can however ignore PC game market and many developers actually do anyway.
Psychic_Kitty wrote:/snip
DC universe, diablo 3 and Neverwinter have these same limited skill issues currently and its interesting to see how the player base is dwindling on them.
And watching the developers trying to bail the water of their sinking ships is interesting as well, as they all seam clueless. These topics show up a lot on their own forums...but they ignore them, irony at its best.
GW2 still going strong only allows similar amount and you can't even chose the individual ones, only the set. Neverwinter.. nothing to do with that drama is the the hot bar choices, but as irrelevant as the argument of "mommy all my friends MMOs are doing it why can't I?" Same answer, that's them. They have their own flaws and concerns, and their own business model and vision of an MMO.
I think when you compare mechanics to help relate or understand something new better is great, but when you use it to turn an entire franchise into another is not so helpful feedback, IMO of course.
I'm having some trouble understanding how it could be that requiring the player to be exact and selective to slot specific combinations of skills for a wide variety of situations can be conflated with the rote complaint 'dumbing-down'.jazzinspace wrote: »I would just like to put a post in the forums here to express my opinion that even with 2 weapon sets 5 skills + ultimate is not enough for certain classes, healers for example need the diversity of healing and damage/crowd control.
The main issue - It can dumb down the game to a low skill level requirement and I hope in the future they will patch this to allow even just 8 skills per weapon set; I feel that most people these days are not stupid gamers and could easily handle that so why not just balance it properly to allow for that?
I understand that there is no cooldowns on abilities and so it is more about resource management, but that actually just feels limiting; you don't have easy access to your skills and can effectively make you feel like it is a low skilled game and that the developers could not work out how to balance it properly so they just limited the skill set. That is fine to a degree and I do enjoy the tactics in deciding what skills I pick but even if I am speccing for a role I feel that I could use just a few more skills to improve game play decisions.
In Addition
it is laborious to swap out a skill just for a particular scenario if you come across a large group and have only 1on1 skills selected.
Perhaps you could also make quick swap templates for certain weapons - ie. 1 for group 1 for solo pve content?
Drachenfier wrote: »Psychic_Kitty wrote:/snip
DC universe, diablo 3 and Neverwinter have these same limited skill issues currently and its interesting to see how the player base is dwindling on them.
And watching the developers trying to bail the water of their sinking ships is interesting as well, as they all seam clueless. These topics show up a lot on their own forums...but they ignore them, irony at its best.
GW2 still going strong only allows similar amount and you can't even chose the individual ones, only the set. Neverwinter.. nothing to do with that drama is the the hot bar choices, but as irrelevant as the argument of "mommy all my friends MMOs are doing it why can't I?" Same answer, that's them. They have their own flaws and concerns, and their own business model and vision of an MMO.
I think when you compare mechanics to help relate or understand something new better is great, but when you use it to turn an entire franchise into another is not so helpful feedback, IMO of course.
Guild Wars 2 has somewhere in the neighborhood of 19 skills immediately available in combat. You've got 5 for each weapon, five slotted skills, annd four or five ( i can't remember ) of the class specific abilites. This doesn't even include all the follow up skills that are opened up by using a weapon ability or slotted ability. By comparison to GW2, ESO is extremely limited.
Once you get to 15, you have 12 skills available on the hotbar (5+1 twice), you have heavy and light weapon attacks, you have block, you have interrupt, you have dodge, and you have a quickslot. That's 18. And in any non trash mob fight you'll be using most of those.
Id be satisfied with a weapon hotbar and a spells/abilities hotbar; each with 5 slots. People who say there is some kind of strategy involved in all these MMOs coming out that limit how many skills you can have slotted at a time are full of it. The reality is, and I see this all the time from people, is that too many low brows get over whelmed by too many skills (because I guess they need a game to limit them since they can't do it themselves?) and game companies want to appeal to as many as possible to get that cash, which IS understandable for sure. But some of us like variety.
The problem I have with only allowing a total of 10 skills is that it only leaves you the option of 2 builds
The hard part isn't playing with only 12 abilities it's making the choice what trade offs are worth winch
kelticfuryub17_ESO wrote: »