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5 Skills + Ultimate is not enough

  • RaZaddha
    RaZaddha
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    The more slots you have, the less varied you can be. This way you are free too choose whatever build you can be, but it's so limiting that you can't be a "jack-of-all-trades", you kinda can, but it's hard and you won't be as effective in any area. There are no pre-defined roles in the game, but you need to have a role in mind when you construct your build or else it will flop in combat.

    I can see the need for a healer, control specialists, tanks and damage dealers in raiding, add more slots and you will have less defined roles. It's pure preference, if you don't like how the combat is, tough luck, it's adapt or leave, changing the number of skill slots can mess up the game in ways we do not want or can't predict, so lets leave it the way it is and adapt.
  • Silynse.business_ESO
    I apologize ahead of time for spelling and grammar errors. Its late and im pretty tired.

    There is a limitation because of console for sure, which is total BS.

    Honestly this game NEEDS more slots. I'm a healer, and I pretty much end up using four staff healing abilities, and one restoration Templar ability with an ult in that bar.
    Then in my sword and board, its all S&B utility and one DPS magic ability from the temp. I find continuously that I cannot play as I would like to, because I cant combo more than 2 spells together in any bar. It really bugs.

    The other bigger issue I feel is the fact that in order to be a good healer, I PRETTY MUCH have to either wear cloth for the mana regen, or I have to use a staff of restoration, which is further limiting me. In any TES game I played I could have heavy armor and a two handed weapon as a paladin..... why? Because spells were cast with MY HANDS. Not my damn weapon. Which is a HUGE mechanical failure on the part of the devs in this game. The staff was supposed to be used in any TES game as more of a support weapon, NOT AN ACTUAL WEAPON!

    It actually feels very constraining in this game once you get past level 22.
    And its NOT cool. The other night I started thinking, I really wish I could use some of these Templar abilities as a rogue... but instead I am secluded to a class which is the worst thing you could do to TES in general. I see clones of me EVERYWHERE. Sure its more open than traditional MMO's but not by much the further you get in to the game.

    The lack of skill slots causes you to be a clone of every Templar in every fight pretty much. If I am in a group with another Templar, its guaranteed I am going to see a lance, or DOT light spell.... that's it. That's all there is. Ever....
    I am approaching level 30 now, and truthfully. The game is already VERY repetitive. I'm getting bored with my skills and my lack of combos. And as for myself, and few other friends in my guild, we will probably just attain top level by the months end, and leave the game. As I hear a lot of people starting to talk about.

    The game simply is not what the devs made us believe it was, which was THE ELDER SCROLLS, as an MMO. "The ability to play your character the way you want to play him or her" I believe is what the devs said many times. And that's simply not what we go here.

    We got a glorified RIFT tree pretty much, with what might actually be less selection. And the same quests over and over in each zone (which is the real killer). "Look, there is a ghost, it has a past and looks angry!...." Go get the item for the ghost so that it wont be mad anymore. "Horray you made me not mad anymore. bye" or "Look, you saved the ruler of this realm too. IN REALM AFTER REALM! Those damn assassination plots... I TELL YA! lol By the ESO logic, assassination is so recurring, there is now way these rulers or barons should have reigns of more than a few months!

    I'm not here to bash the game. Its a solid MMO in general. But it will not last I don't think. Which is sad, because I have loved TES since Daggerfall came out back in DOS operated computers.
    In short, I do think we need more selection in our task bars.. FOR SURE. And a lot more diversity added to this game in general.
  • Memnock
    Memnock
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    Heh , i started a threat about this topic on the Tamriel Foundry forums as well , and it seems people are of 2 minds with regards to this issue :)
    I think that the people who are opposed to having more skills bound , see the post and think : Oh crap , these guys want to have all of them bound . This is not the case , adding 3 more skill lots to each weapon loadout , would just improve the quality and diversity of the builds you encounter , like someone above said , at the moment, you can't go anywhere and not see people who use builds so similar to what you have , that its starting to look like you are walking around your own clones.
    With 3 more skills for each loadout , you have more options in how you approach combat and not be forced to spend time after each fight going through your spellbook to search for a specific ability ; as i said , it offers diversity and a more immerse experience IMHO.
    As a last note , with regards to this limitation being in place because of the console gamers , i don't think this is the case , since those guys will have their own separate servers ( read about this a couple of months back in an article and i can't seem to find it anymore , so take this information with a grain of salt ) , so we won't encounter them in the same battles with use , and with good reason , no console controler , no matter how advanced , will ever be able to match the accuracy and fast reflex motion that you can achieve with a mouse + keyboard .
  • nzblustone
    nzblustone
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    There are plenty of other games for people to play if they want a myriad of buttons covering their screen, most of which they will hardly, if ever use.

    I prefer the 12 skills, forces you to plan ahead. Having every ability at your fingertips all the time will make you lazy when it comes to strategy. Picking your skills is not an entire strategy, but it forms a part of that.
    Founder of Imperial Traders Guild [NA] [PC-mac] • Guild WebsiteESO Forum Thread

    Auron Lightblaze [Templar Heals] • Auron-khul [DK Tank] • Auronair [Sorc DPS] • Auronkha [NB DPS] • Brother Auron [Warden TBD]
  • Shaun98ca2
    Shaun98ca2
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    I have NO idea how people come up with there aren't enough points to use variety in your builds when it comes to hotbar set up.

    Even the diversity of healers....which is VERY lacking is still very good.
    Templar for example.
    Considering you only 3 abilities on your hotbar to be a good healer.
    ability - Morph type1 - Morph type 2
    1. Rushed Ceremony - Support - Group Healing
    2. Healing Ritural - Support - Group Healing
    3. Restoring Aura - Group Healing - Support
    4. Cleansing Ritual -Support - Group Healing
    5. Rune Focus - Support - Group Healing
    6. Backlash - Purifying Light (heals) and GOOD dps

    These are just the Templar healing abilities you can play in a group as support with 2-3 support abilities then all dps or you can add the Restro Rod with any armor type with the addition of 6 very good Restro Staff abilities.

    Every class is stuck holding a Restro Staff to be a main healer. MAYBE you can set up the Templar to Main Heal without one but its NOT an easy task and your better off using a Restro Staff.

    The game is designed to hold a Restro Staff to heal and is fair to ass 4 classes.

    As for the choices well again you need 3 slots for healing and have a good 10 choices for 3 slots. If you choose to play like everybody else that's up to you.

    My Templar goal is
    1. Healing Ward
    2. Radiant Aura
    3. Syphon Spirit/Lingering Ritual
    4. Purifying Light
    5. Binding Javelin
    U. Practiced Incantation

    This is an extremely different setup you WONT see many people using that I will have to learn how to use. It lacks burst healing except that Healing Ward will ward 300% the lower a targets health is while applying a heal to them.

    MY main damage spell will be Purifying Light that applies a Heal. Radiant Aura gives me more time to heal everybody as well as syphon spirit. Though I might change that to Lingering Ritual cause it looks like a HOT when I seen it used in livestreams.

    You can play HOW you want as long as it works for you. Don't have to play like everybody else.
  • darkweed1977
    darkweed1977
    Soul Shriven
    From what I can tell there is not much difference in strategy by choosing your skills before every single different combat and having more skills available at hand all the time.

    Choosing skill before every new encounter is just more time consuming and makes you stop up and break a flow in the gameplay.

    Having more (not all) at hand at any given time will not make you be able to spam them all like in other MMO's, because you will still be limited by your mana/stam management and you still need to be carefull with what spells you use.

    Plus having a dedicated slot for summons/buff/toggled abilities/soul would give the classes, especially casters, more spells to choose from. Compared to now where they are being limited when compared to other classes.

    Another option could also be to have 1-2 slots more where you are only allowed low skill abilities, so you can only be a support in an emergency and not a true back up or substitute.

  • Shaun98ca2
    Shaun98ca2
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    From what I can tell there is not much difference in strategy by choosing your skills before every single different combat and having more skills available at hand all the time.

    Choosing skill before every new encounter is just more time consuming and makes you stop up and break a flow in the gameplay.

    Having more (not all) at hand at any given time will not make you be able to spam them all like in other MMO's, because you will still be limited by your mana/stam management and you still need to be carefull with what spells you use.

    Plus having a dedicated slot for summons/buff/toggled abilities/soul would give the classes, especially casters, more spells to choose from. Compared to now where they are being limited when compared to other classes.

    Another option could also be to have 1-2 slots more where you are only allowed low skill abilities, so you can only be a support in an emergency and not a true back up or substitute.
    There is a HUGE difference from having the limited selection of 5 versus 12-20 abilities heck for this game EVEN 6.

    3 abilities are MORE than enough to preform any given role and most of the time 2 abilities will work for any role as long as your making smart choices for the last 3 options.

    Adding 1 more ability will throw off the balance and make good DPS while being a good healer or a strong self healing tank.

    The other thing to look at is for THIS game keys 6-0 are incredibly hard for most people....NOT YOU.....most people to hit while staying on wasd.
    Why do you think the ultimate is on R and NOT 6 because its easier that way

    Somebody that wants more hotkeys try for HARD encounters placing all your hot slots 6-0 and see where that gets you.
  • Exarch
    Exarch
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    nzblustone wrote: »
    There are plenty of other games for people to play if they want a myriad of buttons covering their screen, most of which they will hardly, if ever use.

    I've played some of those other games, as I suspect have many of the other people who would like more ability slots, and the whole point is that we do use those other buttons in those games which is why would like to have more here, because the change feels limiting; it's ESO where I feel like I get to mix and match abilities from all these different skill lines, only to find that I only ever get to use a few of them.
    I prefer the 12 skills, forces you to plan ahead.

    How? There isn't any way to gather intelligence as to what's coming to plan your strategy, this sounds like you're advocating dying to each encounter at least once in order to find out what's needed; certainly not unprecedented in gaming, but not usually a big crowd-pleaser.
  • Shaun98ca2
    Shaun98ca2
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    Exarch wrote: »
    nzblustone wrote: »
    There are plenty of other games for people to play if they want a myriad of buttons covering their screen, most of which they will hardly, if ever use.

    I've played some of those other games, as I suspect have many of the other people who would like more ability slots, and the whole point is that we do use those other buttons in those games which is why would like to have more here, because the change feels limiting; it's ESO where I feel like I get to mix and match abilities from all these different skill lines, only to find that I only ever get to use a few of them.
    I prefer the 12 skills, forces you to plan ahead.

    How? There isn't any way to gather intelligence as to what's coming to plan your strategy, this sounds like you're advocating dying to each encounter at least once in order to find out what's needed; certainly not unprecedented in gaming, but not usually a big crowd-pleaser.

    The planning ahead is easy.
    1st you figure out the role you wanna play...DPS HEALER TANK SUPPORT
    2nd you place the abilities that help you fulfill that role HOW YOU WANT TO.
    3rd you enjoy the game and reap the benefits, if you find something isn't working for you change it its VERY easy.

    You get 2 roles with weapon swap.
  • Memnock
    Memnock
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    @Shaun98ca2 How would what you said change , if the devs added 3 more slots for each weapon loadout other than adding a little more variety for what you can accomplish without going into your skill book every time you feel the need to swap out some skills ? I find that for each build i am trying , i would need 1-2 more abilities , either a buff or a control or a heal or an other dmg skill.

    All this would add is more diversity to the game , and seriously , above i saw a comment that having more than 5 is too complicated , i get the feeling that you are a clicker in other MMOs ( this is my opinion and i could be completely wrong of course , but that's what a statement like that comes as when i hear it ).

    Also , its not like anyone here is asking to have a but load of action bars , just 3 more per weapon loadout. Having all the skills from class , guild , armor , weapons and world and also , the thieves guild and assassins guilds on their way , is a very big limitation in my opinion , especially after the game was advertized that we can play the way we want to play. There is nothing holding you from just binding 5 keys and fulfilling the role you want with just those , but let us , the ones that want 3 more , have that option :)

    Again , i need to emphasize , we are NOT asking for a huge amount of skill slots , just 3 more per weapon loadout , so we can have more freedom of choice in the build we can have and more option at our disposal without going into the skill book and changing skills.
  • ArgonianAssassin
    ArgonianAssassin
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    I'd be super happy if they even added 1 more ability slot, so I could keep my damage abilities, without sacrificing my buff abilities, plus I think 6 is more appealing to the eye in a row than 5.
    "It is okay to fear the night, even the bravest warriors are filled with fright, at the sight of the might of Sithis' fang, let the blood be washed away by the rain, let the stains forever remain, another life taken in Sithis' name, another soul for the void. All hail our Dread Father and his consort, the Night Mother." -Stalks-His-Prey
  • Exarch
    Exarch
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    Shaun98ca2 wrote: »
    Exarch wrote: »
    nzblustone wrote: »
    There are plenty of other games for people to play if they want a myriad of buttons covering their screen, most of which they will hardly, if ever use.

    I've played some of those other games, as I suspect have many of the other people who would like more ability slots, and the whole point is that we do use those other buttons in those games which is why would like to have more here, because the change feels limiting; it's ESO where I feel like I get to mix and match abilities from all these different skill lines, only to find that I only ever get to use a few of them.
    I prefer the 12 skills, forces you to plan ahead.

    How? There isn't any way to gather intelligence as to what's coming to plan your strategy, this sounds like you're advocating dying to each encounter at least once in order to find out what's needed; certainly not unprecedented in gaming, but not usually a big crowd-pleaser.

    The planning ahead is easy.
    1st you figure out the role you wanna play...DPS HEALER TANK SUPPORT
    2nd you place the abilities that help you fulfill that role HOW YOU WANT TO.
    3rd you enjoy the game and reap the benefits, if you find something isn't working for you change it its VERY easy.

    You get 2 roles with weapon swap.

    That's a bit broad though, isn't it? If I'm in the DPS role do I need my AoE abilities or my single-target abilities? Is there mostly elemental damage in this encounter, if I'm tanking do I need to prioritize boosting my resistances over my armor?

    I have active abilities from my class lines, my weapon(s), my guilds, possibly my armor type(s)...a great deal of potential flexibility, most of which I can't use at any given time. I'm not saying it's not doable, obviously, I'm asking what advantage you find in such a system as opposed to an expanded selection; I'm all for trade-offs as a way of engaging the player with meaningful choices, but the current number of selections seems like it goes past encouraging the choice of a playstyle to the point of frustrating that choice.
  • Shaun98ca2
    Shaun98ca2
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    Well 1 I'm not a clicker in other mmo's...in other mmo's the mouse is used a 99% less than this game so right hand arrow keys and left hand for 1-0 hot keys and my left hand can move across the keyboard easily.

    In TESO your left hand is stuck on WASD so moving past 5 becomes very difficult. Maybe not for YOU but for a majority 1-5 is a comfortable # while on the WASD keys.

    And again for a DPS role 3 abilities is MORE than enough. You have 5 situational abilities the best builds will be less focused on MAX DPS and more on being ready for any situation. So you'd have a set up that looks like
    1. 2 second opener
    2. Spamable DPS
    3. AEO/DOT
    4. BUFF
    5. Self Heal

    This a very basic example that can be changed up based on your play style so for my Templar you have
    1. 2 second opener
    2. Spamable DPS
    3. knockback+stun
    4. Self heal
    5. + 30% damage after 6 secons

    The required # of damage abilities in this game is very low because they are spamable since theres no cool down and if there is a cast time it usually makes a good opener. In the long run its all about choosing the right abilities for your playstyle.

    And adding more ability slots LOWERS diversity not increases it. The more abilities slots the more the chance you have a build like somebody elses.
    5 abilities and 5 ability slots makes for identical characters take away one slot you increase diversity.
  • Exarch
    Exarch
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    Shaun98ca2 wrote: »

    And again for a DPS role 3 abilities is MORE than enough. You have 5 situational abilities the best builds will be less focused on MAX DPS and more on being ready for any situation. So you'd have a set up that looks like

    *details omitted for space*


    And adding more ability slots LOWERS diversity not increases it. The more abilities slots the more the chance you have a build like somebody elses.
    5 abilities and 5 ability slots makes for identical characters take away one slot you increase diversity.

    We'll see how it plays out but it would seem likely, based on your own example, that in the current system there will be less diversity, not more, because most people are going to have an identical build, the one that is "ready for any situation"; people will be reluctant to use any other abilities than the most generally applicable ones because space on the bar is at such a premium.
  • Shaun98ca2
    Shaun98ca2
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    Exarch wrote: »
    Shaun98ca2 wrote: »
    We'll see how it plays out but it would seem likely, based on your own example, that in the current system there will be less diversity, not more, because most people are going to have an identical build, the one that is "ready for any situation"; people will be reluctant to use any other abilities than the most generally applicable ones because space on the bar is at such a premium.

    Well that's just a dps role than can be filled with ANY # of abilities. You also have support roles Healing roles and Tank roles.

    That was a basic solo set up that also works in dungeons. Your DPS can also bring more support for group settings so while it might seem limiting you will be hard pressed to find identical build unless people are just using posted builds online.
  • shell189
    shell189
    They wouldn't keep it to 5 just because of console... I'm a console player but I play this on my pc with the ps3 controller.. And I need more ability slots too! :( I have plenty of buttons to use still lol.
    Hope they look into this.. 5 slots just isn't enough!
  • vegeta0585b14_ESO
    vegeta0585b14_ESO
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    To be perfectly honest, while I am fine with the number of active abilities and ultimate slots, I would LOVE to see 1 extra slot that was only slottable with a toggle skill. My main complaint thus far is that any toggle takes up 2 slots to keep it up when swapping weapons, and even if it DIDN'T, most toggles are passive with the exception of pets and are not always worth a skill slot to begin with.

    So I dont feel restricted in my actives AT ALL. I mean, lets face it, the game has NO cooldowns. 10 skills is ridiculous in that case. Most people seem to think if they are dps they need 10 dps skills, when you really only need one big dps skill, and the rest depend on the added effects (cc, debuff, buff, etc). For instance theres no reason for a mage to have daedric mines, splash lightning, and encase. you got the aoe damge from lightning, and the root from encase. You morph em and you have aoe damage from shattering prison (encase) as well. Yet I have seen mages with all 3 on the bar and am baffled.

    Toggles, however. UGH. To keep bound armor, a pet, and say, magelight on, thats -6- skill slots to keep it up when swapping weapons.
  • Aimeryan
    Aimeryan
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    Splash lightning is an aoe dot; it totally makes sense to put a spammable aoe in the bar with it if you are looking for aoe damage - i.e., daedric mines in your example. Then yes, encase works well there too, to stop them moving away from the aoe and for the explosion. Then you add in lightning form (moving aoe, based on you). So, 4 skills just for aoe - and all make sense to have at the same time.

    Reducing the argument to "just use one thing for one thing" doesn't work here, does it?

    ~~~

    Regarding the 5 keybindings vs. 10; this should be optional. We have interface settings for this sort of thing.Two options come to mind (selectable from the interface settings):

    1) Two skills bars of 5. No delay in switching (untie from weapon swap). 5 keybindings for the skills (plus ultimate), 1 keybinding for the weapon swap, 1 keybinding for the skill bar swap (although, you could set the latter two to the same key, if you like).

    Total: 7/8 keybindings.

    2) One skill bar of 10. 10 keybindings for skills (plus two for ultimates), 1 keybinding for weapon swap.

    Total: 13 keybindings.

    Personally, I would go with the second option myself, even though others may prefer the first option - but that is the value of giving people the choice.Thirteen keybindings for me is nothing; I use ESDF instead of WASD - I've got 14 keybindings adjacent to this just to begin with (QAWRTG\ZXCV234), plus, another 5 (not counting left/right click) on my mouse (2 side buttons, mousewheel up, down, press). Then you have the shift modifier, which basically doubles all that.

    P.S. Regarding the skill bar swap delay, it takes less than half a second - it has very little impact, but is very annoying. It can also make things feel unresponsive because you can't "que" up the action. Removing the delay would be a massive quality of life change, with almost no impact on balance.
    Edited by Aimeryan on April 13, 2014 5:15PM
  • Crescent
    Crescent
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    As a battlemage it sucks.

    3 skills are reserved for surge, momentum, and storm form. Another for magelight so I can have some crit.

    So 4 out of 10 skills are gone. I then need to have the aoe slots filled, 2 spells for AoE I guess, then one for CC and one for single target DPS.

    It's really hard to have variety when so many spells are mandatory to function.
  • Xexpo
    Xexpo
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    I feel like it's fine, you have to prepare before you fight. Plus console people can't use 7 bars with 12 abilities on them very effectively. ...wait did someone already say this stuff?
    Kiki Dickson ~~~ Dixmanian Devil ~~~ Cornelius Buckshank Jr.
    Histy-Fitz ~~~ Boozemer ~~~ Chace X'expo
    Lluvia De'Fuego ~~~ Shakes Spear
    Macro and Cheese NA/PC
  • Romtim
    Romtim
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    kaer426 wrote: »
    I feel like it's fine, you have to prepare before you fight. Plus console people can't use 7 bars with 12 abilities on them very effectively. ...wait did someone already say this stuff?

    Console players won't be playing together with PC players. They will have a separate mega server. So there can be 2 versions of the game, one for PC players, and one for console.
    Wait... did someone say this already?
  • huntgod_ESO
    huntgod_ESO
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    I have grown to like the 5+1, I definitely spend far less time looking at my keyboard or the skill bar than I do the screen and it makes the combat more engaging and fun.

    I would like more than 2 sets though.

    I make it work, but for pure convenience a third set for PVP would be really nice. Ideally I'd like 5-6. 1 for main wpn single target, 1 for main wpn aoe, 2nd wpn single, 2wpn aoe, 1 for pvp single, 1 for pvp other

    The sorc skills I use for PVP are very different than what I use for PVE. PVE is easy, PVP having stuns, disorients and CC are exceptionally useful where they aren't really needed in PVE.
    --- HuntGod ---
    Officer of the Unrepentant
    www.unrepentantgaming.com
  • redsteven
    redsteven
    Soul Shriven
    I'll use whatever space they give me. If I have 20 slots available, I'll use them all.

    But I understand wanting to limit the # of slots in use at a time. HOWEVER, it gets frustrating that I CAN'T have the less-used skills available at all times. If I need to fill a soul gem, then I need to go back and add it into my hot bar, and then take it out of the hot bar after I go kill a couple of mobs. Whereas in other MMO's without skill slot limitations, I'd have the soul trap bound to some obscure key combo that I'd only have to use every once in a while.

    Realistically, giving a few more skills a time would make a HUGE difference. I'm bored with my lvl 15 summoning sorc right now because I just don't have enough ability slots to keep the fights interesting.
  • Libertine
    Libertine
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    Zargorius wrote: »
    The implementation has nothing to do with the consoles, it is a conscious design choice forcing players to make decisions and add variety to the builds.

    cant comment on the console thing but the skill limit actually takes away variety form builds imo. as a sorcerer if i want to heal there is no variety. i slot my (currently) 3 healing spells + 1 cc + 1 dps OR pet... due to the limited amount of slots available i really have no choice in this. the only thing i can vary in this setup is the dps/pet.

  • Shaun98ca2
    Shaun98ca2
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    As a healer there is no variety being a Sorcerer due the fact that all your abilities come from a universal healing line. You choose 3 healing spells out of 5 some might choose 2 or 4 plus slight different picks and morphs than yours. As a Templar I heal with exactly 1 healing ability and a healing ultimate.

    Sorcerer healing isn't limited due to the # of ability slots its due to their limited # of heals in general....giving you MORE slots will make all healing sorcerers closer to identical.
  • dermottib14_ESO
    dermottib14_ESO
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    The game is balanced around 5 skills on your bar. Its basically like your spec. Asking for more skills on your bar is like asking to be able to fully spec out every tree in the average mmo like WoW. Its a different approach.

    The current system is great, it creates a huge variety of builds.

    Not sure, why in every MMO that gets released, people want to make the game crappier. You wonder why 90% of mmos go downhill and fail.
    Edited by dermottib14_ESO on April 14, 2014 1:58PM
  • Dreez
    Dreez
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    only having 5 skills + Ultimate on my toolbar kills the game for me.
    I don't want to have to switch weapons just to use another skill that
    didn't fit just because the devs couldn't find another way to make this
    game work on *** consoles with 8 button-controllers.

    Once again, PC-gamers has to suffer for the lack of consolehardware.
  • liquid_wolf
    liquid_wolf
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    As a healing Templar, I am fine with the 5 slots + 1 ultimate.
    Breath of Life - Templar
    Rapid Regeneration - Restoration Staff
    Repentance - Templar
    Ring of Preservation - Fighters Guild
    Healing Springs - Restoration Staff
    Ult - Remembrance - Templar

    I can handle nearly any group/dungeon/pvp encounter with this build. I'm wearing light armor. I swap out some skills for sieges, and special occassions, but this is my go-to skill set for nearly any encounter.

    I don't run out of magicka in most PvE encounters, and quickly gain it back right after a fight.

    As my offhand, I have utility/damage abilities with a bow. Mage Light, and a few odds/ends that I want to test. Mostly just to play around with at range.

    You really don't need more than the 5+1 x2 skill sets.

    I have a skill/armor quick-swap addon that allows me to go from Heal/Damage to Tank/Damage quickly if I come across a situation where I need to change it out.

    Takes about 5 seconds to completely change out all my armor and both skill bars... so not useful mid-fight or even between pulls... but good for changes on the battleground in PvP, and going from one quest/dungeon area to the next.

    People who think the game only has 5+1 skills for consoles are ignorant of FFXIV and it's controller setup.
    639XfoW.jpg

    They have 8 buttons, which can be swapped out holding a trigger. 16 skills minimum, and I believe you have a toggle for another 16.

    So... console MMORPGs have roughly 20-32 skills available to them on the controller.

    ESO doesn't limit you to 5+1 because of the consoles. It is a design decision, and if you don't like it then this game probably isn't for you. You should go find a game that gives you all the skills you want on your screen at the same time.

    Like FFXIV, WoW, or Everquest.

    Edited by liquid_wolf on April 14, 2014 2:38PM
  • connectedb16_ESO
    Dont need more buttons, maybe you should learn to actually make a choise in what skills you bring to an encounter, you cant have it all. Its like you are all below lvl 15 and only have 1 weaponset. Its not 5+1 its 10+2.
    Edited by connectedb16_ESO on April 15, 2014 6:56AM
  • Trionus
    Trionus
    Soul Shriven
    I hate the skill limitation

    Characters are mostly functional idiots right now....

    What's going to happen is people are going to get tired of only having 5 skills and leave the game.....yep they can get more...but can only use 5....which begs the question why have other skills then?

    If you don't want players to use them why have them?

    You cant answer that with saying we want players to use them...because you don't...or else you would let players use them all the time.

    In essence this is the first elder scrolls game where your character is kind of moronic....as they can get skills but cant use them all the time.

    Hopefully this will change....
    And personally I hope their stealth will eventually last longer then 2 seconds....because my assassin is basically a pathetic warrior right now...which is kind of frustrating....in no way shape or form am I assassinating anything or feeling like a rogue...what I feel like is a sub par warrior....with attacks that do less damage.


    In most other games.. yes people might have loads of skills/abilities available for use...

    but how many of them did they use with any skill, in contrast, ESO's specialised skill/ability selection, adds a new and enjoyable learning curve... hmmm this combo of abilities doesn't work as I want, lets try something different.. ahh this works for me, I will keep this layout and now I have become more skilled.

    More skilled because I have actually invested some time into learning the skills and how the combination of skills work together.

    IMO its a pleasant step away from the generic mashing of 40+ skills/abilities.
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