5 Skills + Ultimate is not enough

  • ZurinArctus
    ZurinArctus
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    Ability bloat sucks. No thanks. If I wanted to piano play multiple hotbars, I'd be on <insert title>.

    It's refreshing to see so few skills. You can easily manage with the 5 + Ultimate, you just have to prepare better.

    Sure it's annoying on swapping out skills, they should have a quickslot menu or some such like Skyrim or something to allow this. It would make changing the solo to group skills a breeze.
  • IvorySamoan
    IvorySamoan
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    Laura wrote: »
    12 skills isn't really dumbed down. It takes some tactical thinking to decide what you are going with. I enjoy it, didn't at first but now I do.

    This pretty much sums up my view on the matter.
    Just returning some video tapes.........
  • timothynrwb17_ESO
    Having more buttons doesn't make a game "smarter" and having fewer doesn't "dumb it down". It's a different design. You are meant to understand encounters and build accordingly. In WoW you build for all encounters, in ESO you build for each single situation and change it on the fly. There's more skill in it arguably.

    Besides most players macro their 50 skills into about 4 anyway.
  • Shaun98ca2
    Shaun98ca2
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    Shaun98ca2 wrote: »
    Well the current system feels "clunky" due to the fact its a "role change".

    so switching from healstaff to healstaff is a rolechange... great story...

    the current system is extreamly lackluster and digging for excuses doesn´t change that fact.
    when you have classes where the (rubbish) "rolechange" isnt a hinderance as they can rely entirly on timed effects on the second bar wich are not effected by the stupid excuse of an role change by switching the bars. while other classes are horribly gimped. due to the need of doubleslotting and redundand slotting to provide usefull reaction times.
    then the system is flawed in its core.

    Well YEA its still a role change. If you choose to keep the same weapon type, that is up to you. If you notice its a DIFFERENT weapon just the same weapon type. So your not using it as a role change when you go from Healstaff to Healstaff. Its still a role change.

    Look at it as Dual Wield to Sword and Board, or Destrostaff to Healstaff. Its a role change. People don't want it to be a role change
    Aimeryan wrote: »
    Shaun98ca2 wrote: »
    the current system highly prefers classes relying on timed and not "permanent" effects and due to the clunky weaponswitch mechanic classes that do not rely on quick reactions as two seconds while you are waiting for your qb switch progres can decide about live and death (healers in pvp e.g.).
    so all i want is a simultanius acces to the 10 ability slots we allready have (they are enough from my pov if you are not forced to double slot) while the weapon swithch is handled in the background enabling and disabling the used skills on the quickbar as it is now. that would mean a system as restrictive as now but without horribly gimping some classes/specs while others are merely touched.
    Well the current system feels "clunky" due to the fact its a "role change".

    Whether most people are using it as a role change or simply an extension of their current role, its a role change.

    Being that its a role change the devs DIDNT want people to rapidly change between 2 different role in combat. Yes you can change roles during combat but its a penalizing system to avoid over usage that's why there is a delay in the weapon swap. The builds on weapon swaps are supposed to be a build of their own, that's why there is frustration when your trying to extend your current role.

    But im sure this will fall on deaf ears.

    Wrong. I'm not going to inform you of this again; this is the last time, so listen up - this is all your opinion. You can't tell people how they must play.

    Besides, you are highly likely to be wrong with the statement "the devs DIDNT want people to rapidly change between 2 different role in combat" - you can switch VERY quickly. Try it. it is less than 0.25 seconds. How much quicker could it be without being practically unnoticeable?

    The issue here is not the overall design, it is the unresponsive small parts that fit into that design. For example, you can't queue the weapon swap while using a heavy attack. You can't queue the weapon swap right after casting an ability; you have to wait a moment (it isn't long, but if you do it too quickly and don't notice you can end up wasting a lot of time). You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred. It is easy to double-tap the weapon swap by accident. Sometimes it just fails to queue the swap at all, for no apparent reason.

    These are UI issues, not mechanic issues. Very few games make it their mission to give the user a poor UI, so stop trying to peddle it as desired.

    Ok DONT call it a role change...
    http://www.elderscrollsguides.com/leveling-guide/#weapon-swap

    Its a change in builds. 5 abilities plus your ultimate is your build.
    So when you weapon swap your changing your build.
    Edited by Shaun98ca2 on April 18, 2014 5:34PM
  • Aimeryan
    Aimeryan
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    You said nothing of note there. I've made my position clear - I will do so again:

    The current 10 skill slots (+ the ultimate ones) are largely fine and a decent number. Whether you treat the two weapons as taking up different roles or you treat them as different aspects of the same role doesn't matter. The weapon swap has been designed to be fast (you can argue otherwise, but a <0.25 second swap is pretty darn fast).The issue for me (and others like me) is the clumsiness in the weapon swap handling. I'll make that non-exhaustive list again:
    • You can't queue the weapon swap while using a heavy attack (but you can during abilities and between light attacks).
    • You can't queue the weapon swap right after casting an ability; you have to wait a moment (it isn't long, but if you do it too quickly and don't notice you can end up wasting a lot of time).
    • You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred.
    • It is easy to double-tap the weapon swap by accident (the time-out is too short).
    • Sometimes it just fails to queue the swap at all, for no apparent reason.

    As I said before, these are UI issues. Games have fallen because of bad UI handling - just look at FF14's original release. It doesn't matter what the mechanics of the game are if the user is frustrated by the UI. The UI needs to handle smoothly and easily to the user. This means being able to queue up commands ahead of time without fail - the current weapon swap // skill bar swap UI isn't doing this.

    Other than fixing the obvious issues in that list above, the skills on the other weapon's skill bar needs to be capable of being queued before the weapon swap itself occurs. One way to do this is to make the skill bar swap occur as soon as the keybind is pressed. The weapon swap itself would still occur only when appropriate (after the current ability if queued).
    Edited by Aimeryan on April 18, 2014 5:56PM
  • Shaun98ca2
    Shaun98ca2
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    Aimeryan wrote: »
    You said nothing of note there. I've made my position clear - I will do so again:

    The current 10 skill slots (+ the ultimate ones) are largely fine and a decent number. Whether you treat the two weapons as taking up different roles or you treat them as different aspects of the same role doesn't matter. The weapon swap has been designed to be fast (you can argue otherwise, but a <0.25 second swap is pretty darn fast).The issue for me (and others like me) is the clumsiness in the weapon swap handling. I'll make that non-exhaustive list again:
    • You can't queue the weapon swap while using a heavy attack (but you can during abilities and between light attacks).
    • You can't queue the weapon swap right after casting an ability; you have to wait a moment (it isn't long, but if you do it too quickly and don't notice you can end up wasting a lot of time).
    • You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred.
    • It is easy to double-tap the weapon swap by accident (the time-out is too short).
    • Sometimes it just fails to queue the swap at all, for no apparent reason.

    As I said before, these are UI issues. Games have fallen because of bad UI handling - just look at FF14's original release. It doesn't matter what the mechanics of the game are if the user is frustrated by the UI. The UI needs to handle smoothly and easily to the user. This means being able to queue up commands ahead of time without fail - the current weapon swap // skill bar swap UI isn't doing this.

    Other than fixing the obvious issues in that list above, the skills on the other weapon's skill bar needs to be capable of being queued before the weapon swap itself occurs. One way to do this is to make the skill bar swap occur as soon as the keybind is pressed. The weapon swap itself would still occur only when appropriate (after the current ability if queued).

    Well that's YOUR opinion. Weapon Swap works perfectly fine.
  • Bhakura
    Bhakura
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    To OP: if 5 skills is not enough, then theres something wrong with your ability to play.
    In beta i was templar and DK tank, now have a 50 nightblade dps, both melee and ranged and a 23 nightblade healer/caster. The occasions where i ever need to use more then 3 skills ... i still have to meet them. Hardly ever need to use ultimates even, only because i choose to but not because it is absolutely needed.
    And you need more skills? if with those 6 you have wont do it, 7, 10 or 20 wont do it either.
    Come to think of it, you actually have 12 skills at your disposal, not 6, still not enough?

    Healers need more skills? Im playing nightblade healer and all i use is syphon health, the aoe heal, name eludes me, first resto staff skill and shadow ultimate and totally have no trouble keeping people alive, well the morphed shadow ultimate is quite the OP heal, only downside on it, people have to actualy use the synergy :P

    So personally i think the skills are just fine as they are, 12 is MORE then plenty, and surely hope they wont add more active skillslots in the future, already running around with a redundant skill in 5th slot i dont use, just there to train the skilltree.

    Edit: seems like im the only one here whos using both weapon slots and 2 ultimates to switch and have acces to 12 skills, everyone on this thread keeps talking bout 5 skills ...
    Edited by Bhakura on April 18, 2014 6:05PM
  • Aimeryan
    Aimeryan
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    Shaun98ca2 wrote: »
    Aimeryan wrote: »
    You said nothing of note there. I've made my position clear - I will do so again:

    The current 10 skill slots (+ the ultimate ones) are largely fine and a decent number. Whether you treat the two weapons as taking up different roles or you treat them as different aspects of the same role doesn't matter. The weapon swap has been designed to be fast (you can argue otherwise, but a <0.25 second swap is pretty darn fast).The issue for me (and others like me) is the clumsiness in the weapon swap handling. I'll make that non-exhaustive list again:
    • You can't queue the weapon swap while using a heavy attack (but you can during abilities and between light attacks).
    • You can't queue the weapon swap right after casting an ability; you have to wait a moment (it isn't long, but if you do it too quickly and don't notice you can end up wasting a lot of time).
    • You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred.
    • It is easy to double-tap the weapon swap by accident (the time-out is too short).
    • Sometimes it just fails to queue the swap at all, for no apparent reason.

    As I said before, these are UI issues. Games have fallen because of bad UI handling - just look at FF14's original release. It doesn't matter what the mechanics of the game are if the user is frustrated by the UI. The UI needs to handle smoothly and easily to the user. This means being able to queue up commands ahead of time without fail - the current weapon swap // skill bar swap UI isn't doing this.

    Other than fixing the obvious issues in that list above, the skills on the other weapon's skill bar needs to be capable of being queued before the weapon swap itself occurs. One way to do this is to make the skill bar swap occur as soon as the keybind is pressed. The weapon swap itself would still occur only when appropriate (after the current ability if queued).

    Well that's YOUR opinion. Weapon Swap works perfectly fine.

    That the UI needs to be responsive to the user? Maybe that is indeed an opinion, but it is hardly mine alone - the whole computing industry recognises the need for the UI to complement the user. I don't see why anyone would be in favour of the UI being unresponsive - are you just being stubborn?
    Edited by Aimeryan on April 18, 2014 6:05PM
  • Bhakura
    Bhakura
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    Aimeryan wrote: »

    That the UI needs to be responsive to the user? Maybe that is indeed an opinion, but it is hardly mine alone - the whole computing industry recognises the need for the UI to complement the user. I don't see why anyone would be in favour of the UI being unresponsive - are you just being stubborn?

    the only unresponsive Ui i found is because im not timing the swap right, thats not Ui fault, thats user fault.

    Seems to me alot of griefing in this thread is caused by inexperienced players, trying hard not call you all noobs :D

    Edited by Bhakura on April 18, 2014 6:10PM
  • Aimeryan
    Aimeryan
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    Bhakura wrote: »
    Aimeryan wrote: »

    That the UI needs to be responsive to the user? Maybe that is indeed an opinion, but it is hardly mine alone - the whole computing industry recognises the need for the UI to complement the user. I don't see why anyone would be in favour of the UI being unresponsive - are you just being stubborn?

    the only unresponsive Ui i found is because im not timing the swap right, thats not Ui fault, thats user fault.

    You don't need to time the weapon swap in general - it queues. If you want to find actual examples then check the post where I made them - all are easily replicable except the very last one.

    P.S. It is UI, not Ui. It stands for User Interface.
    Edited by Aimeryan on April 18, 2014 6:11PM
  • Bhakura
    Bhakura
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    Aimeryan wrote: »

    You don't need to time the weapon swap in general - it queues. If you want to find actual examples then check the post where I made them - all are easily replicable except the very last one.

    P.S. It is UI, not Ui. It stands for User Interface.

    yes you do need to time it, if you knew that you wouldnt be saying in forum that the weapon swap ui or was that uI, is unresponsive, it becomes unresponsive because you tryin to swap at the early stages of an action.
    And no it doesnt Q


  • Aimeryan
    Aimeryan
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    Bhakura wrote: »
    Aimeryan wrote: »

    You don't need to time the weapon swap in general - it queues. If you want to find actual examples then check the post where I made them - all are easily replicable except the very last one.

    P.S. It is UI, not Ui. It stands for User Interface.

    yes you do need to time it, if you knew that you wouldnt be saying in forum that the weapon swap ui or was that uI, is unresponsive, it becomes unresponsive because you tryin to swap at the early stages of an action.
    And no it doesnt Q


    Yes, it does. Are you getting confused?

    Try this: Cast an ability. While casting, hit the keybind for the weapon swap. Guess what happens at the end of the ability?

    Once again, it is UI. Not uI, not ui, not Ui.
    Edited by Aimeryan on April 18, 2014 6:18PM
  • Shaun98ca2
    Shaun98ca2
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    Aimeryan wrote: »
    Shaun98ca2 wrote: »
    Aimeryan wrote: »
    You said nothing of note there. I've made my position clear - I will do so again:

    The current 10 skill slots (+ the ultimate ones) are largely fine and a decent number. Whether you treat the two weapons as taking up different roles or you treat them as different aspects of the same role doesn't matter. The weapon swap has been designed to be fast (you can argue otherwise, but a <0.25 second swap is pretty darn fast).The issue for me (and others like me) is the clumsiness in the weapon swap handling. I'll make that non-exhaustive list again:
    • You can't queue the weapon swap while using a heavy attack (but you can during abilities and between light attacks).
    • You can't queue the weapon swap right after casting an ability; you have to wait a moment (it isn't long, but if you do it too quickly and don't notice you can end up wasting a lot of time).
    • You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred.
    • It is easy to double-tap the weapon swap by accident (the time-out is too short).
    • Sometimes it just fails to queue the swap at all, for no apparent reason.

    As I said before, these are UI issues. Games have fallen because of bad UI handling - just look at FF14's original release. It doesn't matter what the mechanics of the game are if the user is frustrated by the UI. The UI needs to handle smoothly and easily to the user. This means being able to queue up commands ahead of time without fail - the current weapon swap // skill bar swap UI isn't doing this.

    Other than fixing the obvious issues in that list above, the skills on the other weapon's skill bar needs to be capable of being queued before the weapon swap itself occurs. One way to do this is to make the skill bar swap occur as soon as the keybind is pressed. The weapon swap itself would still occur only when appropriate (after the current ability if queued).

    Well that's YOUR opinion. Weapon Swap works perfectly fine.

    That the UI needs to be responsive to the user? Maybe that is indeed an opinion, but it is hardly mine alone - the whole computing industry recognises the need for the UI to complement the user. I don't see why anyone would be in favour of the UI being unresponsive - are you just being stubborn?

    Well your not gonna like this but......... SOME of your issues with Weapon Swap MAKE sense.

    When you cast an ability and try to cast another too soon the ability doesn't cast off. Its not a problem with the UI. Theres a hidden cooldown. Its very brief the game isn't made to be played as a "button masher" to see how fast you can hit keys. When you take a slight pause things start to work better.

    Having to wait to swap weapons AFTER an attack makes sense...that's why you have an issue with the weapon swap and heavy attack.

    The ~ key IS easy to hit accidently.

    As for queing abilities on the OTHER bar before the weapon swap well that's just dumb use the ability after the weapon swap that's how its meant to work.

    People are Stubborn you have stubbornly fought HARD to get 10 abilities and 2 ultimates in combat. The devs worked hard to keep builds 5+1 NOT 10+2.

    Weapon Swap is Fast so you can change to a different BUILD in combat to say heal or tank or apply more utility fast in case of emergency. As a healer I have had to switch to DPS in combat and it works perfectly fine.
  • Bhakura
    Bhakura
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    Aimeryan wrote: »
    Yes, it does. Are you getting confused?

    Try this: Cast an ability. While casting, hit the keybind for the weapon swap. Guess what happens at the end of the ability?

    Once again, it is UI. Not uI, not ui, not Ui.

    Well lets keep it simple then, you stick to your version and complain about unresponsive iu, ill stick to my version and time my swaps, stupid me, and have a smooth working IU. Everybody happy, well, ... at least i will be.

  • Aimeryan
    Aimeryan
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    Shaun98ca2 wrote: »
    Aimeryan wrote: »
    Shaun98ca2 wrote: »
    Aimeryan wrote: »
    You said nothing of note there. I've made my position clear - I will do so again:

    The current 10 skill slots (+ the ultimate ones) are largely fine and a decent number. Whether you treat the two weapons as taking up different roles or you treat them as different aspects of the same role doesn't matter. The weapon swap has been designed to be fast (you can argue otherwise, but a <0.25 second swap is pretty darn fast).The issue for me (and others like me) is the clumsiness in the weapon swap handling. I'll make that non-exhaustive list again:
    • You can't queue the weapon swap while using a heavy attack (but you can during abilities and between light attacks).
    • You can't queue the weapon swap right after casting an ability; you have to wait a moment (it isn't long, but if you do it too quickly and don't notice you can end up wasting a lot of time).
    • You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred.
    • It is easy to double-tap the weapon swap by accident (the time-out is too short).
    • Sometimes it just fails to queue the swap at all, for no apparent reason.

    As I said before, these are UI issues. Games have fallen because of bad UI handling - just look at FF14's original release. It doesn't matter what the mechanics of the game are if the user is frustrated by the UI. The UI needs to handle smoothly and easily to the user. This means being able to queue up commands ahead of time without fail - the current weapon swap // skill bar swap UI isn't doing this.

    Other than fixing the obvious issues in that list above, the skills on the other weapon's skill bar needs to be capable of being queued before the weapon swap itself occurs. One way to do this is to make the skill bar swap occur as soon as the keybind is pressed. The weapon swap itself would still occur only when appropriate (after the current ability if queued).

    Well that's YOUR opinion. Weapon Swap works perfectly fine.

    That the UI needs to be responsive to the user? Maybe that is indeed an opinion, but it is hardly mine alone - the whole computing industry recognises the need for the UI to complement the user. I don't see why anyone would be in favour of the UI being unresponsive - are you just being stubborn?

    Well your not gonna like this but......... SOME of your issues with Weapon Swap MAKE sense.

    When you cast an ability and try to cast another too soon the ability doesn't cast off. Its not a problem with the UI. Theres a hidden cooldown. Its very brief the game isn't made to be played as a "button masher" to see how fast you can hit keys. When you take a slight pause things start to work better.

    Having to wait to swap weapons AFTER an attack makes sense...that's why you have an issue with the weapon swap and heavy attack.

    The ~ key IS easy to hit accidently.

    As for queing abilities on the OTHER bar before the weapon swap well that's just dumb use the ability after the weapon swap that's how its meant to work.

    People are Stubborn you have stubbornly fought HARD to get 10 abilities and 2 ultimates in combat. The devs worked hard to keep builds 5+1 NOT 10+2.

    Weapon Swap is Fast so you can change to a different BUILD in combat to say heal or tank or apply more utility fast in case of emergency. As a healer I have had to switch to DPS in combat and it works perfectly fine.

    I have to go, so last thing I will be posting for a while. The weapon swap queues. This means:

    You cast an ability. It has a duration (the animation time). You hit the keybind for the weapon swap. At the end of the duration, the weapon swap occurs.

    Just check it out yourself if not convinced.

    The weapon swap is a vital mechanic for accessing all 10 skill slots. This issue for most people is that it can quite unresponsive, which is a UI issue. This probably needs to be in a separate thread, but it is highly related to the reason a lot of people are unhappy with 5 skills on a bar - they don't like swapping bars because it is frustrating.
    Edited by Aimeryan on April 18, 2014 6:36PM
  • Bhakura
    Bhakura
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    Aimeryan wrote: »
    I have to go, so last thing I will be posting for a while. The weapon swap queues. This means:

    You cast an ability. It has a duration (the animation time). You hit the keybind for the weapon swap. At the end of the duration, the weapon swap occurs.

    Just check it out yourself if not convinced.

    The weapon swap is a vital mechanic for accessing all 10 skill slots. This issue for most people is that it can quite unresponsive, which is a UI issue. This probably needs to be in a separate thread, but it is highly related to the reason a lot of people are unhappy with 5 skills on a bar - they don't like swapping bars because it is frustrating.

    Well, you are wrong, it doesnt que and the Ui works fine, the unresposive feel comes from timing it wrong, you think it ques because you hit it right to swap.
    Why am i so sure?
    make a nightblade with ambush.
    Do an ambush and immediately swap, you wont swap.
    Do an ambush and swap when the hit animation is in progress, so not immediately after or during mid air, and you will swap.
    So again, there is no que for swap, its knowing when to swap, if you dont know, well, then you make threads about how unresponsive the ui is while its just lack of understanding the system.
  • Shaun98ca2
    Shaun98ca2
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    Bhakura wrote: »
    Aimeryan wrote: »
    I have to go, so last thing I will be posting for a while. The weapon swap queues. This means:

    You cast an ability. It has a duration (the animation time). You hit the keybind for the weapon swap. At the end of the duration, the weapon swap occurs.

    Just check it out yourself if not convinced.

    The weapon swap is a vital mechanic for accessing all 10 skill slots. This issue for most people is that it can quite unresponsive, which is a UI issue. This probably needs to be in a separate thread, but it is highly related to the reason a lot of people are unhappy with 5 skills on a bar - they don't like swapping bars because it is frustrating.

    Well, you are wrong, it doesnt que and the Ui works fine, the unresposive feel comes from timing it wrong, you think it ques because you hit it right to swap.
    Why am i so sure?
    make a nightblade with ambush.
    Do an ambush and immediately swap, you wont swap.
    Do an ambush and swap when the hit animation is in progress, so not immediately after or during mid air, and you will swap.
    So again, there is no que for swap, its knowing when to swap, if you dont know, well, then you make threads about how unresponsive the ui is while its just lack of understanding the system.

    He is still trying to get access to more abilities. 5+1 isn't enough for him. He is using Weapon Swap constantly during combat to "extend" his build.

    http://www.elderscrollsguides.com/leveling-guide/#weapon-swap

    States that 5+1 is your build. You use Weapon Swap to change to a different build.

    He is trying to extend his build. Weapon Swap ISNT meant to do that. He's getting resistance from the system cause that's how it was set up to prevent people from extending their current builds.

    A build is 5+1. You have 2 different builds available. The system is meant to be convenient in changing to your other build in combat but not SO convenient as to be able to extend your current build.

    Most people playing don't want to have to rely on constantly weapon swapping to be "optimal".

    5+1 is the optimal build.
  • Bhakura
    Bhakura
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    WoW brainwashed gamers.
  • MoMoOG
    MoMoOG
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    Delay on weapon swap is garbage. Need fluid access to all 12 skills for pve and pvp or skill cap for this game is going be pathetically low. With out a moderate lvl of mechanic skill cap there will be nothing to separate an average player from a great player. And no, how your build wont mean anything regarding skill when in a month or two the most optimum cookie cutter builds will be floating around.
    Edited by MoMoOG on April 18, 2014 7:07PM
  • Bhakura
    Bhakura
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    MoMoOG wrote: »
    Delay on weapon swap is garbage. Need fluid access to all 12 skills for pve and pvp or skill cap for this game is going be pathetically low.

    There is no delay, there is no unresponsive ui, there is only your skill to time a swap, stop thinking in wow terms and stop punching buttons.
    If your swap didnt work, you did something wrong, its as simple as that, come back and try again until you know how to work it.
  • MoMoOG
    MoMoOG
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    Bhakura wrote: »
    MoMoOG wrote: »
    Delay on weapon swap is garbage. Need fluid access to all 12 skills for pve and pvp or skill cap for this game is going be pathetically low.

    There is no delay, there is no unresponsive ui, there is only your skill to time a swap, stop thinking in wow terms and stop punching buttons.
    If your swap didnt work, you did something wrong, its as simple as that, come back and try again until you know how to work it.

    You don't even know what the delay people are talking about is. Its not getting the swap to work, its getting the next ability to work AFTER you have swapped. And yes, there is a delay/cool down.
  • Bhakura
    Bhakura
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    Really, then my game must be bugged because everything is working as it should.

    Oh wait i get it, you want swap weapon and be it instant, lets see how that goes if i got it right.
    Your wielding a staff, what 2 meters, and 2 daggers, you want to swap, poof, staff gone and zip, daggers flip into youre hand instantly and instead of shooting a fireball out of the staff, you plunge them daggers into youre victims back, to zip and poof again and hurl a meteor on youre victim while youre still retracting those daggers out of the poor back, something like this right?
    Would want to see anyone who can switch between a staff and two daggers without "delay" ... oh wait i can, ill start up WoW and ram a bunch of numbers without having to worry about tactics, skills used, immersion, combat thats actually worth calling combat, etc etc
    So what im overdoing it, theres not one gripe in this thread thats actually a problem, the only problem i read is people refusing to adapt to a new system.
    It works, period, learn it, if i can sure as hell you can too.
    And yes there are bugs in combat, like rapid strikes for instance, this not the point, people arent pointing out bugs, theyre pointing out a miss conceived combatsystem, the users fault, not the system.
    Edited by Bhakura on April 18, 2014 9:49PM
  • ArgonianAssassin
    ArgonianAssassin
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    I'd be happy with 1 more slot.
    "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
  • chrisub17_ESO104
    chrisub17_ESO104
    ✭✭✭
    If you added even 2 more active slots, it would unbalance a lot of content, especially for classes that have strong toggle/passive abilities. So much in the game is designed around the specific number of slots we have now. Even if they wanted to add more, it would be problematic to say the least.

    IMO if you are going to suggest additional slots, then you need to think through the balance and big picture, and offer solutions for how that would work exactly. Not just say 'I want more slots'. Otherwise you aren't really contributing much to the conversation.
  • MoMoOG
    MoMoOG
    ✭✭
    So you now he can no longer argue there is no delay on weapon switch so now the white knight instincts desperately searches for another argument.

    Now its about realism? Oh yes cause the game is so realistic to begin with? Ya I like how my horse just "poof" disappears and appears out of thin air when I press a button. How does my Nightblade "poof" pull out a daggers for his Assassin's Blade when he doesn't have dagger on him? How does your second weapon even "poof" appear in the first place when its clearly not displayed on your character when you its not active? Oh that right, its stored in the completely realistic magically bag you have that holds 60 items.

    I can go on all day about various mechanics that have chosen convenience of gameplay over realism but what would be the point? You will just find some other weak argument to grasp at.
  • Bhakura
    Bhakura
    ✭✭✭✭
    Sigh, learn to play, again, lack of understanding a system you refuse to learn is not a fail system, its you, end of story really.
    But enough feeding the troll.
    Youre right and im wrong, you go on moan and complain, ill just play the game without these so called problems and have fun doing it.
    Switching back and forth between decks like its actually one, its rocketscience baby!
  • Aimeryan
    Aimeryan
    ✭✭
    Ok, back; hope you guys enjoyed the easter weekend too!

    So, the weapon swap queue. I think I understand what the confusion is here. I am going to split abilities into two components; the cast time and the animation time.

    "Instant" abilities have a variable animation time (could be quick, could be slow) but no cast time... sort of. There seems to be a moment (like 0.2 seconds) of cast time, not sure why.

    "Casted" abilities have a variable animation time (usually very quick) as well as a cast time.

    Weapon swap will queue during the animation time, but not during the cast time. You can see this by taking an ability with a long animation time (buffs seem to be the most obvious; surge, etc) and pressing the keybind for the weapon swap during the animation - the swap will occur after the animation (which could be a fair while later).

    Interestingly, this is not the same as queueing abilities themselves. You can cast an ability and queue up the next ability during the cast time (and during the animation time, of course). It is strange that there is a difference here.

    I didn't actually realise about the cast-time-weapon-swap since I don't use casted abilities normally (technically, I use crystal fragments, but only on an instant proc). This furthers my point about an unintuitive UI that makes the user feel like it is unresponsive. It actually does respond nearly all the time it is designed to respond (so it isn't bugging most of the time), but the design for how it handles queueing is very poor and thus makes it feel like it is being unresponsive.

    That list again, with the new addition (and clearing up one of the previous ones):
    • You can't queue the weapon swap while using a heavy attack.
    • You can't queue the weapon swap during the cast time of a spell (including instant abilities as there seems to be a moment of cast time for them too). This comes up with the message "You can not swap weapons now" (even though you are not trying to swap the weapon right now, just queue it up).
    • You CAN queue the weapon swap during animation time (regardless of how long that may be).
    • You can't queue abilities on the other bar because you can't see the other bar until the weapon swap has occurred.
    • It is easy to double-tap the weapon swap by accident (the time-out is too short).
    • Sometimes it just fails to queue the swap at all, for no apparent reason, although this is rare for me.

    To summarise: to feel responsive the UI needs to interface with the user all the time - not only at specific times. This means queueing up the weapon swap to occur as soon as the next time it is able to do so - regardless of whether you are currently casting, animating, heavy-attacking, dancing, or whatever.

    Furthermore, it would be best if the user could queue up abilities on the other bar - the lack of being able to do so makes you feel clumsier than a one-legged giraffe trying to stand on a marble.
    Edited by Aimeryan on April 21, 2014 3:42AM
  • rofflemywafflez
    rofflemywafflez
    Soul Shriven
    Beryl wrote: »
    I personally would like to have more skills on my bar in every long battle......

    ....Until now (including some beta experience) I found myself being bored in combat quite fast and this is not good.

    I wholeheartedly concur with this comment, as well as the OP.

    5 skills + an ultimate is not enough. I think 7 or 8 skills on the bar would be perfect.

    I love the fluid, real-time gameplay in ESO, but the lack of skills to use in combat is boring after a while. I'm a nightblade and 3 of my skills are devoted to sneaking, backstabbing and doing lots of DPS, but after using the same combo over and over (though it is effective), the gameplay is getting tedious and boring. I want more freedom. I want to play this game the way "I" want to play it, not the way the dev's tell me I can, if you follow me.

    I remember in Diablo III (if anyone has ever played) once you reach the highest levels combat becomes a variance of spamming your 1, 2 and 3 keys and basically becoming a keyboard pushing machine. About 1 or 2 hours into that, the combat becomes so monotonous you'll want to shoot yourself. Yeah, of course is was op as heck, but it was as humdrum as watching a snail move along a log. Ironically, there were a very limited amount of skills to use in combat too.

    I imagine that by the time I reach lvl 50 (I'm 26 atm) I'll be bored and move on to better things.... but I don't want that. I want to be totally immersed in building my character and experimenting with different builds AS WELL AS having tons of fun making it happen. Using the same combos over and over is boring. The best build may be the most powerful, but it might not be the most fun. I think freedom can make that happen.

    Again just to summarize: I think ESO has the potential of being one of the best MMO's on the market right now; it definitely stands out from the rest. Creating a template that emphasizes the freedom of choice in a complex and intricate way by allowing the player to draw from many skills and abilities will KEEP it that way I imagine for many years to come.




  • cliveklgb14_ESO
    cliveklgb14_ESO
    ✭✭✭
    Shaun98ca2 wrote: »
    Well that's YOUR opinion. Weapon Swap works perfectly fine.

    He's conceded the skill number is fine, but you can't concede weapon swapping could have a bit more functionality? Like treating it like queuing a skill, and heavy attacks the same.

    That is a valid issue without saying we need more slots.

  • jeagerb16_ESO
    Throughout the betas and also now the big problem I had/have was lack of options in combat. Personally I'd love to run on 9+1 for both sets of weapons simply so there is room for toggle abilities or alternate abilities. Simply spamming 1 or 2 abilities (as it is now) lacks a lot of finesse and feels far more button mashy than the alternative.
This discussion has been closed.