Ragnar_Lodbrok wrote: »The people have spoken, take your wow 500 skills and shove them. The majority like the skill and challenge and diversity this offers.
Ragnar_Lodbrok wrote: »The people have spoken, take your wow 500 skills and shove them. The majority like the skill and challenge and diversity this offers.
The overall number of skills (10) available is fine, but the inconvenient and unresponsive bar switch is not.
Furthermore, toggles are being treated unfairly by requiring two slots (because for some reason people seem to think not seeing the other bar means it doesn't exist and that therefore people are getting toggles for free if they are not on the bar that they can see).
Basically, just remove bar switching and have all 10 on screen at once. Keep weapon swap, just don't tie the swap to a bar.
Or, remove the bar switching being tied to switching weapon and remove the delay when switching bars. Personally find it more inconvenient this way, but is does the same thing as the above paragraph, while keybindings for the skills on each bar can stay as are (except for the bar switching itself). Would have to educate people though regarding the toggles (just because you can't currently see the bar does not mean it does not exist!).
Shaun98ca2 wrote: »
Bar switching is a ROLE change whether you use it as that or not that's what it is. That's why there is the 2 second delay and "abilities" don't persist because its a complete role change. ONLY thing to persist is an ability that was casted that has a time limit.
Weapon swap is a role change not an extension of your current role.
Ragnar_Lodbrok wrote: »The people have spoken, take your wow 500 skills and shove them. The majority like the skill and challenge and diversity this offers.
Also, only toggles don't persist. Abilities persist in essence whether they have a timer or not - if you heal yourself and switch bars you don't lose the health you gained. When you need to heal yourself again, if you switched bars you can still do so (after a momentary delay). The ability still essentially exists, the only difference between a bar of 10 abilities and two bars of 5 abilities that need to be switched is the delay.
With toggles, the ability is essentially lost. They are not meant to be used now-and-again like other abilities for just a moment or so; they are meant to be on for long periods persistently. If they are not being used like this, those abilities tend to suck. If they just got paused for a moment on bar switch, well then they would be acting like every other ability.
Shaun98ca2 wrote: »Of course nobody can see the harm in just 2 more abilities. Lets take a look at 2 abilities
Sorcerer 2 summons inceases Health Regen 20% that's a lot.
Templar Well Restoring aura gives health and stamina regen + more self healing
DragonKnight increases health regen by 4% increasing healing received plus you can choose the 2 abilities that give self healing and one that self heals and damages foes.
NightBlade you can increase your max magicka by 4% and max health by 2% and the magicka increase is also self healing ability.
This may not SEEM like a lot to you but it would make your character MORE powerful in combat and the game would need to be entirely rebalanced. There is NO reason to add more ability slots 5 is enough that's how all the beta testers made it to end game with the 5+1 set up.
5 slots = 5 situations ......its up to you to decide what each slot is to be used for.
As for asking for more slots no matter how many your asking for somebody else wants more if your given what your want why not somebody else who wants 10 or 12. The line is drawn at 5 for a NUMBER or reasons.
1. It fits for the use of the WASD keys anything past 5 is very difficult for MOST people to use
2. The way the game is set up 3 abilities is MORE than enough to fulfill a role.
3. Weapon swap gives you the opportunity to fulfill a second role that's why there is the 2 second delay.
I wouldn't mind a template save as long as it takes 5 seconds to load outside of combat.
7 would be ideal I think, but at this point I'd take 6 just so something happens when I'm accidentally mashing the 6 key instead of 5.
Also, only toggles don't persist. Abilities persist in essence whether they have a timer or not - if you heal yourself and switch bars you don't lose the health you gained. When you need to heal yourself again, if you switched bars you can still do so (after a momentary delay). The ability still essentially exists, the only difference between a bar of 10 abilities and two bars of 5 abilities that need to be switched is the delay.
With toggles, the ability is essentially lost. They are not meant to be used now-and-again like other abilities for just a moment or so; they are meant to be on for long periods persistently. If they are not being used like this, those abilities tend to suck. If they just got paused for a moment on bar switch, well then they would be acting like every other ability.
If a skill is casted, and then you switch weapon sets, the skill effects still go through because it was already casted. As it happened in the past. Toggles are always being "casted" or always being "channeled". They are in the present and future. So when you switch weapon sets, you are canceling that skill. That is why they are "lost".
If the switch of the the weapon set isn't a role change, then why is it we can't use the same weapons for both sets? Sure we can still use the same weapon style, but we are still forced to have two weapon sets with the change. The delay is there probably to make sure we aren't switching from role-to-role freely, so we forced into choosing the best 5 skills for a role that will help us the best way for most situations. Also, notice how I keep calling them weapon sets and not skill bars. The game itself calls them weapon sets, as a set of weapons use for single purpose, or role. You can use the same weapon style for different roles, but you are still changing roles when you change weapon sets. You obviously don't have to use it to change roles, but you will still have that role change delay nonetheless.
Part of the challenge of this game is to figure out which skills you are going to use. You need to find a good balance of offensive, defensive, and support skills for your build. I know a lots of people keep saying adding more skills we still be balanced, and for PvP, they would be for the most part. PvE on the other hand won't be. PvE monsters and bosses were created with the idea that each character will be using only 5 skills and 1 ult in a given fight (since there is a delay in switching, it is ideal to stay in one weapon set for as long as you can). When we add more slots, we have more opportunities to avoid damage or CC effects. This mean the fights are easier. To bring back the difficulty of the fights, the devs will need to adjust the monsters health, magicka, stamina, armor, spell resistance, damage, and even their AI.
If you are looking to make the PvE easier by adding more skills, then that is your choice. I, however, like the challenge. Most MMO's that I have played recently are far too easy and require little to no skill to play as far as PvE goes.
PvE monsters and bosses were created with the idea that each character will be using only 5 skills and 1 ult in a given fight (since there is a delay in switching, it is ideal to stay in one weapon set for as long as you can).
A lot of text and very little said. Your skill cast thing is just terminology. The fact is, you can use any skill, any time, with just a small delay. Except for convenience, it is exactly the same as if the skills was always on the bar and you know it. The toggles are just deactivated for no reason.
The weapon switch also being tied to the bar switch; that is just the way they have done it. It doesn't need to be this way, and it doesn't need to signify anything except that that is the implementation. Reading too much into it leads you to thinking you know more than you do.
Rubbish. You have 10 skills, they were designed for that. If you are casting long duration dots or buffs, or using a high resource cost nuke/heal, these things mean the switch delay isn't that important (just annoying). You simply have one bar that you are in most of the time, with the skills on the other bar treated as cooldowns. You would get the exact same effect as if it was just one bar of 10, minus the annoying delay and toggle punishment.
Rubberus_Duckus wrote: »Playing as a Sorc, using both my Clanfear and Winged Twilight, I would like to have additional spells/abilities to cast. Granted I have chosen to play this way and understand that but having to spend almost 100% mana every time I walk through a doorway is kind of annoying and that's just to get my pets usable.
If there were a couple extra slots or just a singular ability to cast both of my summons at the same time (while they're slotted) and not cost me all of my mana, that would be good too.
As they cost an enormous amount of mana to cast, should they die, it prevents me from having access to all 5 skill slots. So once my pets are dead, I'm stuck with just 3 skill lots usable (assuming the Ultimate isn't ready).
No other build is lacking in skill slots besides summoners.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Rubberus_Duckus wrote: »Playing as a Sorc, using both my Clanfear and Winged Twilight, I would like to have additional spells/abilities to cast. Granted I have chosen to play this way and understand that but having to spend almost 100% mana every time I walk through a doorway is kind of annoying and that's just to get my pets usable.
If there were a couple extra slots or just a singular ability to cast both of my summons at the same time (while they're slotted) and not cost me all of my mana, that would be good too.
As they cost an enormous amount of mana to cast, should they die, it prevents me from having access to all 5 skill slots. So once my pets are dead, I'm stuck with just 3 skill lots usable (assuming the Ultimate isn't ready).
This isn't a problem with the number of skills, its a problem with the way they designed summoning.
Originally, pets only took up one skill slot like every other skill in the game. You could slot you pets on one bar and one bar only. You could freely swap weapons and use your other skills, just like every other build.
Then someone gave horrible, bad, inexcusable, game breaking feedback to ZOS. They were concerned about people setting up their second bar as a "buff bar" (I've yet to hear an argument as to why that wouldn't be legitimate that made sense to me.)
So ZOS changed it so that Summoning skills take up twice as many skill slots as every other ability in the game.
Instantly, summoning became non-viable and I abandoned it.
All they need to do is revert to the prior system.
No other build is lacking in skill slots besides summoners.
This is your opinion - nowhere have I seen that stated by someone official. I am not arguing it may not be the case (it may be, and I may have to think about whether I want to carry on playing this game); I am merely stating that you can't know that this is the case (unless stated by someone official).
Rubberus_Duckus wrote: »Playing as a Sorc, using both my Clanfear and Winged Twilight, I would like to have additional spells/abilities to cast. Granted I have chosen to play this way and understand that but having to spend almost 100% mana every time I walk through a doorway is kind of annoying and that's just to get my pets usable.
If there were a couple extra slots or just a singular ability to cast both of my summons at the same time (while they're slotted) and not cost me all of my mana, that would be good too.
As they cost an enormous amount of mana to cast, should they die, it prevents me from having access to all 5 skill slots. So once my pets are dead, I'm stuck with just 3 skill lots usable (assuming the Ultimate isn't ready).
This isn't a problem with the number of skills, its a problem with the way they designed summoning.
Originally, pets only took up one skill slot like every other skill in the game. You could slot you pets on one bar and one bar only. You could freely swap weapons and use your other skills, just like every other build.
Then someone gave horrible, bad, inexcusable, game breaking feedback to ZOS. They were concerned about people setting up their second bar as a "buff bar" (I've yet to hear an argument as to why that wouldn't be legitimate that made sense to me.)
So ZOS changed it so that Summoning skills take up twice as many skill slots as every other ability in the game.
Instantly, summoning became non-viable and I abandoned it.
All they need to do is revert to the prior system.
No other build is lacking in skill slots besides summoners.
A lot of text and very little said. Your skill cast thing is just terminology. The fact is, you can use any skill, any time, with just a small delay. Except for convenience, it is exactly the same as if the skills was always on the bar and you know it. The toggles are just deactivated for no reason.
Terminology is what is used to help us define what things are. You understood what I was saying, one has already been casted, while the other is currently being casted. Of course, you can use any skill at any time, all you have to do is place that skill on your skill bar. However, that delay is even longer than switching weapon sets.The weapon switch also being tied to the bar switch; that is just the way they have done it. It doesn't need to be this way, and it doesn't need to signify anything except that that is the implementation. Reading too much into it leads you to thinking you know more than you do.
But that is how they did it. You don't think they knew how other games have done it? With several weapon sets and every skill hotkeyed? They wanted you to be limited so you have to decide what you are taking into the fight. They didn't want you to have everything at your disposal. It adds strategy to the game. They did everything a certain way for a reason.Rubbish. You have 10 skills, they were designed for that. If you are casting long duration dots or buffs, or using a high resource cost nuke/heal, these things mean the switch delay isn't that important (just annoying). You simply have one bar that you are in most of the time, with the skills on the other bar treated as cooldowns. You would get the exact same effect as if it was just one bar of 10, minus the annoying delay and toggle punishment.
There are no cooldowns through. You are just limited to your magicka and stamina bars. That is the point. You have have one primary weapon set, and an emergency weapon set for special situations. This is why you need to think about which skills will get you the most bang for their buck. It is all about choices; that is what makes this game unique. The delay is short enough to do it in a fight, but long enough to make you not want to do it all of the time. It is perfect were it is.