I think the current system is good. By giving you a limited amount it forces you to make hard decisions about what you want to use. It encourages a wider variety of builds and gives each player their own unique combination. So that's why I like it.
It's not like most other games where everyone has the same abilities and use the same rotations.
I am sorry , but i have to disagree with this completely. The current extremely limiting setup , does not encourage players to make hard decisions , nor does it encourage variations in builds.
In fact , it actually does the opposite. As an example, i will give my class . I play a magicka oriented sorcerer and due to the limitations of the skill bars , you will see all ranged sorcerers who lean towards single target fights , go through the following Spells in whatever succession ( this would be on the first action bar ) : Velocious Curse (VC) , Crystal Fragments ( CF ) and Mage's Fury ( MF ) . These 3 skills are usually accompanied by Inner Light for the crit rating boost , with 1 ability for either escape/gap closer ( this would be Bold Escape , our teleport ) , or something related to the weapon they are using ( personally i prefer a weapon skill , namely Impulse , and to use the teleport on the second bar )
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I think the current system is good. By giving you a limited amount it forces you to make hard decisions about what you want to use. It encourages a wider variety of builds and gives each player their own unique combination. So that's why I like it.
It's not like most other games where everyone has the same abilities and use the same rotations.
I am sorry , but i have to disagree with this completely. The current extremely limiting setup , does not encourage players to make hard decisions , nor does it encourage variations in builds.
In fact , it actually does the opposite. As an example, i will give my class . I play a magicka oriented sorcerer and due to the limitations of the skill bars , you will see all ranged sorcerers who lean towards single target fights , go through the following Spells in whatever succession ( this would be on the first action bar ) : Velocious Curse (VC) , Crystal Fragments ( CF ) and Mage's Fury ( MF ) . These 3 skills are usually accompanied by Inner Light for the crit rating boost , with 1 ability for either escape/gap closer ( this would be Bold Escape , our teleport ) , or something related to the weapon they are using ( personally i prefer a weapon skill , namely Impulse , and to use the teleport on the second bar )
The second bar would be for defensive purposes/EOE or buffs the complement the first bar. Most common choices for this would be to have a a healing staff here so you can use Mutagen , also coupled with Critical Surge for that weapon dmg and healing buff that you get when swapping back to your dps loadout . This bar would also contain a defensive spell such as Lightning Form or Annulment or Unstoppable , whatever you feel you need to use to help you soak up some damage . Here would be a nice place to put Bolt Escape for those no win situations. For the last slot and here is the one that you can say it gives you freedom , you can choose whatever you feel you need to help complement your tool set , personally i use Dark Conversion , since even if it is a channel skill , it can still heal and give me some magicka as well.
The actual place where you can see variations is the ultimate slot.
My point with the above is that there is not damn variation in builds , as a sorc , if you plan on going RDPS you will have a combo of VC , CF & MF on one of your bars . Almost always it will be accompanied by Inner Light and almost always you will have Bold Escape as well . With being forced to have just 5 skills per weapon loadout , people are going for the best skill set they can create and after a time , the variations from that thing that will become the norm for each class and specialization you choose to focus on , will be almost non existent with no room to add something situational , because , at least for pvp , you will want the setup that is the most effective and that limits the choices you can make , since you can't afford not to pick Crystal Fragments , since its the best single target skill for the sorc , you must have some retreat button ( Bolt Escape ) , you must have an execute ( Mage's Fury ) , you must be able to deal as much AOE as possible with each use of the skill ( Pulsar in my case , Bow users can pick something else obviously ) and so on.
It is not a game that uses rotations , but it is a game , that nudges you towards certain skills and kind of forces you to have a limited tool set , since you can't really deviate much if you want to get the most bang for your buck.
I am sorry for the the wall of text , but i kind of feel frustrated with the limitation , especially since the Developer's motto for the game is "Play how you want to play"
and don't misunderstand when i say i want more skills per weapon loadout ; by this i don't mean i want all of them bound , i just feel that having 7 instead of 5 per weapon loadout would just help diversify what we would see on the battle field , since that would mean that people will have some situational stuff that they can bring with them as well.
As a last note , i do not think that this was brought on by the fact that the game will come out on consoles , since the console users will have their own servers , separate from the PC users ( at least that is what i heard a while back ).
I think the current system is good. By giving you a limited amount it forces you to make hard decisions about what you want to use. It encourages a wider variety of builds and gives each player their own unique combination. So that's why I like it.
It's not like most other games where everyone has the same abilities and use the same rotations.
I am sorry , but i have to disagree with this completely. The current extremely limiting setup , does not encourage players to make hard decisions , nor does it encourage variations in builds.
In fact , it actually does the opposite. As an example, i will give my class . I play a magicka oriented sorcerer and due to the limitations of the skill bars , you will see all ranged sorcerers who lean towards single target fights , go through the following Spells in whatever succession ( this would be on the first action bar ) : Velocious Curse (VC) , Crystal Fragments ( CF ) and Mage's Fury ( MF ) . These 3 skills are usually accompanied by Inner Light for the crit rating boost , with 1 ability for either escape/gap closer ( this would be Bold Escape , our teleport ) , or something related to the weapon they are using ( personally i prefer a weapon skill , namely Impulse , and to use the teleport on the second bar )
The second bar would be for defensive purposes/EOE or buffs the complement the first bar. Most common choices for this would be to have a a healing staff here so you can use Mutagen , also coupled with Critical Surge for that weapon dmg and healing buff that you get when swapping back to your dps loadout . This bar would also contain a defensive spell such as Lightning Form or Annulment or Unstoppable , whatever you feel you need to use to help you soak up some damage . Here would be a nice place to put Bolt Escape for those no win situations. For the last slot and here is the one that you can say it gives you freedom , you can choose whatever you feel you need to help complement your tool set , personally i use Dark Conversion , since even if it is a channel skill , it can still heal and give me some magicka as well.
The actual place where you can see variations is the ultimate slot.
My point with the above is that there is not damn variation in builds , as a sorc , if you plan on going RDPS you will have a combo of VC , CF & MF on one of your bars . Almost always it will be accompanied by Inner Light and almost always you will have Bold Escape as well . With being forced to have just 5 skills per weapon loadout , people are going for the best skill set they can create and after a time , the variations from that thing that will become the norm for each class and specialization you choose to focus on , will be almost non existent with no room to add something situational , because , at least for pvp , you will want the setup that is the most effective and that limits the choices you can make , since you can't afford not to pick Crystal Fragments , since its the best single target skill for the sorc , you must have some retreat button ( Bolt Escape ) , you must have an execute ( Mage's Fury ) , you must be able to deal as much AOE as possible with each use of the skill ( Pulsar in my case , Bow users can pick something else obviously ) and so on.
It is not a game that uses rotations , but it is a game , that nudges you towards certain skills and kind of forces you to have a limited tool set , since you can't really deviate much if you want to get the most bang for your buck.
I am sorry for the the wall of text , but i kind of feel frustrated with the limitation , especially since the Developer's motto for the game is "Play how you want to play"
and don't misunderstand when i say i want more skills per weapon loadout ; by this i don't mean i want all of them bound , i just feel that having 7 instead of 5 per weapon loadout would just help diversify what we would see on the battle field , since that would mean that people will have some situational stuff that they can bring with them as well.
As a last note , i do not think that this was brought on by the fact that the game will come out on consoles , since the console users will have their own servers , separate from the PC users ( at least that is what i heard a while back ).
The sad thing is that you just described my build completely, yet I haven't had any advise on my build at all - the "needed" skills (for that is what they are) are obvious.
In fact, for single-target, there are no magicka-single-target skills that I can think of for a sorc other than fury, curse, shards. Fury is an execute (brilliant at execute time, rubbish at others), curse is nice damage for magicka and good for shard procs but rubbish dps, and shards is great dps and spammable (if magicka hungry). You could do without the execute but you wont be no where near as good at execute range then, you could do without the curse but you'll lose shard procs (very important for magicka and dps) and some nice extra damage, you can't really do without the shards since that is the only spammable single-target damage we have outside of execute range. So, you have one skill that is essential, and the other two skills that you would have to be a fool not to use. Where is the variety here? Pets? Yeah... no.
Even for aoe we only really have lightning splash as a class skill. We have impulse from the staff. For aoe, if magicka-based, you are going to be using one (or both) of those. Again, where is the variety?
For survivability, if magicka-based, you are using majority light armor, and either the escape skill (bolt escape) or the tank skill (lightning form). Bound armor could also be a choice, but given the poor quality of the class toggles at the moment, for their opportunity cost, this would be a bad choice. Where is the variety?
Two additional skills that all magicka-based sorcs tend to have is Inner Light and Crit Surge - both these give massive buffs for a very passive use - again, where is the variety?
Basically, the problem with a magicka-based sorc (or maybe any class) is that for all the functions needed to be covered in the limited amount of skills available outside weapons, there is no room for variety. I figure weapons are meant to provide that variety, but there is only one magicka-based offensive weapon - so that sort of failed (especially since it only really has one skill worth using a skill slot for).
Would more skills slots help? By itself, no. In conjunction with more choice in the magicka skills, I think it could.
Mr Bo Jingles wrote: »They should keep the 5 skills + 1 ulti per weapon swap and add 5 more set skills that are hotkey-able and do not swap with your weapons.
I don't mind the 5+5, however... I would like to see 2 'toggle' slots off to the side that don't change with the weapon swap.
This way you could have a familiar or a magelight that would remain active without needing to use up 2 of your 10 slots because you need to have them in both of your hotbars in order for them to remain active.
So, 2 more slots that don't change with the weapon slot would be plenty for me.
I don't mind the 5+5, however... I would like to see 2 'toggle' slots off to the side that don't change with the weapon swap.
This way you could have a familiar or a magelight that would remain active without needing to use up 2 of your 10 slots because you need to have them in both of your hotbars in order for them to remain active.
So, 2 more slots that don't change with the weapon slot would be plenty for me.
cubansyrusb16_ESO wrote: »I don't mind the 5+1 at all.
I would not object to a "Buff" key like the ultimate key or one for "Training" purposes.
Training slot idea
The reason I say a training one is because I don't use ardent flame skills, to put them on my existing bar is a waste of space. This does not mean I don't want to level the class though as I like everything to be maxed out.
This Training slot (6th) would not be useable but it would gain experience equal to 1 skill slot.
It's so sad that "leave it as is" is winning. Wow. Simple mindedness rules the day among today's gamers. Too much over whelms their little minds I guess Pretending there is strategy involved in it is hilarious.
We've all been seeing the discussions regarding this and there have been some very good points made on both sides. I'm curious, and you may be too, just how many people feel a certain way on this. So let's get some numbers together from those that frequent the forums!
Decimus_Rex wrote: »We've all been seeing the discussions regarding this and there have been some very good points made on both sides. I'm curious, and you may be too, just how many people feel a certain way on this. So let's get some numbers together from those that frequent the forums!
Sorry guy, this will NEVER come to pass
The guys at Zeni can't keep up with stability, bug issues and you want them to REVAMP an entire game to allow more skill slots.
Woolenthreads wrote: »Other - Please explain.
5%
My Primus uses Bound Armour, Summon Clannfear and Summon Twilight. They have to be on both slots otherwise I de-summon them when I switch weapons leaving me with 4 slots for personal activity. I would like there to be a single slot for summoning which adds a mini-slot-bar specifically for summoned critters.
You all know that the reason for this implementation is because of the port to Consoles right? 5 skills for the 5 Button controllers so the ADD game set can play. I want the full 1 - 0 skill bar for each bar, with an ultimate on each.
Let the Console kiddies play on the console only server with their shoddy 5 button skill cap. Let PCs be PCs let consoles hamstring consoles.
It's so sad that "leave it as is" is winning. Wow. Simple mindedness rules the day among today's gamers. Too much over whelms their little minds I guess Pretending there is strategy involved in it is hilarious.
It's so sad that "leave it as is" is winning. Wow. Simple mindedness rules the day among today's gamers. Too much over whelms their little minds I guess Pretending there is strategy involved in it is hilarious.
Perhaps, learning to play the way the game is meant to be played overwhelms your mind?
The interface is quite simply, Horrid. I have 10 numbers on my keyboard, with easy access to SHIFT I should have access to 10 more numbers set just so. If EVERQUEST could do it in 1997. ESO COULD do it today. Yet they've opted not to so that it's easier to 'streamline' development for the console client.
Haven't played EQ in a long time. Their design choice is done to accommodate ease of development for the console ports.MasterLanz wrote: »The interface is quite simply, Horrid. I have 10 numbers on my keyboard, with easy access to SHIFT I should have access to 10 more numbers set just so. If EVERQUEST could do it in 1997. ESO COULD do it today. Yet they've opted not to so that it's easier to 'streamline' development for the console client.
Go play Everquest, then.
You don't seem to understand the idea that just because one game did something one way, that not every other game should be the same. Having only 5 skills is not some mechanical restriction, it's a design choice.
Haven't played EQ in a long time. Their design choice is done to accommodate ease of development for the console ports.MasterLanz wrote: »The interface is quite simply, Horrid. I have 10 numbers on my keyboard, with easy access to SHIFT I should have access to 10 more numbers set just so. If EVERQUEST could do it in 1997. ESO COULD do it today. Yet they've opted not to so that it's easier to 'streamline' development for the console client.
Go play Everquest, then.
You don't seem to understand the idea that just because one game did something one way, that not every other game should be the same. Having only 5 skills is not some mechanical restriction, it's a design choice.
You may attempt to justify other reasons, but it's always been that way. Consoles ruin games. This is making this game less enjoyable for many. Perhaps Zenimax will hire competent UI designers to allow for more options for Keyboard users rather than ASSUMING that everyone is playing using the xbox or playstation controller pacifier.