Does nobody realize that this decision was made long before ZOS even decided to come to consoles? Sony's CEO himself stated in an interview that it wasn't in their plans until he begged ZOS to port it. Why do you think it's taking so long to get a console release off the ground?
If we're really going to split hairs on every detail that is different, then I'm sure the list will be pretty long, but I personally hardly ever paused the game to swap spells. TES games also had a difficulty slider, and what you're describing sounds like a player who chose to play on easy mode.Rescorla_ESO wrote: »Not a TES game.1. Darkfall was the exact opposite of ESO. It had a 1-9 hotbar but you could bind 100's of "hotbars" to any key config you wanted. You could have 200 abilities permaslotted if you really wanted to. It was just too much, way too much.Not TES games.2. Ultima Online, Diablo, and Asheron's Call made a choice to go 1-9 which has worked wonderfully in every game to copy it, including WoW. What a harmonious balance!Prove it. Until now, TES games required the player to choose between a weapon or a spell in each hand. Consider the 5 spells plus weapons to be an improvement from what was already a great series.3. ESO only has 1-5 which most people agree just isn't enough.
Like said before, this is a deck hand game. You choose your cards and play them. You don't get to have every card in the deck. You can either accept this and L2P, or go play a game which gives you what you want.
If you actually played any of the TES games, you would know that you could pause the game at any time and select whatever ability you possessed. By making TESO a deck build game, ZOS actually violated one of the core design tenets of the TES single player games, which is to give the player the freedom to do pretty much whatever they wanted.
The current restriction on the number of skill slots is probably 100% attributable to console UI limitations. It sucks that PC players are forced to also suffer from those same limitations.
Does nobody realize that this decision was made long before ZOS even decided to come to consoles? Sony's CEO himself stated in an interview that it wasn't in their plans until he begged ZOS to port it. Why do you think it's taking so long to get a console release off the ground?
Yeah, and decisions like exactly how many action bar slots there are going to be come release are totally decided at those early stages of production.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
When the spellcrafting hits, there will be a bunch of pets and buffs, can we get 2 more slots, one for toggle buff and one for pet. I do not want a pet and taking up 2 slots unless you allow us to use them when switching action bar, meaning action bar 2 has my pet and buff, and is still there when in switch to my other action bar.
Seriously, if the limitation is in fact because of console, PC players should remember that though Morrowind was a good game, Oblivion and Skyrim really got the TES series known thanks to consoles. I don't think there would be an ESO if it wasn't for consoles making TES so popular.If we're really going to split hairs on every detail that is different, then I'm sure the list will be pretty long, but I personally hardly ever paused the game to swap spells. TES games also had a difficulty slider, and what you're describing sounds like a player who chose to play on easy mode.Rescorla_ESO wrote: »Not a TES game.1. Darkfall was the exact opposite of ESO. It had a 1-9 hotbar but you could bind 100's of "hotbars" to any key config you wanted. You could have 200 abilities permaslotted if you really wanted to. It was just too much, way too much.Not TES games.2. Ultima Online, Diablo, and Asheron's Call made a choice to go 1-9 which has worked wonderfully in every game to copy it, including WoW. What a harmonious balance!Prove it. Until now, TES games required the player to choose between a weapon or a spell in each hand. Consider the 5 spells plus weapons to be an improvement from what was already a great series.3. ESO only has 1-5 which most people agree just isn't enough.
Like said before, this is a deck hand game. You choose your cards and play them. You don't get to have every card in the deck. You can either accept this and L2P, or go play a game which gives you what you want.
If you actually played any of the TES games, you would know that you could pause the game at any time and select whatever ability you possessed. By making TESO a deck build game, ZOS actually violated one of the core design tenets of the TES single player games, which is to give the player the freedom to do pretty much whatever they wanted.
The current restriction on the number of skill slots is probably 100% attributable to console UI limitations. It sucks that PC players are forced to also suffer from those same limitations.
Rescorla_ESO wrote: »Seriously, if the limitation is in fact because of console, PC players should remember that though Morrowind was a good game, Oblivion and Skyrim really got the TES series known thanks to consoles. I don't think there would be an ESO if it wasn't for consoles making TES so popular.If we're really going to split hairs on every detail that is different, then I'm sure the list will be pretty long, but I personally hardly ever paused the game to swap spells. TES games also had a difficulty slider, and what you're describing sounds like a player who chose to play on easy mode.Rescorla_ESO wrote: »Not a TES game.1. Darkfall was the exact opposite of ESO. It had a 1-9 hotbar but you could bind 100's of "hotbars" to any key config you wanted. You could have 200 abilities permaslotted if you really wanted to. It was just too much, way too much.Not TES games.2. Ultima Online, Diablo, and Asheron's Call made a choice to go 1-9 which has worked wonderfully in every game to copy it, including WoW. What a harmonious balance!Prove it. Until now, TES games required the player to choose between a weapon or a spell in each hand. Consider the 5 spells plus weapons to be an improvement from what was already a great series.3. ESO only has 1-5 which most people agree just isn't enough.
Like said before, this is a deck hand game. You choose your cards and play them. You don't get to have every card in the deck. You can either accept this and L2P, or go play a game which gives you what you want.
If you actually played any of the TES games, you would know that you could pause the game at any time and select whatever ability you possessed. By making TESO a deck build game, ZOS actually violated one of the core design tenets of the TES single player games, which is to give the player the freedom to do pretty much whatever they wanted.
The current restriction on the number of skill slots is probably 100% attributable to console UI limitations. It sucks that PC players are forced to also suffer from those same limitations.
Just because you failed to take advantage of how the TES games were designed does not invalidate the known fact that you could cast any spell or shout anytime you wanted by pausing the game.
It's a design decision to add some strategy into "building up" your character and allow the dungeon design to be slightly more challenging knowing that their player-base aren't locked from specific skills.OK this is my biggest problem with this game, and honestly is one of the more baffling things I've ever seen in a MMO.
I'm really not going to go into everything right now. I don't have the time or the patience. But, it just seems that in a game that allows you to create all types of combinations between skills, weapons and armor, why there would be a bottle neck at the ACTION BAR level is... er... well someone explain it to me please because I don't get it.
When the spellcrafting hits, there will be a bunch of pets and buffs, can we get 2 more slots, one for toggle buff and one for pet. I do not want a pet and taking up 2 slots unless you allow us to use them when switching action bar, meaning action bar 2 has my pet and buff, and is still there when in switch to my other action bar.
This idea has been brought up too often to count.
Mostly it comes from the Sorc players, for a simple reason: To be effective with pet's, you need to take up to 3 slots for them (Familiar + Twilight + Conjured Ward) on both bars. That leaves you only two slots + ultimate for other skills. Wich is kinda boring and limited.
Not really. Summoned abilities cost a lot to cast which eventually can be destroyed, and they reduce your total magic by 10% for each ability. All you're really doing by putting them in multiple slots is forcing the summoner to spam the same abilities, as suggested about impulse.
I would also be happy if they just made the summoned creature/armor stay if you swapped weapons and the other bar had a different summoned ability in the same slot. I currently use 4 slots for two abilities, and it sucks.
rather than adding more slots, they need to rework spells that toggle. a spell should be a cast spell, not a toggle that one has to continually reapply every time you enter a door, instance or zone.
Merlin13KAGL wrote: »Not really. Summoned abilities cost a lot to cast which eventually can be destroyed, and they reduce your total magic by 10% for each ability. All you're really doing by putting them in multiple slots is forcing the summoner to spam the same abilities, as suggested about impulse.
I would also be happy if they just made the summoned creature/armor stay if you swapped weapons and the other bar had a different summoned ability in the same slot. I currently use 4 slots for two abilities, and it sucks.rather than adding more slots, they need to rework spells that toggle. a spell should be a cast spell, not a toggle that one has to continually reapply every time you enter a door, instance or zone.
Combination of @SFBryan18 and @reggielee.
@inspiral1. @MorHawk, 5+1 is enough, but the function needs to be adjusted.
@Morhawk, I suspect you would feel differently if any skill that had time/function remaining on your bar immediately went away on weapon swap, obligating you to duplicate it or cease to use it.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
I don't care why the decision was made. Limiting to 5 +1 makes choices matter and players different. (or at least to a larger extent than the games that offer more.)
uktitanb16_ESO wrote: »What about including a Pet Wheel Similar to the consumables wheel (Q) in function, only those types of spells would be able to be loaded into the wheel.
It's a design decision to add some strategy into "building up" your character and allow the dungeon design to be slightly more challenging knowing that their player-base aren't locked from specific skills.OK this is my biggest problem with this game, and honestly is one of the more baffling things I've ever seen in a MMO.
I'm really not going to go into everything right now. I don't have the time or the patience. But, it just seems that in a game that allows you to create all types of combinations between skills, weapons and armor, why there would be a bottle neck at the ACTION BAR level is... er... well someone explain it to me please because I don't get it.
The skill-tree systems like WoW was stupid because people had rotations that involved no more than 5 or 6 skills and was pretty much the same regardless of the encounter. That system got popularized by Diablo II and, while a cool idea at the time, people still only used 1-2 skills for most of the demon killing process.
Now, the difference is, by limiting the skillbar, you effectively communicate to the user that, yes, you're supposed to use X amount of skills. Like I said 2 paragraphs ago, it's easier to design content when you have a better idea what kind of skills that your players might bring.
By adding such freedom of choice between items and skills, you're required to balance things out by having some form of restriction. Just like the other games restricted you to a very specific class yet allowed you to use all the abilities available for that class.
That desire to use everything means that the designers did a good job. It's a good sign for you too, it means you're putting some thought into it.
Prove it. Until now, TES games required the player to choose between a weapon or a spell in each hand. Consider the 5 spells plus weapons to be an improvement from what was already a great series.
Seriously, if the limitation is in fact because of console, PC players should remember that though Morrowind was a good game, Oblivion and Skyrim really got the TES series known thanks to consoles. I don't think there would be an ESO if it wasn't for consoles making TES so popular.
ExiledKhallisi wrote: »Spellcrafting will not give you permanant new spells.
It will be consumable scrolls.
I think that's more of an issue with the skill designs themselves, not the action-bar limitation.It's a design decision to add some strategy into "building up" your character and allow the dungeon design to be slightly more challenging knowing that their player-base aren't locked from specific skills.OK this is my biggest problem with this game, and honestly is one of the more baffling things I've ever seen in a MMO.
I'm really not going to go into everything right now. I don't have the time or the patience. But, it just seems that in a game that allows you to create all types of combinations between skills, weapons and armor, why there would be a bottle neck at the ACTION BAR level is... er... well someone explain it to me please because I don't get it.
The skill-tree systems like WoW was stupid because people had rotations that involved no more than 5 or 6 skills and was pretty much the same regardless of the encounter. That system got popularized by Diablo II and, while a cool idea at the time, people still only used 1-2 skills for most of the demon killing process.
Now, the difference is, by limiting the skillbar, you effectively communicate to the user that, yes, you're supposed to use X amount of skills. Like I said 2 paragraphs ago, it's easier to design content when you have a better idea what kind of skills that your players might bring.
By adding such freedom of choice between items and skills, you're required to balance things out by having some form of restriction. Just like the other games restricted you to a very specific class yet allowed you to use all the abilities available for that class.
That desire to use everything means that the designers did a good job. It's a good sign for you too, it means you're putting some thought into it.
Well thank you for answering. I appreciate it.
Thing is though the choices seem to be adding more passive abilities. I use 4 of my 5 abilities every fight. The 5th if the encounter is going to be more difficult. I have 0 defensive cooldowns. I have 0 crowd control. I CAN get them. I have 15 unspent points, but nowhere to put them.
In WoW, since you mentioned it, my DPS rotation was roughly 6 - 8 abilities on a consistent basis. Then I had my utility abilities - to buff my DPS, defensive cool down, damage mitigation, threat reduction, etc. All situational, all utilitarian and all useful when I needed them. In all I ad 21 skills I had keybound. Bloat? My healers didn't think so when I helped mitigate damage. My tanks didn't think so when i was able to tank for 15 (then later 10) seconds.
I can do the same here. Which would leave me with 1 attack and long / short attacks and a choice between an opener, a self heal finisher or DPS buff (which also heals). All very good choices. All of which are part of the 4 of 5 abilities I use every fight as mentioned before. So I sacrifice utility. That's the choice I made which seems to be the most effective for me.
I hope that's not the goal. Because like I said, this game has a lot of options. And yet, this is the most singularly focused character I've played to date.
Maybe I need to L2P. I dunno.
ExiledKhallisi wrote: »Spellcrafting will not give you permanant new spells.
It will be consumable scrolls.
That's not what they said. They said you could fill your bar with crafted spells but I couldn't say at what point in the video that was said (I think during the Q&A but not sure).