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2 more slots on action bar needed

  • Xeres14
    Xeres14
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    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.
  • Enjinir
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    MorHawk wrote: »
    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.
  • SFBryan18
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    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.
    SFBryan18 wrote: »
    Soloeus wrote: »
    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 a TES game.
    Soloeus wrote: »
    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!
    Not TES games.
    Soloeus wrote: »
    3. ESO only has 1-5 which most people agree just isn't enough.
    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.

    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.
    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.
    Edited by SFBryan18 on August 14, 2014 1:11PM
  • MorHawk
    MorHawk
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    Enjinir wrote: »
    MorHawk wrote: »
    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.

    Yes. Yes they are. As it had already gone into beta before this decision was made. With the 5 slot system.
    Observant wrote: »
    I can count to potato.
    another topic that cant see past its own farts.
    WWJLHD?
  • technohic
    technohic
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    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.)
  • reggielee
    reggielee
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    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. Its a real gimp to have to put a buff on each bar in order to keep it applied for weapon swap. same with pets and why in the end most people dont even use them at end game
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  • Zubba
    Zubba
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    inspiral1 wrote: »
    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.

    No thanks
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  • Rescorla_ESO
    Rescorla_ESO
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    SFBryan18 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.
    SFBryan18 wrote: »
    Soloeus wrote: »
    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 a TES game.
    Soloeus wrote: »
    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!
    Not TES games.
    Soloeus wrote: »
    3. ESO only has 1-5 which most people agree just isn't enough.
    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.

    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.
    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.

    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.
  • EQBallzz
    EQBallzz
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    I dunno about adding two more slots but I have thought for a while that one more slot that has limited use (similar to an ultimate slot) would be useful without upsetting balance too much. Something more limiting than a normal skill slot but less limiting than an ultimate. Something that has it's own cooldown perhaps and can't be activated more than once every minute or something. That way people could slot more situational abilities without taking up a precious ability slot. This could be a buff or a snare or root or stun or a pet or whatever. Basicially, a utility focused slot that can't be spammed or used frequently but that would give more flexibility/utility to current builds.
  • SFBryan18
    SFBryan18
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    SFBryan18 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.
    SFBryan18 wrote: »
    Soloeus wrote: »
    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 a TES game.
    Soloeus wrote: »
    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!
    Not TES games.
    Soloeus wrote: »
    3. ESO only has 1-5 which most people agree just isn't enough.
    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.

    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.
    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.

    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.

    I used the quick menu. You could also save your progress and repeat quest objectives multiple times by reloading, thus getting the exact outcome you desired, and never dying, but that was a single player game.

    And TES didn't have a huge number of buttons and UI junk. Both Oblivion and Skyrim had controls set up for consoles.
    Edited by SFBryan18 on August 14, 2014 1:53PM
  • uktitanb16_ESO
    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.
  • Gix
    Gix
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    Xeres14 wrote: »
    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.
    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.

    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.
  • Merlin13KAGL
    Merlin13KAGL
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    inspiral1 wrote: »
    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.
    zgrssd wrote: »
    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.
    SFBryan18 wrote: »
    MorHawk wrote: »
    Phantax wrote: »
    2 would be ok but I'd settle for 1 and an additional slot just for pets/minions (as they are more of a passive than a skill)

    Very bad idea. That would make pets required for everyone, and would hand Sorcs a huge advantage.

    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.
    reggielee wrote: »
    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.

    A Spell should stay through its duration. A non-Sorc skill doesn't go away the moment you switch bars. Once it's cast, it's cast. Blood Altar doesn't dissipate if you switch and it's not on the second bar. Armor skills don't go away until they're expired. If you drop an Ulitmate and switch to bar 2, your Ulitimate doesn't suddenly become less Ultimate.

    Once cast, it should stay cast.

    And toggle's should be just that, Toggles
    The extra cost is built in - Summon a familiar, lose 10% Magicka. Use Magelight, lose 5%. Initial cast time is long, Magicka cost is high.

    It shouldn't go away until you un-toggle it or remove it entirely from your skillbars.

    This would prevent the need for duplication of skills between bars and prevent the need for additional spots accordingly.

    If you choose a toggle spell, you would only sacrifice one skill slot - leaving you with 9 to use, 5 at a time max. The cost of the ability is built in to the design. The ability to use that ability is built into the character choice.

    @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.

    You wouldn't like it if you had to go in your inventory each time to re-equip your former weapon. You would take issue if you lost 1/3 to 1/4 of your primary stat each time you swapped!

    Summoned familiars assist. They are hardly the all-powerful add on I suspect you think they are now.

    Quickslot as a freebie for anything you choose - non-ultimate wouldn't be so bad.

    Final note for all: I suspect spellcrafting will create a new skill/spell that will take up one of the 5+1 slots. (Curious now if we'll be able to craft new Ultimates...?) You'll have the flexibility, but you'll have to sacrifice use of an existing skill.
    Edited by Merlin13KAGL on August 14, 2014 2:23PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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  • MorHawk
    MorHawk
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    SFBryan18 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.
    reggielee wrote: »
    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.

    At no time did I say that the current set-up with pets was anywhere near ideal. I agree, pets going poof when you switch bars, forcing you to slot it twice, is bad. I was there on the PTS arguing against it when the change happened. Blame Atropos and his minions.

    I'm simply saying that providing an extra hotbar slot just for pets is a bad idea, as between pets and bound armour, Sorcs really have the monopoly on toggle spells. Yes, there are downsides, but the point is that it'd be an option no other class has access to, aside from a very few scattered exceptions.

    As I recall, the best idea I heard at the time was to put the pet in 'storage' when you switch, and have it reappear when you switch back. That said, I'm really not interested in doing this debate again. ZOS has heard it all, and has made their decision. Dead horse is dead.
    Edited by MorHawk on August 14, 2014 2:42PM
    Observant wrote: »
    I can count to potato.
    another topic that cant see past its own farts.
    WWJLHD?
  • Azzuria
    Azzuria
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    No.

    Not now, not ever. No.

    The addition of spellcrafting is there add depth to the skill, not breadth. You'll have a wider selection of spells, pets, skills, etc, to chose from to populate your limited hotbar.

    Guess what that mean. It means each spell you create had better be meaningful to you or it's a waste of time and effort. It means you'll have to fret over each and every slot.

    What makes you imagine that, with such a minimalist UI and a 5-slot hotbar, that ZOS would break their design and add a wall o' buttons?
    Edited by Azzuria on August 14, 2014 3:01PM
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  • PBpsy
    PBpsy
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    technohic wrote: »
    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.)

    No. It does the complete opposite. It makes people use all the same bare essential skills in order to be effective and destroys diversity in play style.

    Yes 7+1 would be wonderful and would solve many of the balancing problems the game had since the begging,
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  • Azzuria
    Azzuria
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    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.

    That would give Sorcerers, and only sorcerers, an extra spell. Newp, not gonna do it.
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    Laehl Direthorn - Bosmer Nightblade, Purveyor of fine Clothes, Bows and Staves
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    Noemi Snowpaw - Kajiit Dragon Knight - I laugh... or I'd have to kill you.
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  • Xeres14
    Xeres14
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    Gix wrote: »
    Xeres14 wrote: »
    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.
    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.

    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.
  • traigusb14_ESO2
    traigusb14_ESO2
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    Most of my builds could use 1 more slot (6th) to round out skills I would use pretty much every fight. My last choice slot gets swapped a lot. In a delve where the baddies are people, but every 3rd fight is a stormie, or a gargoyle. I'll stop and switch that skill... then stop and switch it back after for the next 2 groups of people.

    I have a completely different build in my second weapon slot, so I can't use it as an extension, not to mention some abilities turn off when you switch bars, unless you put them on both...so not helping so much.

    Another slot after that (a 7th)... Would be nice, but I don't really need it.... I would have me putting a "sometimes" skill on my bar... something like "only vs. casters" or "There are a lot of Deaedra around here" kind of stuff.
  • Cyberdown
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    like the current system, choice matters.
  • Tamanous
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    Sadly in an open skill system having too many powers leads to builds being too well rounded. If this were a traditional class based game it would easily allow more slots as your skill choices are limited in scope.

    I love more abilities (which is why a sorc is a good choice ... too bad so many of their abilities are awkward to use) but open skill trees shared by all forces the need for restricting builds.

    The suggestion that it is due to porting to consoles is a complete fallacy. When I used to play console games many years ago there were games with so many button combo's it made button bloat games like Wow and Swtor look childish and simplistic. Either players today are less intelligent than years past or console games treat them as idiots. Perhaps people who only play 6 button console games can't handle buying games that are more complex. The evidence however shows that some console games have extremely complex button arrangements which clearly shows they are not restricted by limited buttons on the controllers.
    Edited by Tamanous on August 14, 2014 7:05PM
  • GnatB
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    SFBryan18 wrote: »
    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.

    But in TES games the results of my previous spells didn't go away just because I swapped to a different spell.

    I'm perfectly fine with 5+U x2. But I'd argue pure toggles shouldn't *need* to be on the bar at all, and summons should remain summoned even when you swap to a bar that they aren't on. I don't see other cc/damage/healing get undone when you swap bars, why should summons?

    (Note: I have characters roughly the same level in each class, as well as at least one character specializing in each weapon type.)
    SFBryan18 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.

    TES was a good game before there ever was console versions, IMO the peak was Morrowind. Pandering to the console crowd has only led it downhill.

    Edited by GnatB on August 14, 2014 7:31PM
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  • ExiledKhallisi
    ExiledKhallisi
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    Spellcrafting will not give you permanant new spells.

    It will be consumable scrolls.
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  • EQBallzz
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    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).
  • KariTR
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    I like that these threads are making a reappearance - new players are great for the game.

    And you will get used to your limited skill slots, storage, slow enchanting etc and come to appreciate the benefits they provide.
  • Alphashado
    Alphashado
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    There have been plenty of times that I have wished I had one more slot. But at the end of the day I like the current system the way it is. I still have nightmares about previous MMOs with 30 action bars filled with mostly useless skills.
  • Gix
    Gix
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    Xeres14 wrote: »
    Gix wrote: »
    Xeres14 wrote: »
    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.
    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.

    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.
    I think that's more of an issue with the skill designs themselves, not the action-bar limitation.

    With that said, I believe that they intended for us to use our auto-attacks and supplement them with skills. So it's okay to run around with only one active "attack" skill, it just means that you'll either hit harder (due to buffs) with your auto-attacks, be harder to kill (heals and buffs), control the flow of combat (CC, etc) or anything in-between.

    Like you said "All very good choices"

    As an Nightblade, I use [Snipe] as an opener, [Poison Arrow] as an interrupt, [Veiled Strike] to finish them off in melee. [Agony] and [Shadow Cloak] are my utility. Most of the combat is spent using a mixture of auto-attack and power-attack.

    One day, you might find yourself in a situation where other skills will be more effective. That'll depend on how the meta game will shift and how the devs will design their (end-game) encounters.

    While it IS intentional, I don't think they have everything tuned out perfectly yet.

    Also note: TESO has 5 more action slots than most TES games :P
  • pitdemon_ESO
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    I wouldn't mind seeing 1 or 2 more slots on the hotbar. If they wanted they can even restrict it to a class defining function like Summons or BE for Sorcs, Heal for Templar, Stealth for NB, Invasion/Talons combo for DK, etc.
    The Grixxitt of Melek - Alfar Nightblade
    Grixx of the Reach - Crafter/Reachwitch/Sorceror


    Must...downvote...stupidity... (clicks sidebar furiously)
  • Tamanous
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    EQBallzz 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).

    Even though I like a few classes I keep going back to sorc. A big reason is the new spells through spellcrafting coming. Having a 3rd skill bar through Overload is just too much of perk not to have. I love my skills and having 15 skills with 2 ultimates instead of 10 + 2 is too damn tasty.
  • Makkir
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    No, it's not. The limited action bar is actually very tactical
This discussion has been closed.