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Should 1 skill cost 1 skill slot, or 2 skill slots?

Armitas
Armitas
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Please read the entire post before polling.

There are currently several skills categorized in the toggle/summon category which either inhibit the use of two skill bars, or cost 2 skill slots to use 2 skill bars. These skills include unstable familiar, bound armor, summoned winged twilight, siphoning strikes, mage light and more. None of these skills require any particular weapon, however the weapon itself is causing the skill to require that it be slotted on both bars to be effectively used. Bar 1 Skill 1 and Bar 2 Skill 1 share the same button, button 1. So that 2 skills are not activated by a single button, Bar 2 is "turned off" when Bar 1 is active. These are the consequences of the system that lead to why these skills cost 2 skill slots.

In the case of a toggle/summon you have to slot it twice to receive 1 effective use of it and 2 skill bars. It's a pay for 2 get 1 kind of a deal. It makes no sense. A familiar has no reason to head for the nearest plane of Oblivion because you are using a destro staff instead of a restro staff. Conjured armor has no reason to suddenly disintegrate because you are using a sword rather than a staff. Siphoning strikes works on any basic weapon attacks, it only cares about light and heavy attacks, not the weapon. Neither is it applied to a particular weapon because it persists on two weapons if slotted twice, even though it is cast once. If a single skill requires it to be slotted twice then we do not actually have 10 skill slots in this game. For a skill slot is that which holds 1 skill while retaining it's full effectiveness. Instead we have 5 skills slots, and possibly 5 more skill slots. The most absurd case involves the sorc, because they could have 6 skills slotted and yet have no more skill slots left.

This poll is not about how to make it work. For the how simply imagine a maximal fix, or such that it works exactly as it does now only now it costs 1 skill slot for 1 skill. This poll is about the concept "should 1 skill cost 1 skill slot?".
Edited by Armitas on September 15, 2014 1:57PM
Retired.
Nord mDK

Should 1 skill cost 1 skill slot, or 2 skill slots? 126 votes

1 Skill should cost 1 Skill Slot
37%
MondrelyEmperorRedlagClansman2013WillardArmitasMaverick827Psychobunnidaryl.rasmusenb14_ESOErock25jimsgame1974b14_ESONocturnalisBigMKarlosTheGrouchZaeniddLupinemwneiljwdflemmingrohdb16_ESOredsteelb16_ESODelvick 47 votes
All skills in this category should cost 2 Skill Slots.
41%
rophez_ESOAzorylItsMeTooSweetroll-BanditStxBrotherBearVoid_Rangercurlyqloub14_ESOKalmanResuehtTheBullFaulgorSharranAesRagefistThatRedguardGuydennissomb16_ESOKharnisAshySamuraigdorsettub17_ESOjvh808 52 votes
I just want to see the results.
21%
ObscureAdelwulfeximiustelumb14a_ESOSaetLtCrunchBraidasDemiraOrangeTheCatGythralWodwoSoupDragonHeishiValen_ByteSuper_SonicoJessieColtteamquadwolfeb17_ESOGFBStarWarsdemonlkojipub19_ESOJackets_Fanmar42free 27 votes
  • Jackets_Fan
    Jackets_Fan
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    I just want to see the results.
    I understand what you are saying, but it's only really a problem if you want to keep having that skill active when you switch over to the next spec.

    Many people have completely different setups on their second bar and wouldn't have that problem.

    That said, Inner Light is currently taking up 2 of the 10 skill slots on my DK
  • ThatHappyCat
    ThatHappyCat
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    All skills in this category should cost 2 Skill Slots.
    I believe it's fine. The idea is that at any one time you have five skills plus one Ultimate in play, and while there is some grey area with medium-duration buffs/debuffs/area effects, this generally holds true.Being able to, for example, have Magelight on your off-bar basically means you have six skills in play. This may not seem like much but it definitely adds up.

    Imagine a Sorcerer with Bound Armour, Inner Light, Unstable Clannfear and Twilight Matriarch active while still being able to cast Crystal Fragments, Crushing Shock, Velocious Curse, Hardened Ward and Bolt Escape without missing a beat. I dunno about you but that seems too much.
    Edited by ThatHappyCat on September 15, 2014 2:08PM
  • OrangeTheCat
    OrangeTheCat
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    I just want to see the results.
    One skill point should buy one skill; skill points don't buy slots. Skill slots are irrelevant. If you want to place one on both bars you can but you are not required to. I think this poll is silly.
    Edited by OrangeTheCat on September 15, 2014 2:12PM
  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    I believe it's fine. The idea is that at any one time you have five skills plus one Ultimate in play, and while there is some grey area with medium-duration buffs/debuffs/area effects, this generally holds true.Being able to, for example, have Magelight on your off-bar basically means you have six skills in play. This may not seem like much but it definitely adds up.

    Imagine a Sorcerer with Bound Armour, Inner Light, Unstable Clannfear and Twilight Matriarch active while still being able to cast Crystal Fragments, Crushing Shock, Velocious Curse, Hardened Ward and Bolt Escape without missing a beat. I dunno about you but that seems too much.

    That would mean we only actually have 5 action bars. Though this is trending toward 10, since the recent update to weapon swaps being instant. There are no lines between bar 1 and bar 2 save in one category.

    As far as the combination you mention, imagine a maximal fix and focus on the concept itself.
    Edited by Armitas on September 15, 2014 2:27PM
    Retired.
    Nord mDK
  • Ourorboros
    Ourorboros
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    All skills in this category should cost 2 Skill Slots.
    Would what you propose be nice? Absolutely! However, it's really just a way to make the game easier to play and circumvents ZOS game design. They could have given us more than 5 slots and 1 ultimate....they didn't. They could have made inventory space larger and less expensive...they didn't. If I thought the design was a ZOS oversight, I would be in favor of your proposal, but I'm sure it is intentional. As players, we are forced to make choices within game design.
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
    Women and cats will do as they please, and men and dogs should relax and get used to the idea....Heinlein
    All those moments will be lost in time, like tears...in...rain. Time to die. "Blade Runner"
    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    One skill point should buy one skill; skill points don't buy slots. Skill slots are irrelevant. If you want to place one on both bars you can but you are not required to. I think this poll is silly.

    1 skill point buys 1 skill, but that doesn't slot it for you.
    Retired.
    Nord mDK
  • Ryzium
    Ryzium
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    I believe it's fine. The idea is that at any one time you have five skills plus one Ultimate in play, and while there is some grey area with medium-duration buffs/debuffs/area effects, this generally holds true.Being able to, for example, have Magelight on your off-bar basically means you have six skills in play. This may not seem like much but it definitely adds up.

    Imagine a Sorcerer with Bound Armour, Inner Light, Unstable Clannfear and Twilight Matriarch active while still being able to cast Crystal Fragments, Crushing Shock, Velocious Curse, Hardened Ward and Bolt Escape without missing a beat. I dunno about you but that seems too much.

    They would have 35% less magicka...that is a giant hindrance.
    Ryzium
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  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    Ourorboros wrote: »
    Would what you propose be nice? Absolutely! However, it's really just a way to make the game easier to play and circumvents ZOS game design. They could have given us more than 5 slots and 1 ultimate....they didn't. They could have made inventory space larger and less expensive...they didn't. If I thought the design was a ZOS oversight, I would be in favor of your proposal, but I'm sure it is intentional. As players, we are forced to make choices within game design.

    They gave us 10 bars effectively for all skills save 1 category and 2 ultimates regardless of category. They even made the swap instant which, save weaving, merged the two bars into 1 bar. The skill itself has nothing to do with the weapon equipped. The lines between bar 1 and bar 2 are non existent save for 1 category due to the consequences of the system using 1 button for 2 skills. Only in 1 category do we have 5 slots and 5 slots, for all else we have 10 slots
    Edited by Armitas on September 15, 2014 2:20PM
    Retired.
    Nord mDK
  • Ourorboros
    Ourorboros
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    All skills in this category should cost 2 Skill Slots.
    Armitas wrote: »
    Ourorboros wrote: »
    Would what you propose be nice? Absolutely! However, it's really just a way to make the game easier to play and circumvents ZOS game design. They could have given us more than 5 slots and 1 ultimate....they didn't. They could have made inventory space larger and less expensive...they didn't. If I thought the design was a ZOS oversight, I would be in favor of your proposal, but I'm sure it is intentional. As players, we are forced to make choices within game design.

    They gave us 10 bars effectively for all skills save 1 category and 2 ultimates regardless of category. They even made the swap instant which, save weaving, merged the two bars into 1 bar. The skill itself has nothing to do with the weapon equipped. The lines between bar 1 and bar 2 are non existent save for 1 category, due the consequences of the system using 1 button for 2 skills.

    No matter how you want to frame the argument, you are essentially looking for a way to make the game easier and get around game design. Have as many polls as you want, I don't see ZOS giving ground on this, and don't believe they should.
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
    Women and cats will do as they please, and men and dogs should relax and get used to the idea....Heinlein
    All those moments will be lost in time, like tears...in...rain. Time to die. "Blade Runner"
    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    Ourorboros wrote: »

    No matter how you want to frame the argument, you are essentially looking for a way to make the game easier and get around game design. Have as many polls as you want, I don't see ZOS giving ground on this, and don't believe they should.
    That is a baseless accusation about me. I am looking for the flaw to be removed because I believe that 1 skill should cost 1 skill slot. Even though I don't even have a sorc I don't think 60% of one of their 3 lines should cost 2 slots each along with an innate penalty.
    Edited by Armitas on September 15, 2014 2:23PM
    Retired.
    Nord mDK
  • Xeres14
    Xeres14
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    1 Skill should cost 1 Skill Slot
    It should cost one. The way the bars are now is pretty bad. Fix it all the way or leave it alone.
  • ThatHappyCat
    ThatHappyCat
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    All skills in this category should cost 2 Skill Slots.
    I'd like to point out that while weapon swapping responsiveness has been improved, there is still a delay (which is by design, more-or-less); and it does come into play in fast-paced situations: for example, if your Crushing Shock is on your off-bar, the time it takes to swap weapons could easily cost you the chance to interrupt your opponent.

    So no, weapon swapping does not mean we have the equivalent of one bar with 10 slots. Therefore, toggled skills only being active on the bar they are on does not equate to one skill taking up 2/10 slots.

    PS: You already have a similar thread in the Combat forums. I assume you made this one, with different wording in a different forum, because your previous thread garnered a negative response?
    Edited by ThatHappyCat on September 15, 2014 2:28PM
  • Nihil
    Nihil
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    All skills in this category should cost 2 Skill Slots.
    While some of those abilities gain the most benefit from being slotted on both bars none of them actually have to be ( closest I would say would be twilight due to the casting time). These abilities give a benefit beyond that of a normal ability as it doesn't need to be recast constantly if you choose to have it on both bars, this saves you mana in a long fight. The % decrease to your max magicka only has a major effect when you are at max in that resource, so really at the beginning of a fight.

    If they allowed a way to keep them active all the time this would give to many sorc's the ability to have a buff bar and then a combat bar.

    If you did like some people in the past suggested and make a special "buff" ability slot this still favors sorcs way to much. We could constantly have +800 armor if we choose with no real down fall (decrease in max magicka doesn't affect our dps, and I doubt most players go all the way back up to max during a fight).

    You could choose to treat each of the toggles as a short buff that needs to be recasted instead of thinking as "this should always be active". This is the player choice to have it on both bars, and they can be functional on one bar if you choose to build your spec in a way to make it so.
  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    I'd like to point out that while weapon swapping responsiveness has been improved, there is still a delay (which is by design, more-or-less); and it does come into play in fast-paced situations: for example, if your Crushing Shock if on your off-bar, the time it takes to swap weapons could easily cost you the chance to interrupt your opponent.

    So no, weapon swapping does not mean we have the equivalent of one bar with 10 slots. Therefore, toggled skills only being active on the bar it is on does not equate to one skill taking up 2/10 slots.

    PS: You already have a similar thread in the Combat forums. I assume you made this one, with biased wording, in a different forum, because your previous thread garnered a negative response?

    Instant Weapon Swap
    We’ve made changes to the way we cache textures for your alternate weapon that will allow you to swap weapons reliably and instantly. The previous delay when swapping has been reduced significantly, so swapping to your second ability set will be seamless and fast, making combat feel more responsive.

    I would say they made it as fast and reliable as they could at the time.

    I made this thread for it's own reason, and because many people wanted to know about the entire skill category. One is about a specific skill, this one is about the whole category. Statistically speaking I don't really consider a difference of 38 people a negative. Nor would I think it a positive either. What bias are you talking about? What is your objection to the polling questions? I spent a long time trying to make both questions as unbiased as I could. What you see is around the 10 iteration of them. Please leave your baseless accusations about me where they belong.
    Edited by Armitas on September 15, 2014 2:46PM
    Retired.
    Nord mDK
  • redsteelb16_ESO
    1 Skill should cost 1 Skill Slot
    I could see some sorcerer builds being very boring if Mage light, Bound Armour and the summon pets toggle off if you change weapons. You only get 5 slots per weapon...so that would mean to keep them active consistently (using 2 slots) the player would only have 1 or 2 slots for an active ability.

    It maybe more fun if these abilities had an active ability (that can only be activated when on that bar) where most of the power of that ability comes from and a passive ability that is present even when on the other bar.

    Example:
    * The Clannfear will only charge (or tail swipe) at the target on activation, but passively keeps doing some damage.
    * Mage light will give the critical boost on activation (sending the ball of light towards the enemy) but passively keeps revealing hidden enemies even when switching weapons
  • OrangeTheCat
    OrangeTheCat
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    I just want to see the results.

    ... Snip...

    PS: You already have a similar thread in the Combat forums. I assume you made this one, with different wording in a different forum, because your previous thread garnered a negative response?

    Yeah, it seems he did. It was wrong then, it's wrong now. Like I said, silly poll.

  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    Nihil wrote: »
    While some of those abilities gain the most benefit from being slotted on both bars none of them actually have to be ( closest I would say would be twilight due to the casting time). These abilities give a benefit beyond that of a normal ability as it doesn't need to be recast constantly if you choose to have it on both bars, this saves you mana in a long fight. The % decrease to your max magicka only has a major effect when you are at max in that resource, so really at the beginning of a fight.

    If they allowed a way to keep them active all the time this would give to many sorc's the ability to have a buff bar and then a combat bar.

    If you did like some people in the past suggested and make a special "buff" ability slot this still favors sorcs way to much. We could constantly have +800 armor if we choose with no real down fall (decrease in max magicka doesn't affect our dps, and I doubt most players go all the way back up to max during a fight).

    You could choose to treat each of the toggles as a short buff that needs to be recasted instead of thinking as "this should always be active". This is the player choice to have it on both bars, and they can be functional on one bar if you choose to build your spec in a way to make it so.

    I have a DK and I have a buff bar right now. Evil hunter, igneous weapons, frag shield, razor armor, rapid regen.

    Reducing max magicka by 10% does reduce your dps...with the exception of stamina abilities. That is around 250 magicka and a lot of damage and resource loss. As for going up to max during a fight, remember that the warlock set, which is pretty much an eso staple set, returns a portion of max magicka.

    Retired.
    Nord mDK
  • ThatHappyCat
    ThatHappyCat
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    All skills in this category should cost 2 Skill Slots.
    Armitas wrote: »
    Reducing max magicka by 10% does reduce your dps...

    It doesn't. Your maximum magicka is not reduced for calculating the power of magicka-based skills. Likewise, Magicka Flood's effect is not reduced by having magicka-reserving skills active.

  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    Armitas wrote: »
    Reducing max magicka by 10% does reduce your dps...

    It doesn't. Your maximum magicka is not reduced for calculating the power of magicka-based skills. Likewise, Magicka Flood's effect is not reduced by having magicka-reserving skills active.

    I did not know that.
    Retired.
    Nord mDK
  • mousekime111rwb17_ESO
    All skills in this category should cost 2 Skill Slots.
    Okay, so slot bound armor magelight - restoring matriarch volatile familiar and overcharge on one weapon - have them all active and have a full slough of abilities on the other with 0 opportunity cost. This has a few balance issues associated.
  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    Okay, so slot bound armor magelight - restoring matriarch volatile familiar and overcharge on one weapon - have them all active and have a full slough of abilities on the other with 0 opportunity cost. This has a few balance issues associated.

    As stated, this poll is focusing on the concept, and assuming a maximal fix. A maximal fix is one that would not include imbalance.
    Edited by Armitas on September 15, 2014 2:56PM
    Retired.
    Nord mDK
  • Nylan
    Nylan
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    I just want to see the results.
    working as intended, thank you for playing ESO.
  • Nihil
    Nihil
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    All skills in this category should cost 2 Skill Slots.
    Armitas wrote: »
    Nihil wrote: »
    While some of those abilities gain the most benefit from being slotted on both bars none of them actually have to be ( closest I would say would be twilight due to the casting time). These abilities give a benefit beyond that of a normal ability as it doesn't need to be recast constantly if you choose to have it on both bars, this saves you mana in a long fight. The % decrease to your max magicka only has a major effect when you are at max in that resource, so really at the beginning of a fight.

    If they allowed a way to keep them active all the time this would give to many sorc's the ability to have a buff bar and then a combat bar.

    If you did like some people in the past suggested and make a special "buff" ability slot this still favors sorcs way to much. We could constantly have +800 armor if we choose with no real down fall (decrease in max magicka doesn't affect our dps, and I doubt most players go all the way back up to max during a fight).

    You could choose to treat each of the toggles as a short buff that needs to be recasted instead of thinking as "this should always be active". This is the player choice to have it on both bars, and they can be functional on one bar if you choose to build your spec in a way to make it so.

    I have a DK and I have a buff bar right now. Evil hunter, igneous weapons, frag shield, razor armor, rapid regen.

    It would be different with a sorc, if I wanted to have a bar full of toggles, I would have clanfaer/unstable familiar, Winged twilight, bound armor, and mage light with crit surge, keep other bar for my attacks and I will have amazing defense, two other pets attacking ( one providing me with mana regen), and 20 % more crit, never using mana to recast them.
    Armitas wrote: »
    Armitas wrote: »
    Reducing max magicka by 10% does reduce your dps...

    It doesn't. Your maximum magicka is not reduced for calculating the power of magicka-based skills. Likewise, Magicka Flood's effect is not reduced by having magicka-reserving skills active.

    I did not know that.

    Yea this was misleading when I first read the ability before the game came out so it was the first thing I tested. This makes the loss of max magicka not as detrimental as people play it up to be. I have a build I am going to be testing with the necropotence set for a healer that capitalizes on this.
  • mousekime111rwb17_ESO
    All skills in this category should cost 2 Skill Slots.
    Armitas wrote: »
    Okay, so slot bound armor magelight - restoring matriarch volatile familiar and overcharge on one weapon - have them all active and have a full slough of abilities on the other with 0 opportunity cost. This has a few balance issues associated.

    As stated, this poll is focusing on the concept, and assuming a maximal fix. A maximal fix is one that would not include imbalance.
    A maximal fix would result in either requiring equal strength toggles accessible to every class and build, or completely neutering or removing toggles - both reduce viable builds compared to live.
  • dennissomb16_ESO
    dennissomb16_ESO
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    All skills in this category should cost 2 Skill Slots.
    They are skills, like every other class skill. You want to use them they need to be on the bar. I have mage light on 2 bars because the 20% crit chance seems worth it to me. Like every skill I have to balance having/not having it on my bar
  • Armitas
    Armitas
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    1 Skill should cost 1 Skill Slot
    Nihil wrote: »
    Armitas wrote: »
    Nihil wrote: »
    While some of those abilities gain the most benefit from being slotted on both bars none of them actually have to be ( closest I would say would be twilight due to the casting time). These abilities give a benefit beyond that of a normal ability as it doesn't need to be recast constantly if you choose to have it on both bars, this saves you mana in a long fight. The % decrease to your max magicka only has a major effect when you are at max in that resource, so really at the beginning of a fight.

    If they allowed a way to keep them active all the time this would give to many sorc's the ability to have a buff bar and then a combat bar.

    If you did like some people in the past suggested and make a special "buff" ability slot this still favors sorcs way to much. We could constantly have +800 armor if we choose with no real down fall (decrease in max magicka doesn't affect our dps, and I doubt most players go all the way back up to max during a fight).

    You could choose to treat each of the toggles as a short buff that needs to be recasted instead of thinking as "this should always be active". This is the player choice to have it on both bars, and they can be functional on one bar if you choose to build your spec in a way to make it so.

    I have a DK and I have a buff bar right now. Evil hunter, igneous weapons, frag shield, razor armor, rapid regen.

    It would be different with a sorc, if I wanted to have a bar full of toggles, I would have clanfaer/unstable familiar, Winged twilight, bound armor, and mage light with crit surge, keep other bar for my attacks and I will have amazing defense, two other pets attacking ( one providing me with mana regen), and 20 % more crit, never using mana to recast them.
    Armitas wrote: »
    Armitas wrote: »
    Reducing max magicka by 10% does reduce your dps...

    It doesn't. Your maximum magicka is not reduced for calculating the power of magicka-based skills. Likewise, Magicka Flood's effect is not reduced by having magicka-reserving skills active.

    I did not know that.

    Yea this was misleading when I first read the ability before the game came out so it was the first thing I tested. This makes the loss of max magicka not as detrimental as people play it up to be. I have a build I am going to be testing with the necropotence set for a healer that capitalizes on this.

    While this poll does assume a maximal fix which would entail balance, because this is an interesting and good point let me say something to just it. If we were to go with just making it cost 1 skill slot, (not assuming a maximal fix but just altering that one aspect) then I agree this is imbalanced. On the surface though I think it would be close to in line if max magicka reduction worked the way I thought it did when I was mistaken about it.

    What are your thoughts on it if it was the case that max magicka worked like I thought it did? Somewhere close or still far out?
    Edited by Armitas on September 15, 2014 3:06PM
    Retired.
    Nord mDK
  • Ourorboros
    Ourorboros
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    All skills in this category should cost 2 Skill Slots.
    Armitas wrote: »
    Ourorboros wrote: »

    No matter how you want to frame the argument, you are essentially looking for a way to make the game easier and get around game design. Have as many polls as you want, I don't see ZOS giving ground on this, and don't believe they should.
    That is a baseless accusation about me. I am looking for the flaw to be removed because I believe that 1 skill should cost 1 skill slot. Even though I don't even have a sorc I don't think 60% of one of their 3 lines should cost 2 slots each along with an innate penalty.

    Hardly baseless, since you created this poll. I will admit I make an assumption about your motives. Only you can speak to those. I can say that I interpret your poll and comments about the skill bar seem to want to make the game easier. I doubt I am the only one who sees it that way. That's the nature of posting, versus a conversation. Very easy to misinterpret and be misinterpreted.
    As far as removing a 'flaw', it may be your opinion, but ZOS will disagree with you.
    Edited by Ourorboros on September 15, 2014 3:07PM
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
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    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • redsteelb16_ESO
    1 Skill should cost 1 Skill Slot
    If I could I would change my vote to "I just want to see the results." ,

    Just because casters that have a heavy focus on pets tend to be weaker anyways (from my experience from another game) , so if you are using both pets then (and other abilities) then there should be some sort of sacrifice, which would also be your utility to do other active abilities. Also I doubt they intended you to be making use of all these abilities concurrently anyways.
  • Nihil
    Nihil
    ✭✭✭
    All skills in this category should cost 2 Skill Slots.
    Armitas wrote: »
    Nihil wrote: »
    Armitas wrote: »
    Nihil wrote: »
    While some of those abilities gain the most benefit from being slotted on both bars none of them actually have to be ( closest I would say would be twilight due to the casting time). These abilities give a benefit beyond that of a normal ability as it doesn't need to be recast constantly if you choose to have it on both bars, this saves you mana in a long fight. The % decrease to your max magicka only has a major effect when you are at max in that resource, so really at the beginning of a fight.

    If they allowed a way to keep them active all the time this would give to many sorc's the ability to have a buff bar and then a combat bar.

    If you did like some people in the past suggested and make a special "buff" ability slot this still favors sorcs way to much. We could constantly have +800 armor if we choose with no real down fall (decrease in max magicka doesn't affect our dps, and I doubt most players go all the way back up to max during a fight).

    You could choose to treat each of the toggles as a short buff that needs to be recasted instead of thinking as "this should always be active". This is the player choice to have it on both bars, and they can be functional on one bar if you choose to build your spec in a way to make it so.

    I have a DK and I have a buff bar right now. Evil hunter, igneous weapons, frag shield, razor armor, rapid regen.

    It would be different with a sorc, if I wanted to have a bar full of toggles, I would have clanfaer/unstable familiar, Winged twilight, bound armor, and mage light with crit surge, keep other bar for my attacks and I will have amazing defense, two other pets attacking ( one providing me with mana regen), and 20 % more crit, never using mana to recast them.
    Armitas wrote: »
    Armitas wrote: »
    Reducing max magicka by 10% does reduce your dps...

    It doesn't. Your maximum magicka is not reduced for calculating the power of magicka-based skills. Likewise, Magicka Flood's effect is not reduced by having magicka-reserving skills active.

    I did not know that.

    Yea this was misleading when I first read the ability before the game came out so it was the first thing I tested. This makes the loss of max magicka not as detrimental as people play it up to be. I have a build I am going to be testing with the necropotence set for a healer that capitalizes on this.

    While this poll does assume a maximal fix which would entail balance, because this is an interesting point let me say something to just it. If we were to go with just making it cost 1 skill slot, (not assuming a maximal fix but altering that one thing) then I agree this is imbalanced. On the surface though I think it would be close to in line if max magicka reduction worked the way I thought it did when I was mistaken about it.

    If it did work like that, then I might agree ( I would have to test it out to see how it actually worked in practice, and if melee builds would then be able to abuse it). I sadly can't think of anyway to make it a maximal fix as it currently is in game. The abilities them self all have amazing strengths depending on the build that could justify them having two slots, and unless you nerf the abilities drastically it would be very strong to allow it to only be one slot skill.
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    1 Skill should cost 1 Skill Slot
    Ourorboros wrote: »
    Armitas wrote: »
    Ourorboros wrote: »

    No matter how you want to frame the argument, you are essentially looking for a way to make the game easier and get around game design. Have as many polls as you want, I don't see ZOS giving ground on this, and don't believe they should.
    That is a baseless accusation about me. I am looking for the flaw to be removed because I believe that 1 skill should cost 1 skill slot. Even though I don't even have a sorc I don't think 60% of one of their 3 lines should cost 2 slots each along with an innate penalty.

    Hardly baseless, since you created this poll. I will admit I make an assumption about your motives. Only you can speak to those. I can say that I interpret your poll and comments about the skill bar seem to want to make the game easier. I doubt I am the only one who sees it that way. That's the nature of posting, versus a conversation. Very easy to misinterpret and be misinterpreted.

    Me creating a poll does not lead to the conclusion that I want the game to be easier and get around game design. That is non sequitur.

    While some assumptions are necessary many are not. The premise with the least assumptions is prefered. You would be wrong in your assumption in this case. I have voted in the polls about adding more skill slots, I voted against it. I have voted or commented on many of the threads asking for difficulty reduction, I voted against it. I have also commented many times that I want a difficult option because I find the game too easy. I don't want the game to be easier, I want it's systems to make sense. Having a familiar become offended and quit because a different weapon is in your hand just doesn't make sense.
    Edited by Armitas on September 15, 2014 3:22PM
    Retired.
    Nord mDK
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