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Please allow a longer ability hot bar!

  • Wolfenbelle
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    This is a new and original post.

    The limited actionbar is there to teach you how to do exactly what you aren't doing: use strategy. This is not WoW. This is not a game where you set up a "rotation". Certain abilities synergize well with others, and certain abilities are better in certain situations. But there's a lot of flexibility within every class/skill set.

    Stop trying to set up your bars as though you're playing a different game, and you'll find that it's very easy to create an effective build.

    Please don't do this. Don't be snarky to someone with a legitimate issue. After having read the forum for months, I know the majority attitude here seems to be as you stated, but that is your OPINION. It is not fact. And the way people with your point of view try to force that opinion on others is to put them down.

    In my opinion and, yes, the opinions of numerous other players I've talked to about the skill bars, five slots per bar is way too restrictive. So restrictive that there truly is no way to use strategy because there are key skills within class and weapon lines that everyone uses. There isn't enough room on the bar to be truly creative.

    I offer just a single example, Magelight, one of several toggle skills in the game. In PvP, if you want to have a chance to reveal hidden enemies, you need Magelight or one of its morphs. You ideally need it on both bars because you can't afford to switch weapons and go blind in some situations. But Magelight doesn't really do anything for you other than reveal hidden enemies who are close by. It does up your crit stat, but with most people wearing impen in PvP, that doesn't help you much, if at all. So essentially you lose one offensive slot because you need that defensive skill that everyone uses. What's so strategic about that?

  • TehMagnus
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    BBSooner wrote: »
    magnusnet wrote: »
    BBSooner wrote: »
    magnusnet wrote: »
    magnusnet wrote: »
    magnusnet wrote: »
    This is a new and original post.

    The limited actionbar is there to teach you how to do exactly what you aren't doing: use strategy. This is not WoW. This is not a game where you set up a "rotation". Certain abilities synergize well with others, and certain abilities are better in certain situations. But there's a lot of flexibility within every class/skill set.

    Stop trying to set up your bars as though you're playing a different game, and you'll find that it's very easy to create an effective build.

    Actually this is a game where you set up a rotation, just like any other game out there.

    Even though you wouldn't know about such things since you measure DPS by: "MM am I killing this fast enough for my taste", please don't speak nonesence like it's well established facts and when you actually are clueless on the subject.

    @Soulborn_Solitude : It sucks, it's done like this because players nowadays crave easy games and more than 5 keys to push is too hard for them, moreover, the game was ported to console and 5 buttons is about the max you can have in a controller without pushing multiple buttons.

    Best way to go is to use addons like Wykkyd's outfiter or Alpha tools (if you can get someone who has it to send you the file), prep your different builds in advance and then load them with numpad keys between fights. It's sadly useless to argue about the action bar in forums, most of those players who crave easy games roam the forums and the subject has been discussed countless times and will likely not get addressed.

    I don't have anything resembling a "rotation" for DPS. I have key abilities I rely on for damage, and buffs/debuffs that I try to keep applied throughout the fight. But depending on the fight, I may be switching from ranged to melee, AoE to single-target, changing ultimates to suit the fight, etc. Nothing like a "1, 2, 3, 4" rotation that you see in games with that kind of play.

    Case in point: Yesterday, for the DSC Veteran Pledge, I had been running with my bow bar set to mostly be used for AoE and execution (Impale). However, the last boss pretty much requires DPS to stay at range, so I changed my bars up: I threw Focused Aim on my ranged bar, and switched my ultimate to Soul Assault. I changed my melee bar to mostly be AoE-focused for the adds, and I changed the ultimate to Soul Harvest to build up ultimate more quickly on those kills.

    Again, this is a design choice. It has nothing to do with making things easier for players. Indeed, if one actually reads the threads on the subject, it makes things a bit harder for them. If I wanted easy, I'd be playing a game where someone has literally written a guide for exactly which abilities to use in which order for your class, because it's the only way to be effective.

    There are guides for every class describing exactly what abilities to use to be effective. You can't talk about effectiveness and not needing a rotation when you're talking about dungeons, all you need to clear that content is a decent tank and a decent healer and the DPS could take 2h to kill every boss for all they like spamming AOE abilities to single target DPS (I've sadly seen it happen). ESO is in fact one of the easiest MMORPGS on the market and sure as hell 100x easier than morrowind was or even oblivion. As far as dumbing down the game and simplification goes, it's right on par with Skyrim tho.

    In order to clear the only hard content the game has to offer which is Santcum and VDSA, you need rotations, you need specific tactics or you will just not pull enough DPS to do it and hit the enrage timers. Before level/attribute points increase made them easy, it was the same for AA and Hel Ra. If you didn't have a rotation, you wouldn't clear the content (unless you're getting carried). Even before that, before they nerfed VR Ranks, you actually needed more than just a couple of skills synergysing to be able to clear the content, but that was too much for players who spent 50 levels rolling their heads on the keyboard to just pew pew mobs, even with 5 skills slotted.

    Outside of those two contents, you can just run with 10 skills in your two bars to have enough to clear almost all of the content of the game without breaking a sweat and without needing to change bars, as long as you choose them well and you use a simple rotation.

    The people who clear the few hard contents the game has to offer have many different setups, sometimes even different gear depending on the boss or the trash they are killing. And for most of them, all they do is push one binded key to just swap everything in a couple of seconds and they ALL use rotations when DPSing to be able to pull enough DPS to kill the boss in time.

    If there where more slots to put skills on you just wouldn't need to swap bars between fights nor have to rely on addons to do things quickly which in the end only advantages people using those addons and removes any hope for casual players or people who don't like addons to actually be competitive in the game. This is even more true nowadays after Alpha Tools addon was discontinued and you got players who have the latest version and keep using it whereas others can't download it from ESOUI anymore because the addon maker decided to remove the addon and keep it for his friends.

    As for the "design choice" excuse, it's nonsense that nobody buys anymore. The game was made thinking for console, every single UI element proves it, such as the 5 skills limitation and the continuous dumbing down on the franchise which is what console players like.

    Complete and utter bull.

    This had nothing to do with consoles. Players don't use rotations (rotations are only used in games where abilities have cooldowns). And comparing the difficulty to a single-player game that let you pause and swap out abilities at any point is completely ridiculous.

    Your dislike of the system does not make it broken or something for players who aren't as good as you. It just makes it a system that you have spent woefully little time thinking about from a design perspective.

    As for players not using rotations, using the same exact sequence of skills and starting over that sequence once it's done over and over again until the boss dies, is called a rotation, and any decent player that has the slightest clue as to what he is doing and what is going on in the game does that in ESO, whether that is applying DOTs then spamming an ability with attacks in the middle until the dots need to be refreshed or more complex rotations that require ~20 key presses (including weaving) in the correct order while weapon swapping in the middle to achieve a perfect rotation and maximize damage.

    .

    If you want to call it a rotation that's fine ... though the bolded is what makes it not a rotation at all.

    if you know you can only do CS 3x before switching bar to reapply DOTs it's still a rotation. In no way do you need ability CD to call it a rotation.

    I disagree, spamming a filler between buffs/debuffs is not a rotation.

    Lol, dunno how you call it then, when you're doing Medium Attack => Engulfing => MA => Unstable => MA => Crushing Shock => MA => CS =>MA => CS => MA => Engulfing => MA => Unstable => MA => CS => MA => CS...

    Over and Over again, it's actually called a rotation of skills pushed in the same order over and over again. Just because you use one 3 times in a row in your rotation, it's still the same principle of a rotation which is executing a set of skills in a predetermined order and then starting over.
    Edited by TehMagnus on January 13, 2015 4:18PM
  • Iselin
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    I tend to agree.

    I've been playing this game for a long time - it's my goto and favorite MMO by far but the limited number of skills coupled with the need to have some abilities (magelight above is the perfect example and so are the two pets for those poor deluded sorcerers who still think they are worthwhile :)) in both bars and the awkward potion wheel that makes using more than one type of potion in a fight a pain, really drive the point home.

    2 or 3 potion slots, 2 or 3 more ability slots and losing the requirement to have pets and magelight in both bars are all needed changes.

    And they're changes that would do no harm to the generally great concept of needing to make decisions about what abilities to slot.

    And it has nothing to do with WOW nor being more skillful nor being better at making builds... it's just plain too limited as it currently is.
  • TehMagnus
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    Iselin wrote: »
    I tend to agree.

    I've been playing this game for a long time - it's my goto and favorite MMO by far but the limited number of skills coupled with the need to have some abilities (magelight above is the perfect example and so are the two pets for those poor deluded sorcerers who still think they are worthwhile :)) in both bars and the awkward potion wheel that makes using more than one type of potion in a fight a pain, really drive the point home.

    2 or 3 potion slots, 2 or 3 more ability slots and losing the requirement to have pets and magelight in both bars are all needed changes.

    And they're changes that would do no harm to the generally great concept of needing to make decisions about what abilities to slot.

    And it has nothing to do with WOW nor being more skillful nor being better at making builds... it's just plain too limited as it currently is.

    Yeah but if you add more, then you don't have enough buttons in an XBOX or PS controller or you have to make people push two buttons at the same time which is just too hard :).
  • HBK
    HBK
    10 slots (plus 2 ultimates) is fine.

    Summoning skills *not* taking up two slots would be nice however.
  • olsborg
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    Skills/Spells that are toggle(able) shouldnt need to take up a slot on both bars, one would be enough imo.

    PC EU
    PvP only
  • Iselin
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    magnusnet wrote: »
    Iselin wrote: »
    I tend to agree.

    I've been playing this game for a long time - it's my goto and favorite MMO by far but the limited number of skills coupled with the need to have some abilities (magelight above is the perfect example and so are the two pets for those poor deluded sorcerers who still think they are worthwhile :)) in both bars and the awkward potion wheel that makes using more than one type of potion in a fight a pain, really drive the point home.

    2 or 3 potion slots, 2 or 3 more ability slots and losing the requirement to have pets and magelight in both bars are all needed changes.

    And they're changes that would do no harm to the generally great concept of needing to make decisions about what abilities to slot.

    And it has nothing to do with WOW nor being more skillful nor being better at making builds... it's just plain too limited as it currently is.

    Yeah but if you add more, then you don't have enough buttons in an XBOX or PS controller or you have to make people push two buttons at the same time which is just too hard :).

    My PS4 controller has 16 buttons :)
  • Palidon
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    I could see one more skill slot added or give the option to use the ultimate skill slot as a regular skill slot choice.
  • pmn100b16_ESO
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    The limited skill slots is the reason WHY we have diverse builds. The more slots you get, the more similar the build types will become.
  • Razzak
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    The limited skill slots is the reason WHY we have diverse builds. The more slots you get, the more similar the build types will become.

    Sadly, I don't think that is what ESO is about right now. I admit, I don't know what players are indeed using, but I think it's safe to say there isnt as much of diversity as the principle of having less skills, would apply. After all, this is not some carneval where any kind of outfit is as good as the next one. It's about being, if not the best, but at least good enough. And that means using FOTM skills and builds for a lot of players. If this lot constitutes majority or not, is a mistery, but I don't believe they are in a minority.
    So, yes, it should encourage more diverse builds, but it probably happens only when a player is learning about skills. Once that's done, you get the same or similar conclusions about skills that are good and those that are not. So, which ones do you use currently?
  • Tankqull
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    HBK wrote: »
    10 slots (plus 2 ultimates) is fine.

    Summoning skills *not* taking up two slots would be nice however.

    jep give us the option to merge the two 5+1 bars into one 10 +2 would solve all problems.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • pmn100b16_ESO
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    Razzak wrote: »
    The limited skill slots is the reason WHY we have diverse builds. The more slots you get, the more similar the build types will become.

    Sadly, I don't think that is what ESO is about right now. I admit, I don't know what players are indeed using, but I think it's safe to say there isnt as much of diversity as the principle of having less skills, would apply. After all, this is not some carneval where any kind of outfit is as good as the next one. It's about being, if not the best, but at least good enough. And that means using FOTM skills and builds for a lot of players. If this lot constitutes majority or not, is a mistery, but I don't believe they are in a minority.
    So, yes, it should encourage more diverse builds, but it probably happens only when a player is learning about skills. Once that's done, you get the same or similar conclusions about skills that are good and those that are not. So, which ones do you use currently?

    I mainly play pvp and I know a lot of NB magicka builds like mine, some the same, others with 1 or 2 different skills slotted. If we got a 6th skill slot, these two different builds would become the same, because we'd both choose the extra 1 or 2 skills the other build uses. That's an example of the narrowing of build diversity that would come with extra slots.
  • UrQuan
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    The limited skill slots are a good thing, and force you to think about your setup a lot more. It's actually the opposite of dumbing it down or making the game easier. The more slots you have available the less you have to strategize, the less you have to come up with a good build, and the less you have to think.

    Personally, depending on the character and what type of content I'm doing I'll usually have 1 bar for buffs and 1 bar for fighting, or 1 bar for general use and 1 bar for leveling skills, or 1 bar for range and 1 bar for melee. Depending on what I'm about to do, sometimes I'll swap out certain abilities. I know I'm about to face a lot of undead or daedra? Well I'll swap out one of my skills for Silver Shards. I'm about to do a public dungeon? Well I'll swap out single target skills for AoEs and/or crowd control.

    The other reason why it would be a bad idea to add more skill slots is that a number of skills and passives are balanced around the limited number of skill slots. For example: there's a DK passive that boosts your health regeneration by a certain percentage for each dragon ability slotted. More slots means you can have more dragon abilities on your bar, and this passive is suddenly more powerful.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • Harleyquincey
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    Ah you would be surprised at how different setups can be. Sure, you'll have your 08/15 Crushing Shock build lookalikes. But let's take my good old friend Cinder Storm. I'm a tank so if I go to dungeons for example, I try to exert control over the battlefield and, if possible, add some damage. Until Deltia picked it up, I was more or less seemingly alone with using it, after he has been using it, I've seen it pop up somewhat more often. It's funny to me since the skill, if used proper, really is amazingly versatile (slows down enemies and is a DoT and even affects enemies stumbling into it, for example after being taunted and dragged through it).

    There are other skills like this which are used only by a few or some players and that's really what makes it so wonderful. While as a DK Tank, I'd make an assumption that around 90% will be using Green Dragon Blood and Choking Talons, the question is: what else? And what's on the second bar?

    For me, I've found I like to put AoE DPS on my 2nd bar with Destro Staff skills, others prefer to have even more tanking skills on it - I see myself more as a Tank with CC/Buff/Debuff Abilities, not so much as a sheer Tank and it's working wonderful for me while other setups work wonderful for others.

    Right now I am leveling some so-far-unused skills just for the scenario they might get changed plus I am looking into other builds just to try out something new because.. why not? :)

    So I really adore the idea of the limited skillbars and I bet a lot of research went into the amount of skills they would allow because to me it always feels "just right" and I have to exchange skills for different fights but not my playstyle - sometimes I need Circle of Protections, other times it's Cinder Storm, other times it's Molten Armaments e.g.

    One thing I'd really like to give as general advice - do try to have and develop an offspec, it really helps you tremendously not to simply focus on single target melee damage for example but to maybe add some ranged AoE or even go off-Tank or off-Healer, this allows you to be much more of an asset to raiding (as long as you don't neglect your primary role for it).

    With 260+ skillpoints fairly easily achievable, there is simply no reason not to try out funky stuff either :)

    Have fun and try juggling things around, maybe the next discovery of an epic combination will indeed be yours.
    EU Server
    Clavius Lydoris Probus - Imperial Dragonknight Tank
    Co-Founder of [Black Manticore Brigade]
    Proud member of [Sigma Draconis] and [House Zar]
  • Razzak
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    Razzak wrote: »
    The limited skill slots is the reason WHY we have diverse builds. The more slots you get, the more similar the build types will become.

    Sadly, I don't think that is what ESO is about right now. I admit, I don't know what players are indeed using, but I think it's safe to say there isnt as much of diversity as the principle of having less skills, would apply. After all, this is not some carneval where any kind of outfit is as good as the next one. It's about being, if not the best, but at least good enough. And that means using FOTM skills and builds for a lot of players. If this lot constitutes majority or not, is a mistery, but I don't believe they are in a minority.
    So, yes, it should encourage more diverse builds, but it probably happens only when a player is learning about skills. Once that's done, you get the same or similar conclusions about skills that are good and those that are not. So, which ones do you use currently?

    I mainly play pvp and I know a lot of NB magicka builds like mine, some the same, others with 1 or 2 different skills slotted. If we got a 6th skill slot, these two different builds would become the same, because we'd both choose the extra 1 or 2 skills the other build uses. That's an example of the narrowing of build diversity that would come with extra slots.

    But that's exactly it. Considering the amount of skills we have to choose from, a diversity would be having all or almost all of the skills different across several players. Having 1 or 2 different might be more of a personal preference to be different, but at the same time you can't indulge yourself in having a completely different skills as you would handicap yourself.
    Would larger skill bar help with that? I honestly don't know, but I think it would offer more variety of different builds. We would still use FOTM skills and builds, but we might have more of them to choose from.
  • Iselin
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    UrQuan wrote: »
    The limited skill slots are a good thing, and force you to think about your setup a lot more. It's actually the opposite of dumbing it down or making the game easier. The more slots you have available the less you have to strategize, the less you have to come up with a good build, and the less you have to think.

    Personally, depending on the character and what type of content I'm doing I'll usually have 1 bar for buffs and 1 bar for fighting, or 1 bar for general use and 1 bar for leveling skills, or 1 bar for range and 1 bar for melee. Depending on what I'm about to do, sometimes I'll swap out certain abilities. I know I'm about to face a lot of undead or daedra? Well I'll swap out one of my skills for Silver Shards. I'm about to do a public dungeon? Well I'll swap out single target skills for AoEs and/or crowd control.

    The other reason why it would be a bad idea to add more skill slots is that a number of skills and passives are balanced around the limited number of skill slots. For example: there's a DK passive that boosts your health regeneration by a certain percentage for each dragon ability slotted. More slots means you can have more dragon abilities on your bar, and this passive is suddenly more powerful.

    But why is 10 + 2 the magic number? Is there some numerological deeper meaning I'm missing? Why can't all the good things that are said about 10+2 not also be said about 12 +2 or 14 +2?

    Everyone has access to 50+ abilities with more coming soon. Is slotting up to 20% of them inherently that much better than 24% or 28%? How about when the Thieve's Guild and Dark Brotherhood come in? If 20% is the right amount, wouldn't that make it 12 instead of 10 when we have 60 to choose from?

    As far as the passives that work of x# of abilities slotted... seems like a dirt simple tweak to me to modify them for 6 or 7 abilities instead of 5 and produce the same result.

  • Rohaus
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    I love the way the game is configured now in terms of the skillbar limitation on how many skills you can actually use. This makes it so that you need to plan and strategize before fighting... especially in PvP.

    Now, I do wish there was a built in-game way to easily adjust, on the fly, what skills are present instead of having to open my skill bar and place skills for the desired effect. Obviously there are skills better suited for zerg PvP vs. single target... and so I find myself swapping abilities depending on what my organized group is doing.
    YouTube channel Rohaus Lives!
    Daggerfall Covenant
    VR16 DragonKnight
  • ArconSeptim
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    This is Elder Scrolls game, I don't want it to become LOTRO or those MMOs with manga oriented hotbars with hundreds of spells which most of them you don't use.
  • facemace
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    I understand the reason for the limit, and generally agree with it, but as others have mentioned it basically makes pets and toggle abilities unusable. FFS, you should not be required to use 4 of your 10 non ulti slots just to have a pet and bound armor.

    It makes too many abilities completely invalid possibilities regardless of build.
  • UrQuan
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    Iselin wrote: »
    As far as the passives that work of x# of abilities slotted... seems like a dirt simple tweak to me to modify them for 6 or 7 abilities instead of 5 and produce the same result.
    It's not though. You want those passives to be worthwhile for people who only slot 1 or 2 skills that they're based off, while not being overpowered for people who slot all of the abilities it's based off that they can fit in their bar. Using the DK passive as an example, currently you can slot all of the abilities that it scales off of in order to maximize it, but in order to do so you're then severely limiting yourself, because you can't slot anything else. With even a single slot more, that limitation is vastly reduced.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • Nestor
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    But Magelight doesn't really do anything for you other than reveal hidden enemies who are close by. It does up your crit stat, but with most people wearing impen in PvP

    Impenetrable is for Critical Melee Strikes, not Spell Critical. As far as I can tell.

    Here is the main reason why the bar should stay the way it is at 5+1. Any skills on the bar are increased by playing the game. If you add more skills to the bar, then you will have a situation where you max out your character's skills before you max out your character. Now we reach the maxes all about the same time, max skills, max attributes and max skill points.

    They would have to dramatically lower the skill progressions to make this happen to keep progression balanced. I for one would hate that because more skills that are not progressed does not make up for fewer skills that are developed. It would not make you any better at the game.



    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • facemace
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    Since when is impenetrable not also for spell critical?
  • Dreyloch
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    Dracane wrote: »
    I myself have never played any other MMOs before and am not infulenced by any other games. So I am not used to have 30 slots or however.

    And I still think, 5 slots per bar is simply not enough. I don't want to be greedy and say, 6 slots per bar would be a really big help, without breaking ZoS' questionable system.

    1. It's not a questionable system. Everyone else has figured out how to build effective bars for each fight.
    2. You only want one extra slot now, but once you have that one, wouldn't it be great if you had just one more? Or another? The current setup is streamlined enough that it doesn't overload the screen, and it allows for a huge range of tactics simply in setting up your bar to work well for the given situation. If you aren't changing your bars when you go in to dungeon groups (and when you're going in to specific encounters), you're doing something wrong.

    Actually it's setup to work with consoles. Which being a PC game is totally the most stupid thing ever. Sorry, I want all my skills in front of me. If I'm going to be the most effective unit on a battlefield, why would I suddenly forget how to cast a spell or use a skill to kill someone? Makes no sense to me at all. This is what people are suggesting by saying "learn to play with your 10 skills only" It's BS.

    Don't even get me started on the quickslot PoS radial garbage this game employs. Most epic fail ever.

    "The fear of Death, is often worse than death itself"
  • Darkonflare15
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    Dreyloch wrote: »
    Dracane wrote: »
    I myself have never played any other MMOs before and am not infulenced by any other games. So I am not used to have 30 slots or however.

    And I still think, 5 slots per bar is simply not enough. I don't want to be greedy and say, 6 slots per bar would be a really big help, without breaking ZoS' questionable system.

    1. It's not a questionable system. Everyone else has figured out how to build effective bars for each fight.
    2. You only want one extra slot now, but once you have that one, wouldn't it be great if you had just one more? Or another? The current setup is streamlined enough that it doesn't overload the screen, and it allows for a huge range of tactics simply in setting up your bar to work well for the given situation. If you aren't changing your bars when you go in to dungeon groups (and when you're going in to specific encounters), you're doing something wrong.

    Actually it's setup to work with consoles. Which being a PC game is totally the most stupid thing ever. Sorry, I want all my skills in front of me. If I'm going to be the most effective unit on a battlefield, why would I suddenly forget how to cast a spell or use a skill to kill someone? Makes no sense to me at all. This is what people are suggesting by saying "learn to play with your 10 skills only" It's BS.

    Don't even get me started on the quickslot PoS radial garbage this game employs. Most epic fail ever.
    I prefer 2 combat bars with 5 skills and a ultimate because it feels nice with my mouse better. It more sufficient than a bar with multiple buttons which is not efficient for active combat that this game has.
  • grimsfield
    grimsfield
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    I like the hotbar exactly how it is.
  • Tankqull
    Tankqull
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    grimsfield wrote: »
    I like the hotbar exactly how it is.

    it sucks and with 1.6 probbably even more for some classes:
    1.6 Sorc PVE QB as versatile as never before....
    3b5rznw6.png
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Rescorla_ESO
    Rescorla_ESO
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    dharbert wrote: »
    Players have been getting on the PvP and Trial leaderboards, stomping end game content, and nuking pretty much anything and everything in their path since this game started. All with only 5 skills + 1 ultimate per bar.

    The system is just fine the way it is. Plan your build, learn what your skills and morphs do, and you can do the same things. If you make a mistake, or find that you don't like a particular skill or morph, then respec like everyone else and try something different.

    There is zero correlation between ranking high on the leaderboards and how many hotkeys are available on your action bar. If you are dual wielding, it doesn't take a rocket scientist to know Rapid Strikes is your highest damaging ability. If you are a dual wield NB, the large majority of your single target DPS comes from just two abilities: Rapid Strikes and Ambush. In an AOE situation, you can still get by just using two abilities (Steel a Tornado and Sap Essence).

    I raised this issue back in closed beta. The limited number of hotkeys on the action bar IMO actually dumbs down the gameplay because once you decide on what your build is you end up typically using the same 2-3 abilities over and over. There may be some strategy involved in deciding what abilities to put on the action bar, but not so much after that.

    Below is a compromise solution that has the side benefit of correcting the problem sorcerors have with losing their pets and Bound Armor when they weapon swap.

    FYI for those of you who never played Guild Wars 2, TESO's design for action bars and weapon swap pretty much copied how GW2 designed their game. The difference between the two games is that when you weapon swap, the only abilities that change are the weapon abilities. Each weapon type gave you 5 abilities. There were 5 other abilities on your action bar and those were all class abilities. The class abilities did not change when you weapon swapped. In total you had 15 abilities to choose from but only 10 at a time.

    Since TESO's action bar and weapon swap design were influenced by GW2's design, I would be perfectly fine with ZOS just outright 100% copying it.

    Your first 5 slots would always be your weapon abilities. Slots 6-9 would give you 4 class abilities. Slot 10 is where your Ultimate ability goes.

    This gives you 15 abilities you can use compared to the current 12. Since your class abilities do not change when you weapon swap, toggled abilities like sorceror pets, NB siphon strikes, Magelight would only take up one slot and would always stay active.



  • Tankqull
    Tankqull
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    Since TESO's action bar and weapon swap design were influenced by GW2's design, I would be perfectly fine with ZOS just outright 100% copying it.

    that doesent work either, with my chars i would be totally screwed that way as i´m only useing 1-2 weapon skills at all on my chars...

    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • liquid_wolf
    liquid_wolf
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    Don't Elder Scrolls Games usually only give you two slots? Right and Left Hand?
  • UrQuan
    UrQuan
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    Don't Elder Scrolls Games usually only give you two slots? Right and Left Hand?
    Yes, but in a single player game you can pause in the middle of combat in order to swap spells and such.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
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