Funny, I feel I have too many skills and do not have the coordination to constantly rotate between them so I find myself relying on a few specific skills so I don't become frustrated with too many options.
Ever play a TCG, like Magic: The Gathering? (Or maybe The Elder Scrolls: Legends?)
I look at this game and think of it like a TCG, where you’re limited to the number of cards (skills) you can have on the field, or in your hand, or in your deck. They continually add new cards to the game, but there’s still a limit to the number of cards you can use. Based on your preferred play style, you have to build your deck within those limitations and hope you picked the right combination to out-play your opponent.
ResTandRespeC wrote: »It'd be pretty tight if they could just rework some of the necessary buff skills like mages light, bound aegis, etc. as passives. Either that or give us a "utility slot" for a buff skill that keeps it active.
MLGProPlayer wrote: »We need less mandatory skills.
With a magicka character, I currently need a destruction staff ability (for Ancient Knowledge passive) and Inner Light (for the extra magicka and crit chance) on BOTH bars.
That leaves me with just 6/10 ability slots for everything else. Some classes can use destro ultimate to proc Ancient Knowledge, but not everyone (wardens are forced to double slot bear ult, for example).
I don't mind the limited ability slots. I just wish we'd be able to take full advantage of what we have.
munster1404 wrote: »Aren't gamepads responsible for the whole "lack of ability slots" issue?
It's great to see new skills being continuously added. I especially liked the thieve's and dark brotherhood passives (and story, and new lands, etc.).
The problem with adding more active skills (as with Summerset Isle) is that we're very limited on how many skills we can have on our skill bars. There is a de-facto limit to the number of skills in the game, regardless of how many new skills are created, because:
Various popular and traditional builds have well-known best-in-slot skills. There are too many must-have bonuses to allow for real flexibility. The only way around this is to add new skills that are outright superior, which would eliminate lower-tier skills from use and essentially erase them from the game.
It would be great if the game was truly designed to allow players to play the way they want, stylistically. In the old (I mean REALLY old) system, where we had soft caps, creating the character you really wanted, thematically, was much more possible while staying viable. Back then, min-maxing one type of attack or defense would make you the best at it, but only marginally so. The sacrifice of breadth of capability was real. Now, you need to hyper-specialize in being a "hybrid" character just to do something even remotely like that - including getting only certain type of bonuses and using certain full equipment sets. The very few "hybrid" equipment sets were just a band-aid fix to the loss of breadth in builds, ever since it became optimal to focus purely on one stat and attack type.
Maybe additional skill slots would allow more viable variety of builds, because you could make the character you really wanted while having the essential skills on the same bar (like major spell and major weapon crit). Maybe we need a third bar or weapon slot (not counting sorc's pseudo-third bard). Maybe we simply need soft caps again (or some type of diminishing return system on primary stats - just like with champion points). If I had to pick, it would be diminishing returns.
Funny, I feel I have too many skills and do not have the coordination to constantly rotate between them so I find myself relying on a few specific skills so I don't become frustrated with too many options.
It's great to see new skills being continuously added. I especially liked the thieve's and dark brotherhood passives (and story, and new lands, etc.).
The problem with adding more active skills (as with Summerset Isle) is that we're very limited on how many skills we can have on our skill bars. There is a de-facto limit to the number of skills in the game, regardless of how many new skills are created, because:
Various popular and traditional builds have well-known best-in-slot skills. There are too many must-have bonuses to allow for real flexibility. The only way around this is to add new skills that are outright superior, which would eliminate lower-tier skills from use and essentially erase them from the game.
It would be great if the game was truly designed to allow players to play the way they want, stylistically. In the old (I mean REALLY old) system, where we had soft caps, creating the character you really wanted, thematically, was much more possible while staying viable. Back then, min-maxing one type of attack or defense would make you the best at it, but only marginally so. The sacrifice of breadth of capability was real. Now, you need to hyper-specialize in being a "hybrid" character just to do something even remotely like that - including getting only certain type of bonuses and using certain full equipment sets. The very few "hybrid" equipment sets were just a band-aid fix to the loss of breadth in builds, ever since it became optimal to focus purely on one stat and attack type.
Maybe additional skill slots would allow more viable variety of builds, because you could make the character you really wanted while having the essential skills on the same bar (like major spell and major weapon crit). Maybe we need a third bar or weapon slot (not counting sorc's pseudo-third bard). Maybe we simply need soft caps again (or some type of diminishing return system on primary stats - just like with champion points). If I had to pick, it would be diminishing returns.