Scion_of_Yggdrasil wrote: »Revisiting and read through again... and had another crazy idea....
Why not get rid of pressing Right (on console) to switch quests (why? why do we even need that option?) and instead re-purpose that to switch weapons in general. Then you can have three weapons equipped/a third bar. Hitting left and right cycles between the 3 bars.
That would still require "skill" since you need to memorize which bar you're on and remember to switch the correct direction (left or right). As a healer, I could see myself fluking a switch and casting an offensive spell instead of a heal. Oh the thrill of accidentally putting lives at risk because you can't get your bars together... lol
Personally, I wish there could also be a way to have all weapons on your person at all times, but thats a cosmetic topic, unrelated to combat... just a thought (bow on back, daggers on hips, sword in hand, for example, and swapping out based on which is active).
GrumpyDuckling wrote: »Scion_of_Yggdrasil wrote: »Revisiting and read through again... and had another crazy idea....
Why not get rid of pressing Right (on console) to switch quests (why? why do we even need that option?) and instead re-purpose that to switch weapons in general. Then you can have three weapons equipped/a third bar. Hitting left and right cycles between the 3 bars.
That would still require "skill" since you need to memorize which bar you're on and remember to switch the correct direction (left or right). As a healer, I could see myself fluking a switch and casting an offensive spell instead of a heal. Oh the thrill of accidentally putting lives at risk because you can't get your bars together... lol
Personally, I wish there could also be a way to have all weapons on your person at all times, but thats a cosmetic topic, unrelated to combat... just a thought (bow on back, daggers on hips, sword in hand, for example, and swapping out based on which is active).
This is interesting. It would also increase in interest if ZOS moved away from attribute scaling and merged spell/weapon critical and spell/physical penetration together. I always thought it would be fun to have a hybrid build capable of adapting to multiple roles on the fly. It would be cool to be able to access OH/Shield, Bow, and Restoration staff on the fly (No matter who lies about which role in dungeon finder I could simply assume that role).
I played Everquest for some 10 odd years. In the end I think I had 40 odd hotbuttons on my screen if not more. Every expansion added more. It was ridiculous.
The limited amount of skills in ESO is one of the best things in this game.
Toc de Malsvi wrote: »One of the major issues I have had is how much they continue to add to universal talents and passives. If they want more diversity and interest they need to add more class and tree specific talents and passives.
Universal talents and passives fall largely into the state of either being too strong or weak. Too strong and everyone slots them, too weak and no one does. There is a small gap for situational use, but largely they are either over or under used.
I've played a LOT of other MMOs, and where ESO shines above all the rest is that combat isn't "autoattack, stand still, and play your number and function keys like a piano".
Swapping weapons feels like a cheap way out. Not only are there so few skills for a character to choose from ( many MMOS have more active skills in one class than ESO has in it's entirely ) but it doesn't even make sense from a lore standpoint. I get 5 spells and an ultimate and if I want to use more of my armamentarium i need to....switch to an identical weapon? What type of kick ass sorcerer has.....6 spells at his disposal? It's awful considering you have staple skills you need like heals etc. which actually further limit the hotbar. What you end up with is a bizarre mix and match from multiple "world skills" and "class skills" half of which don't even make visual sense on your hotbar mixed together or from a lore standpoint. This needs a serious overhaul.
This backbar thing is bizarre and feels cheap on top of being annoying. Also, the light/heavy attacks don't count as skills so don't go there, almost every game has an auto attack that's not a "skill" except for GW2.
I have had this account since 2014 and it's becoming hard to convince myself or anyone else it's the way it needs to be. We need 1. More Spells and 2. More elaborate hotbars.
Stop focusing on light and heavy attack damage and start focusing on the fact that this feels like a tablet game when it comes to combat.
That said, I can't believe the progress this game has made. Maybe that is what makes this stand out to me? Everything outlapped the combat?
Agreed with OP. 5 +1 skills feels a bit like kindergarten level "let's not make things too complicated" MMO.
I doubt if it is ever gong to change though.
I dont think we need more skills on our bar at once... but I do think we need more skills to choose from. I agree for an mmo or am elder scrolls game, the overall skill choice is severely lacking.
universal_wrath wrote: »YandereGirlfriend wrote: »Definitely agree with the OP.
The situation is even worse when you consider "mandatory" passive buff "skills" such as Inner Light or Savage Hunter which effectively reduces bar space to 4. And then another slot eaten up for obtaining mandatory self-buffs such as Brutality/Sorcery which reduces your bar space to 3.
Then you factor in Ultimates that give you passives such as Dawnbreaker or Comet and suddenly you're looking at builds with half of their slots already filled in no matter what class you play, which is just horrific design.
Yes, you could use potions for some of these things, but even as a relatively affluent player I am always thinking "This is so backward" when I'm forced into using potions on cooldown in order to maintain staple DPS buffs. These potions are also completely out of reach for newer players without the gold to buy or brew them.
The game probably would not succeed with 10 skills on each bar but it is eminently reasonable to increase it to 6 skills on each bar and/or to reassign the obvious DPS buffs to be achieved through alternative gameplay means.
For example, give a passive to the Mages and Fighters guilds that gives you Major Savagery/Prophecy for 5 seconds every time you Crit and then another that gives Major Brutality/Sorcery for 30 seconds every time you Heavy Attack. Then you could re-work all of those self-buffing skills into actually useful abilities instead of being functionally dead space on your bar.
In the first 2 years of the games, there were active toggle skills like inner light. You only needed to slot the skill on 1 bar and activate it to be toggle on and the skill will be active for unlimited duration even if you swap bars, much like overload now. This obviously created many problems because you could have a skill with 12m denying nightblades ability to stealth, or mag sorcs with pets and buffs on 1 bar and miltiple offensive skills on 1 bar. Pet Mag sorcs currenlty very limited to number of skills they could use due to this change where you have to slot pets on both bars to be active all time.Odd how after 6 years we have done very well with only 10 spells and 2 ults at our disposal at any given time. It means we have to be smart about what we choose to place in those slots. I do not miss having a screen full of skills where most of them I hardly used.
Further, ESO has a large selection of skills available from various skill lines. There are more skills available to a single class than most MMORPGs offer to any given class. So there is plenty of selection through a good build will have skills that are chosen wisely.
While what you said about the large number of skills in eso to be us correct, it is also partialy wrong. Some large number of skills are tied to specific weapons you can only use if you have that right weapon. Also, some skills require specific situations/conditions to be used like being a vamp or werewolf. Many support skills that are either expenaive like purge, or useless like revealing flare. Even with the morphing system, many morphs are left untouched to due to their lack of usefulness over their counter part like cleanse vs effecient purge, steady warhorn vs agressive warhorn, summon charge atronach vs greater storm atronach...etc.
I think the best way to balance the game currently and help wuth build diversity is to remove all classes and just put all skills as they are avialble to everyone. We can still call tgem class skill lines and limit the number of passive from them to 15 only much like now. But image a nightblade using subassault or necromancer using streak and leap or sorcerer using collousus or japs. Tgis is what going to gelp build diversity and push people away from depending weapon skills like dizzy or elemntal wall etc... mix and match and balance skills from their. Now people of wach class are complaining that other classes do more dmg or survive more than their classes while oppesite side is also doing the same, very hard to tel which is right and which is wrong. I'm hoping that one day they will do that.
No, that's silly.
I've played a LOT of other MMOs, and where ESO shines above all the rest is that combat isn't "autoattack, stand still, and play your number and function keys like a piano".
What, you want all characters to have immediate access to all their tanking, healing, and damage skills all at the same time? Who needs roles? That's the thing you're missing: in other MMOs, your role is determined, at character creation, by whatever class you pick. It is immutable. In ESO, the skill system is designed so that any class can be any role, but only one role at a time (effectively).
The tradeoff for not having five skill bars clogging up your UI is that if you get tired of DPSing, you can respec your Nightblade into a tank or a healer for a pittance of gold, rather than being forced to level a whole new character in a different class up from level 1.
I feel that if you love the way other MMOs are structured around fixed class/role dynamics and stationary, non-dynamic combat, ESO might not be the game for you.