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Future QoL Suggestions, Proposal: Cross-Bar Weapon Skill Accessibility for Improved Combat Fluidity

  • imPDA
    imPDA
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    Does ESO really needs it then?

    - PvE is already too simple, do you want to add even more DPS and make it even simpler?
    - PvP is already consist of either full unkillable tanks or DDs who can oneshot 90% of players (except full tanks).
    - Newbies will barely benefit from it, because they have to learn basics and only then they will be able to utilize this new thing, otherwise they will continue creating awful builds and press all buttons randomly without knowing what they are doing and what they should do.

    This addition just breaks core concept of weapon lines, existing in all games I played. It adds homogenization, where you can no longer say for sure if player is going to attack you or play defensively by looking at weapon in hand, as with subclassing you can't say what player will do just by looking at class. I would vote for reversing a couple of patches instead of introducing even more homogenization tbh.

    It also reduces versatility, even it looks like it should add more, BUT best example is subclassing. We all know (at least PvP players) what 3 class lines the most frequent choice is (probably 5-6 playable skill lines). All other skill lines just abandoned. Before I saw NBs, sorcs, DKs, wardens against me, now it is only NB spectral arrow, streak and cloak. All versatility existed before just shrunk to 5-6 class lines and the same the most useful skills.
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • Turtle_Bot
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    I fully understand what is being proposed here and I have to say, it's a hard no! but also with a, why is this even needed/asked for?

    We can already bar swap between activating abilities (since bar swapping is not tied to ability GCD), allowing players to easily swap to get other weapon abilities during their rotations (especially if they are timing their button presses and not just button mashing). This also comes with the benefit of responsive/reliable animation cancelling of those abilities, something that is very much utilized at the high end of gameplay in ESO, especially in PvP where the meta combo tells are very well known so animation cancelling them is the best way to increase their chances of landing.

    For those who don't want to/can't bar swap, there's always the Oakensoul Mythic and even non-Oakensoul 1 bar builds, where they don't have to bar swap at all.

    EDIT: To add to this, as someone else mentioned, ZOS is also introducing skill scrolls into the game with the Night Market, which is basically this idea, but in a very limited/restricted way. (End EDIT)

    I will say that abilities with cast times (not channels, actual cast times) tend to have some janky interactions with bar swapping, so there is definitely an issue for ZOS to look at there in terms of bug fixes/QoL improvements, but that does not mean ZOS needs to go and completely upend this games core combat designs/philosophies to do so.

    You also mentioned that passives would be tied to the currently active weapon, that would be insanely unbalanced since you could cast any weapon ability while keeping the strongest weapon passives currently active. Imagine things like Wall, Crushing Shock, Dizzy Swing, Snipe, etc. all being cast on a Dual Wield front bar, gaining all the benefits of the Dual Wield BiS DPS passives applied to those abilities, or casting them from a sword and shield bar, gaining all the defensive benefits of the sword and shield passives while having all the damage of those active skills.

    If passives would "temporarily swap" to the other weapon for that specific cast to try and balance this, that would only add significantly more checks and calculations to the server load for every single ability cast, further nuking the games already struggling performance under high load situations.

    But, even beyond the balance and technical issues with implementing such a suggestion, it also completely goes against the design of the game (and the ES series in general), where slotting a specific weapon is significant because it is supposed to enforce choices/limitations/challenges/themes/roles into a build instead of just simply taking the numerically best of everything to make an overpowered build that surpasses everything else in the game (something that the poor implementation of sub-classing has really exposed recently).
    Edited by Turtle_Bot on March 9, 2026 1:57PM
  • ISO_Flow
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    Giving this a tag to come back and read when on break at work :)
  • faerigirl
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    We talked/were asked about 5 skills vs 10 skills during alpha testing over 10 years ago and they decided 5 was better/a cleaner look/made you more "in tune" (my words) with your skills. So I don't see anything changing.

    BUT-

    I love this idea! I say lets try it!

    For the record- I wanted more than 5.

  • aspergalas4
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    Turtle_Bot wrote: »
    I fully understand what is being proposed here and I have to say, it's a hard no! but also with a, why is this even needed/asked for?

    We can already bar swap between activating abilities (since bar swapping is not tied to ability GCD), allowing players to easily swap to get other weapon abilities during their rotations (especially if they are timing their button presses and not just button mashing). This also comes with the benefit of responsive/reliable animation cancelling of those abilities, something that is very much utilized at the high end of gameplay in ESO, especially in PvP where the meta combo tells are very well known so animation cancelling them is the best way to increase their chances of landing.

    For those who don't want to/can't bar swap, there's always the Oakensoul Mythic and even non-Oakensoul 1 bar builds, where they don't have to bar swap at all.

    EDIT: To add to this, as someone else mentioned, ZOS is also introducing skill scrolls into the game with the Night Market, which is basically this idea, but in a very limited/restricted way. (End EDIT)

    I will say that abilities with cast times (not channels, actual cast times) tend to have some janky interactions with bar swapping, so there is definitely an issue for ZOS to look at there in terms of bug fixes/QoL improvements, but that does not mean ZOS needs to go and completely upend this games core combat designs/philosophies to do so.

    You also mentioned that passives would be tied to the currently active weapon, that would be insanely unbalanced since you could cast any weapon ability while keeping the strongest weapon passives currently active. Imagine things like Wall, Crushing Shock, Dizzy Swing, Snipe, etc. all being cast on a Dual Wield front bar, gaining all the benefits of the Dual Wield BiS DPS passives applied to those abilities, or casting them from a sword and shield bar, gaining all the defensive benefits of the sword and shield passives while having all the damage of those active skills.

    If passives would "temporarily swap" to the other weapon for that specific cast to try and balance this, that would only add significantly more checks and calculations to the server load for every single ability cast, further nuking the games already struggling performance under high load situations.

    But, even beyond the balance and technical issues with implementing such a suggestion, it also completely goes against the design of the game (and the ES series in general), where slotting a specific weapon is significant because it is supposed to enforce choices/limitations/challenges/themes/roles into a build instead of just simply taking the numerically best of everything to make an overpowered build that surpasses everything else in the game (something that the poor implementation of sub-classing has really exposed recently).

    I've explained why I've suggested this feature previously. I never said you can't bar swap between abilities, I said the bar swap itself acts a cooldown because you can't use any skills while you are swapping thus slowing down a rotation and making it more complicated than it needs to be in certain builds.

    This isn't about helping people who can't or don't want to bar swap, its about allowing people to have more utility from the bar swap system itself by freeing up skills that are currently locked to one bar (if using two weapon types), allowing more flexibility in build and rotation creation. Suggesting a mythic item to lock you up to using only 1 bar defeats the entire purpose by locking you out of 5 skills + utli.

    This change doesn't upend anything. It's very minor in practice.

    As for passive abuse for equipped weapons, the auto swap feature suggested earlier would work around this, by activating the passives for the split second the skill is used. This would add no more strain onto the server than current bar swapping would, its the same thing, but faster, smoother and therefore better.

    It doesn't go against anything already in the game, you swap weapons mid combat anyway. This is just faster. You've completely missed the mark on what effect this would have on the combat. It doesn't buff you or make your stronger, it simply removes the need to bar swap in certain situations. It's not that deep.
    Edited by aspergalas4 on March 9, 2026 2:19PM
  • Turtle_Bot
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    I've explained why I've suggested this feature previously. I never said you can't bar swap between abilities, I said the bar swap itself acts a cooldown because you can't use any skills while you are swapping thus slowing down a rotation and making it more complicated than it needs to be in certain builds.

    This paragraph is completely contradictory.

    How does bar swap act as an additional cooldown when it's able to be freely used between the GCD for ability casts, the effect itself is instantaneous and the animation is less than the ability GCD, thus not interfering with ability GCD and thus not slowing down the rotation at all?

    As for being "more complicated" that is why I mentioned mythics and builds such as Oakensoul (and such builds are not limited to Oakensoul) and 1 bar builds. It is very easy to make "1 bar builds" that still utilize both bars using abilities with "while slotted on either bar" on the secondary bar to gain their benefits on the main bar.

    There's also other less complex builds such as Heavy Attack builds, Beam builds, pet builds, the new (literally within the next hour or so when maintenance ends) flame breath DK build that have far simpler rotations than traditional weaving builds, all while still putting out as good (or better in the case of beam) numbers as the most complex bar swapping weaving rotations out there.



    As for not impacting the servers, imo, you are severely underestimating just how easy it is to tip the strain on the server to disastrous levels. The reason bar swapping doesn't currently impact the servers is because there's no need to bar swap (running the various checks, recalls, and associated lines of code) every single GCD (let alone twice per GCD). As such, in practice, these checks at most get ran once every 5-10 seconds, and even if they were being done every GCD, it requires individual button presses from a dedicated input to trigger these checks, whereas what you are asking for would require the checks for bar swapping (and ALL associated lines of code) to be ran twice per input and the trigger for this double work-load would be any (or even multiple) of 6 inputs all with numerous other potential functions that all depend on what's slotted on that particular input slot, rather than limited to a single dedicated input that doesn't have any other function (potential or not).
  • Lysorris
    Lysorris
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    I think OP does not understand fundamentals of current system and tries to convince everyone that they are missing the point. And in fact they are missing the point themselves and overlook multum aspects something like this presents.

    My stand is this - you want to use your backbar abilities? You switch the bar and use ability (two separate actions, or three if you want to go back to main bar). Allowing you to use your backbar ability with hotkey (thus making your character automatically bar swap) is just one action, what's more it also comeback to main bar which is making your character to do 3 actions in one hotkey click. This is basically macro, this is gameplay automization. This creates many issues, this influences builds, this is not QoL.
  • aspergalas4
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    Turtle_Bot wrote: »

    I've explained why I've suggested this feature previously. I never said you can't bar swap between abilities, I said the bar swap itself acts a cooldown because you can't use any skills while you are swapping thus slowing down a rotation and making it more complicated than it needs to be in certain builds.

    This paragraph is completely contradictory.

    How does bar swap act as an additional cooldown when it's able to be freely used between the GCD for ability casts, the effect itself is instantaneous and the animation is less than the ability GCD, thus not interfering with ability GCD and thus not slowing down the rotation at all?

    As for being "more complicated" that is why I mentioned mythics and builds such as Oakensoul (and such builds are not limited to Oakensoul) and 1 bar builds. It is very easy to make "1 bar builds" that still utilize both bars using abilities with "while slotted on either bar" on the secondary bar to gain their benefits on the main bar.

    There's also other less complex builds such as Heavy Attack builds, Beam builds, pet builds, the new (literally within the next hour or so when maintenance ends) flame breath DK build that have far simpler rotations than traditional weaving builds, all while still putting out as good (or better in the case of beam) numbers as the most complex bar swapping weaving rotations out there.



    As for not impacting the servers, imo, you are severely underestimating just how easy it is to tip the strain on the server to disastrous levels. The reason bar swapping doesn't currently impact the servers is because there's no need to bar swap (running the various checks, recalls, and associated lines of code) every single GCD (let alone twice per GCD). As such, in practice, these checks at most get ran once every 5-10 seconds, and even if they were being done every GCD, it requires individual button presses from a dedicated input to trigger these checks, whereas what you are asking for would require the checks for bar swapping (and ALL associated lines of code) to be ran twice per input and the trigger for this double work-load would be any (or even multiple) of 6 inputs all with numerous other potential functions that all depend on what's slotted on that particular input slot, rather than limited to a single dedicated input that doesn't have any other function (potential or not).

    No, you just aren't understanding what is being proposed.

    This is a QoL feature. That is, its intent is to make our experience as a player better/easier/more fun/whatever. It's not about making you stronger, or making your build more efficient on the numerical end. It's not about parse numbers, its not about improving your build so it has an advantage over others. Its about making combat feel better (and therefore more fun) and giving more choice to players. When you bar swap it is in itself technically like activating its own skill because you press a button to swap your weapon over, you are not casting a skill whilst this happens, yet it is part of a player's rotation. My aim is to reduce the amount of times its needed.

    So a rotation might be as follows:

    skill 1
    skill 2
    bar swap
    skill 3
    bar swap
    skill 4
    skill 5
    bar swap to begin different rotation
    skill 6
    skill 7
    skill 8
    bar swap
    skill 9
    bar swap
    skill 10
    etc...

    With my proposal this can become

    skill 1
    skill 2
    skill 3
    skill 4
    skill 5
    bar swap to begin different rotation
    skill 6
    skill 7
    skill 8
    skill 9
    skill 10

    This is completely optional. You can play the first example if you want to, but currently you cant play the second because weapon skills are locked to whichever bar the weapon is equipped on. Despite swapping anyway to use them. Its clunky when you swap weapons a lot to make us of both your weapon type skills. Being able to equip either weapon types skills on either bar and having that quickly auto swap and swap back would give a greater sense of control to combat. And reduces the necessity to bar swap as frequently in certain but not all builds.

    Your technical points are moot, the game can handle more frequent bar swaps. You are only swapping between two data sets per character as it is.
  • aspergalas4
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    Lysorris wrote: »
    I think OP does not understand fundamentals of current system and tries to convince everyone that they are missing the point. And in fact they are missing the point themselves and overlook multum aspects something like this presents.

    My stand is this - you want to use your backbar abilities? You switch the bar and use ability (two separate actions, or three if you want to go back to main bar). Allowing you to use your backbar ability with hotkey (thus making your character automatically bar swap) is just one action, what's more it also comeback to main bar which is making your character to do 3 actions in one hotkey click. This is basically macro, this is gameplay automization. This creates many issues, this influences builds, this is not QoL.

    I think I do understand, its why I made the suggestion in the first place. You are missing the point completely.

    This isn't about using skills on your back bar on the front bar using some hotkey, its about freeing up the ability to use whichever weapon skills you have available (through equipped weapons) on either bar without constraining it to just one. The weapon swap is only there in the first place because ZOS designed the game to cater to the limited controls of console play, by only allowing 5 skills +ulti at once. The swap is to give us another set of skills to have more complex builds. You aren't being given access to any advantage here, just being allowed to skip the instantaneous (As Turtle admits) weapon swap in specific scenarios. It has no bearing on anyone else, only convenience for the player by skipping a button press that even when skipped provides no gameplay advantage over others. Which makes it a QoL feature.
    Edited by aspergalas4 on March 9, 2026 3:59PM
  • wolfie1.0.
    wolfie1.0.
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    This is still one of those things that really looks like a solution in search of a problem.

    You're trying to make it so you can slot weapon skills on a bar that does not have that style weapon equipped. That's it. The current setup of the game treats the two bars as separate (so some mechanism for the game to recognize which weapon is unequipped would first need to be built). Then, the obvious question of how the animations would look if you are using the wrong weapon would come up.

    All to save... what, the need for barswapping twice? I feel like this is less about quality of life and more about "I want to be OP by being able to squeeze out more stuff and have fewer weaknesses."

    Besides, if you really really really want to cast Blade Cloak without your DW active, that's going to be possible with the Night Market. They're introducing Skill Scrolls for three skills specifically (Blade Cloak, Momentum, and Defensive Posture) that you can slot and use like potions.

    I disagree this isn't a QoL change. This is very much a QoL change because it builds on an existing feature/system (bar swapping) to make the overall combat feel better. Without actually changing or adding any skills, or buffing/nerfing anything. It will literally just make combat feel better. It doesn't make you any more powerful, or less. It's purely a UX improvement for us players.

    As for animations they don't need to be changed for this. They are all self contained to their respective skills anyway. I see no reason why you can't hold a bow then suddenly perform the "whirlwind" animation with your dual wield weapons before it goes back to holding your bow when the animation completes.

    This isn't about any specific skills, its about widening our options for our builds/rotations. Which again in itself, is a QoL improvement.

    Not all QoL changes are for the positive, or impact players the same way.

    There would need to be some changes made to avoid abuses, and we may not like them for what many see as a non issue.

    While there are some of the pros listed... cons need to be discussed first.

    Core game mechanics are harder to adjust than non core mechanics. Requiring a weapon to be in your hand to use it is from what I understand a core mechanic. And goes back far into gaming history. And not just ESO. In call of duty one cant launch a rocket from a rocket launcher in your inventory while having your pistol out.

    Second, a lot of weapons and gear sets require you to be using a weapon actively. Allowing an equipped but non active back bar gear sets effects would cause balance issues, complicating matters significantly. For this to work without having to redo most of the gear sets impacted and hwo they function you would need to disable any benefit form a back bar weapon on the front bar skill. Which would almost invalidate the purpose of having a back bar weapon.

    The abuses: in pvp someone could have a sword and board and be spamming something like combat prayer while having.the defensive bonuses of the active weapon. Or have a 2hander and be able to spam Snipe from a distance.

    I wont even go into scribing weapon skills...

    You would have to nerf some stuff quite a bit to the point where bar swapping is just probably preferable anyway just to balance it.

  • Radiate77
    Radiate77
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    Anyone have a TLDR?

    If the idea is that we should have all of our 12 abilities present, and using an ability of an unequipped weapon would auto-equip said weapon without needing to manually do so, then yes.

    Great idea.

    Throne and Liberty, despite it’s flaws, manages to implement this into their game and it works well enough.
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  • aspergalas4
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    Radiate77 wrote: »
    Anyone have a TLDR?

    If the idea is that we should have all of our 12 abilities present, and using an ability of an unequipped weapon would auto-equip said weapon without needing to manually do so, then yes.

    Great idea.

    Throne and Liberty, despite it’s flaws, manages to implement this into their game and it works well enough.

    The refined idea is you can slot either weapon you have equipped's skills to either bar and it auto swaps your weapon to the one the skill uses before swapping back, if the skill is slotted on the bar of the other weapon you have equipped.

    So for example, you have Two-Hand Front Bar, and Dual Wield Back Bar. On your Front Bar you have Twin Slashes, you activate it on said Front Bar, your character then auto swaps from Two Hand to Dual Wield to pop the skill then immediately switches back. This takes away the need to weapon swap as frequently in combat thus making combat feel much smoother overall.
    Edited by aspergalas4 on March 14, 2026 6:56PM
  • Frayton
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    Frayton wrote: »
    What keys would be pressed to use backbar skills? <key> + 1, 2, 3, etc.?

    For example, Shift+1 for backbar skill 1.

    I don’t think you understand what I’m suggesting. I've tried to explain it better in my replies.

    I want you to imagine your character using a bow, and dual wield. Your character has their bow out, but on their bar they have a dual wield skill equipped amongst the bow and class skills. Currently if you do that it’s greyed out and can’t be used. I’m suggesting unlocking it so we can use it. So we don’t have to swap to use it if we so choose.

    Makes sense now. Not a bad idea.
  • HatchetHaro
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    That is an interesting proposition.

    Surprisingly, I find myself not hating this, and that's saying a lot considering the mountains of weird suggestions I've seen here on the forums.
    Best Argonian NA and I will fight anyone for it

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  • aspergalas4
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    That is an interesting proposition.

    Surprisingly, I find myself not hating this, and that's saying a lot considering the mountains of weird suggestions I've seen here on the forums.

    I think it's something that should be tested both in house and with players on PTS. It wouldn't be difficult to implement and believe it would prove quite popular if the direction ZOS is going is all about improving the combat.
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