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Anyone feel starved by 7 abilities? (+7 passives)

DeathofsageDeathofsage Member UncommonPosts: 1,102

I feel like I'm gasping for air with 7 abilities (+ 7 passives, but as you can't use them they dont count).

Sure, you can have too many abilities, and some games do but I think 7 .. it's just too little.

I wish I had more to say but it pretty much boils down to that.. 7 slots is too little.

Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.

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Comments

  • DignaDigna Member UncommonPosts: 1,994

    Actually it's the passives that really make it a challenge. Many/most passives work for weapons you don't have equipped and require some tinkering. Sure a skill that makes all AR skills do +10% damage requires an AR but a 'when you hit' skill or a 'when you apply XYZ' any skill that causes the effect usually works.

     

    During the 1st BWE it made no sense to me to put point from say elementalism into a shotgun build (shotgun, hammer to be more specific) but since shotgun has hinder skills and 19 points into elementalism gives me a DoT every time I apply hinder regardless of what weapons are used (and no need to have an elemental weapon on)...makes a big difference.

     

    This really does require a bit of thought but having a lot of fun now.

  • SiugSiug Member UncommonPosts: 1,257

    Nope because combining 14 skills for the best outcome is great. Of course there are only a few skills when you start but unlocking higher tiers opens quite a new game play. And I don't want to press 20+ skills every combat or spam macros Rift style. Having my 7 actives with rightly chosen passives is just great.

  • TerronteTerronte Member Posts: 321

    I liked having less skills to have to cycle through.

  • AerowynAerowyn Member Posts: 7,928

    sort of wish they went 10 and 10 but I can deal with 7 and 7

    I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  • ComanComan Member UncommonPosts: 2,178

    How often do you really use more then 7 skills in a MMO anyway?

  • ormstungaormstunga Member Posts: 736

    I'm looking forward to only 7 active skills. I tried GuildWars which has something similar I believe but didnt get very far, sure having that one skill to spam didnt really blow me away at the time. But then on the other hand my SWTOR sniper had more abilities then I could fit into 4 full bars and that is just ridiculous bordering on retarded.

  • AerowynAerowyn Member Posts: 7,928
    Originally posted by Coman

    How often do you really use more then 7 skills in a MMO anyway?

    really depends on class.. in most MMO's melee I usually had about 6-10 on average but casters I usually had more. Then in games like Rift with multiple roles you could have quite a few. My dominator build in Rift had me using about 15 skills all the time easy. Think it's also the fact there are so many skills in this game to choose from the 7 active feels a little limiting.

    I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  • rojoArcueidrojoArcueid Member EpicPosts: 10,722

    Aside from the bad combat animations, only 7 active skills on screen is the only thing i hate with a passion about TSW. Over 500 skills and you can only activate 7? I think i said it before and ill say it nonstop, at least 2 hotbars for active skills only.... thats what i want in TSW. Since the game is about spamming 1-2-3 1-2-3 mind as well let us spam from a larger pool of skills on screen.

    Funcom always had trouble managing hotbars. AoC had awful bars too but at least it had more more than 1 for free use. IF they dont add more in TSW i hope modders make a UI addon as soon as the game launches. If i decide to buy the game im paying for things i like (good animations and various hotbars on screen are included)





  • RattsRatts Member Posts: 48

    The one thing I really notice missing with 7 actives is you don't have a long cooldown 'I win' button, or an 'oh sh!t . . .' button for defense or to teleport out of a bad pull.

    It makes combat a bit deterministic . . . I can only do whatever dps I can do, I only have certain defense or healing ability.  If I can handle x number of mobs, and accidentally pull x+1, I'm going to lose.  I can't run, I can't put on a 20 second shield, I can't teleport out, all I can do is hope to die somewhere I can do an easy corpse run.

  • sakersaker Member RarePosts: 1,458


    Originally posted by rojo6934
    Aside from the bad combat animations, only 7 active skills on screen is the only thing i hate with a passion about TSW. Over 500 skills and you can only activate 7? I think i said it before and ill say it nonstop, at least 2 hotbars for active skills only.... thats what i want in TSW. Since the game is about spamming 1-2-3 1-2-3 mind as well let us spam from a larger pool of skills on screen.Funcom always had trouble managing hotbars. AoC had awful bars too but at least it had more more than 1 for free use. IF they dont add more in TSW i hope modders make a UI addon as soon as the game launches. If i decide to buy the game im paying for things i like (good animations and various hotbars on screen are included)

    Well said, I agree with pretty much everything you've said. Especially the UI just sucks currently, can't move things around to actually make them convenient and practical! Can't do much with them at all, and so close to launch... This should have been a obvious no-brainer.

  • taggzortaggzor Member Posts: 10

    I really enjoy the fact that I have to pick and choose my skills and be smart about it, just adding more active skills would make the system less attractive to me. Limitation fosters innovation.

  • EpicentEpicent Member UncommonPosts: 648
    Originally posted by Coman

    How often do you really use more then 7 skills in a MMO anyway?

    Well I use well over 30 skills in the "easy" game World of Warcraft for pvp. Just sayin most other mmos are easier than wow pvp wise. And no I'm not a fanboy. I own a TON of mmos. Just check my profile to see lol.

  • heartlessheartless Member UncommonPosts: 4,993

    I don't exactly mind 7 active abilities. For me it's good enough for an MMO which is trying to go for that action-y combat. I do wish that we could slot more passive abilities though(10 sounds perfect) and I also wish that there was a way to keybind consumables and have a action bar specifically for them.

    image

  • waynejr2waynejr2 Member EpicPosts: 7,771

    seven is fine.  I play realm of the mad gods which has far less.

    What I am wondering is if the game would play better with a Play station controller rather than keyboard/mouse.  It has that feel to it.

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  • TheSedatedTheSedated Member Posts: 82
    Originally posted by waynejr2

    seven is fine.  I play realm of the mad gods which has far less.

    What I am wondering is if the game would play better with a Play station controller rather than keyboard/mouse.  It has that feel to it.

    Yes, it's very good with a PS3-Controller. You just need to map it correctly and it's great. Did Polaris and Hell Raised Dungeons with it also and it worked fine. Only thing... Damn, those two Dungeons are the first ones you encounter in the game and they're a lot harder than the High-Level-Dungeons in WoW, for example. And it was only on normal mode.

  • DeathofsageDeathofsage Member UncommonPosts: 1,102
    Originally posted by Epicent
    Originally posted by Coman

    How often do you really use more then 7 skills in a MMO anyway?

    Well I use well over 30 skills in the "easy" game World of Warcraft for pvp. Just sayin most other mmos are easier than wow pvp wise. And no I'm not a fanboy. I own a TON of mmos. Just check my profile to see lol.

    This.

    Last I played WoW was Wrath really. My prot paladin was using

    1. Judgement - multiple judgements, but i just kept them on an unbound hotbar and switched them out as needed. Easy content needed wisdom for lack of mana gain, harder content needed light to toss the healers any help I could.)
    2. Hand of Reckoning (Taunt)
    3. Avenger's Shield
    4. Consecration
    5. Hammer of the Righteous
    6. Holy Shield
    7. Holy Wrath
    8. Hammer of Justice (not so often sadly)
    9. Shield of Righteousness
    10. Righteous Defense
    11. Divine Protection
    12. Divine Guardian
    13. Divine Shield - with an immediate cancel macro for dropping harsh debuffs
    14. Avenging Wrath
    15. Hand of Protection
    16. Hand of Salvation
    17. Hand of Sacrifice
    18. Hand of Freedom
    19. Cleanse
    Prot Paladin was an "easy class". Of course, Blessings and Auras are barely worth mention since they were long term buffs, as were seals (SoComm, SoTruth, SoLight/Wisdom) and can't forget righteous fury.
     
    And yeah, on raid nights, I actively used many of these. Dependent on the fight, of course.

    Disc Priest.. Hmm

    1. Power Word: Shield
    2. Penance
    3. Flash Heal
    4. Prayer of Healing
    5. Prayer of Mending
    6. Penance
    7. Mass Dispel
    8. Dispel Magic
    9. Fade
    10. Power Infusion
    11. Psychic Scream
    12. Pain Suppression
    13. Fear Ward
    14. Smite (before cata, yeah, I tossed out some smites)
    15. Sorry, it's been a while... I'm sure there are a few others
    Resto Druid
    1. Rejuvenation
    2. Regrowth
    3. Wild Growth
    4. Nourish (I mostly did 10 mans. I used Nourish in 10 mans though it wasn't really worth it in 25s as others' had more powerful cast times)
    5. Tranquility
    6. Wild Roots
    7. Barkskin
    8. Dash Macro. - I was never one of those helpless healers that needed someone always watching over my shoulder. Yes, get it off the healer asap, but healers had tools to gtfo.
    I can't seem to recall anymore but I'm sure there were. Sorry. Don't get me started on warrior. Had nearly as many as prot paladin but more difficult to play (Paladins fit well with click macros) warrior's were a bit more complex to lay out.
     
    All of these, and you know what? WoW had passives too (mostly Talents).
     
    Yeah, I feel starved out of my fricking mind with just 7 abilities. I also feel that a lot of passives are nearly must-have in TSW for their ability to be good. Smash is a hammer (both) resource builder that nearly requires the passive that causes smash to weaken the target (deal less damage) otherwise it's pretty terrible.
     
    I feel like I should have enough real estate to have a few resource builders, say alternating smash and a stronger one, or one that had a better effect. I'd also like smash better if it natively weakened the target.
     
    Another more recent, and very diverse example is TERA.
     
    That game, too has quite a few abilities for many classes. It didn't feel overloaded, you pressed some more than others.
     
    Ignoring the fanboys, TSW is a very static button masher. I kill everything with
     
    1. Hammer Finisher
    2. Blade Finisher
    3. Hammer Builder
    4. Hammer Builder
    5. Hammer Builder
    6. Hammer Builder
    7. Hammer Builder
    8. Hammer Finisher
    9. Blade Finisher
    10. Hammer Builder
    11. Hammer Builder...you get it.
    On a few mobs, I trade Hammer Finisher for an aoe Hammer Finisher.
    On several mobs, I trade Hammer Builder for an aoe Blade Builder.
    Both builders, BTW, build resource for Hammers and Blades.
     
    It's hard to make 7 abilities fun.

    Spec'ing properly is a gateway drug.
    12 Million People have been meter spammed in heroics.

  • SentimeSentime Member UncommonPosts: 270

    Nope.  It's one of the parts of TSW that I really liked.

    Dragging my left hand over to hit the high keys in MMOs is always unconfortable for me, but with this, when you keybind 6 to Q and 7 to E, it's perfect.

  • MosesZDMosesZD Member UncommonPosts: 1,361
    Originally posted by Deathofsage

    I feel like I'm gasping for air with 7 abilities (+ 7 passives, but as you can't use them they dont count).

    Sure, you can have too many abilities, and some games do but I think 7 .. it's just too little.

    I wish I had more to say but it pretty much boils down to that.. 7 slots is too little.

     

    I haven't figured out how to build anything yet...   Though my blade/chaos build seems to be working ok...

     

    But I really don't need 7 abilites.  I fitted 5 combat and 2 heals.   Of which I use 3 combat and 2 heals on a regular basis.

     

     

     

  • BartDaCatBartDaCat Member UncommonPosts: 813
    Originally posted by Deathofsage

    I feel like I'm gasping for air with 7 abilities (+ 7 passives, but as you can't use them they dont count).

    Sure, you can have too many abilities, and some games do but I think 7 .. it's just too little.

    I wish I had more to say but it pretty much boils down to that.. 7 slots is too little.

    I felt that the "passive" abilities were where I felt the most restricted.  Since the combat involved a lot of moving and kiting, I thought a small selection of active combat abilities that I could rely on were sufficient, but having to stretch my "passive" abilities so thin between two combat types was disappointing, especially after unlocking the second tiers and seeing how they could play off each other.

     

    As your character progresses, it seems that accumulating more "passive" abilities that enhance your limited selection of "Active" abilities would be the overall purpose for focusing on a specific combat tree and unlocking the second tier of skills.

     

    Granted, the game is still in beta, and they are still analyzing the skill sets, so maybe we can cross our fingers and hope that they refine the abilities and how they scale.

  • fenistilfenistil Member Posts: 3,005

    If a game have just few active abilities then it need to be more actiony type of game.

     

    On the other hand traditional combat games imo need more skills for combat to be fun.

     

    Still I believe that very limited 7 active skill AND traditional combat is recipe for failure and boredom.

     

    Same as would be idea to make actiony / twitch combat and adding 30 skills to use. 

  • Asuran24Asuran24 Member Posts: 517

    I would aagree that they need more active and passive abilities to be able to be sloted/used, but nothign close to wow or such say like 8 to 10 would be fine by me. This gives the player added options while not making them able to fill more than two roles in a group, and yet still be very useful in pvp. YOu can actually make a perment bag that you can place out on the screen for usage, and which you can than lock in place so it will not vanish when your inventory is clased.

  • DeathofsageDeathofsage Member UncommonPosts: 1,102
    Originally posted by fenistil

    If a game have just few active abilities then it need to be more actiony type of game.

    On the other hand traditional combat games imo need more skills for combat to be fun.

    Still I believe that very limited 7 active skill AND traditional combat is recipe for failure and boredom.

    Same as would be idea to make actiony / twitch combat and adding 30 skills to use. 

    For comparison, TERA's classes have more abilities, or at least as many and that game is far more actiony.

    Some claim TSW has action combat but I tell you this, especially in a group (I finally got to static with a friend this weekend ^^), standing there and shooting things is a perfectly fine way to play. I/we move out of bad aoes, but that's pretty easy.  TSW's combat doesn't feel much more actiony than WoW's and a lot less actiony than say DCUO.

     

    Spec'ing properly is a gateway drug.
    12 Million People have been meter spammed in heroics.

  • simmihisimmihi Member UncommonPosts: 709
    Originally posted by sbanes

    The one thing I really notice missing with 7 actives is you don't have a long cooldown 'I win' button, or an 'oh sh!t . . .' button for defense or to teleport out of a bad pull.

    It makes combat a bit deterministic . . . I can only do whatever dps I can do, I only have certain defense or healing ability.  If I can handle x number of mobs, and accidentally pull x+1, I'm going to lose.  I can't run, I can't put on a 20 second shield, I can't teleport out, all I can do is hope to die somewhere I can do an easy corpse run.

    Yea actually that's the only thing i don't like... fights kinda have expected results, i know i'm gonna win or lose, there's nothing defensive or healing which is "so good" that might change the tide of the battle. I found that defensive/healing abilities are worth it only if specced defensively or for healing, otherwise the values are too low to matter. The numbers might be good when you finish the wheel but, as a DPS with "some heals" as i wanted to be through these betas, i found that the points put in healing would have helped me better if i would have chosen to improve DPS even more.

  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    I enjoy deck building game systems like TSW and GW, so I certainly don't feel starved.

  • TamanousTamanous Member RarePosts: 3,030

    I am not sure if it solves the issue but you can build many decks and swap them when you wish. I believe it is out of combat or at anima wells in dungeons from what I have read.

     

     

    You stay sassy!

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