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Are 5 skills per weapon enough?

TalemireTalemire Member UncommonPosts: 842
Although I can see how 5 slots per weapon could work, I think 8 would be an optimal number given the amount of choices and freedom you're allowed in this game. I also think that allowing any ability to be slotted in them  (rather than 2 weapon, 3 class) works better by allowing for even more unique builds. GW2 allows for more abilities per weapon yet has considerably less freedom as to what you can put in those slots, so why would a game with such a more robust system cut the number of slots you can have per weapon? I know many argue the fact that it wouldn't be so console-friendly, but there are L1/2 and R1/2 buttons that can allow for more commands to be executed.
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Comments

  • david31741david31741 Member Posts: 36

    I believe it has more to do with balance than anything else.

     

    There are no cool downs and you have to choose 10 skills to play with.  Not so unreasonable IMO.

  • bcbullybcbully Member EpicPosts: 11,843

    I've been saying each weapon and skill line needs 5 more skills for the past month now.  There is choice between weapon and class combination, but not much choice in weapon and skill abilities. 

     

    My only fear is that I get bored with the 5 abilities per line before I reach 50 while doing AvA only and a daily dungeon or two.

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  • bcbullybcbully Member EpicPosts: 11,843
    Originally posted by greenreen
    I'd say it's fine for now. It leaves them the option to increase skills in a major content update or expansion and people will be drooling over something they've wanted to squeeze in and finally can.

    I think it may need to be a content update. Sooner than later. 

  • TalemireTalemire Member UncommonPosts: 842
    Originally posted by greenreen
    I'd say it's fine for now. It leaves them the option to increase skills in a major content update or expansion and people will be drooling over something they've wanted to squeeze in and finally can.

    True, but what little we have to work with now leaves a bit more than just the feeling of wanting to squeeze that one last ability in. It's more like "I'd like to complete my character, please." It's not like those who are in this boat are wanting everything in one character, but more so to have a little more access to all the robustness available. I think that's fair, especially since you can do far from everything with just three more options available to you per weapon.

    Let's say you were looking at your weapon abilities and class abilities specifically, without even considering all the other skill lines out there. They each have 5 active abilities in their line. By allowing even 8 slots per weapon, that could be broken up as 4 class and 4 weapon, which still makes you have to drop one from your class line and one from your weapon line, if you look at it that way. It's completely reasonable.

    Love the sinner, hate the sin.
  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    There is allready 6 skills / weapon , i think adding 2 more would be a good idea...  But i would also  love to see that combined with deeper trees, adding more skills and passives to all the trees....  Preferably 2 or 3 more....  And them adding mnay more trees, and making other classes trees available with so e crossclass tree mechanics..

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • IselinIselin Member LegendaryPosts: 18,719

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

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  • CazNeergCazNeerg Member Posts: 2,198
    People don't need more skills for a fully functional build than what they let us have, they have just been conditioned to having obscene amounts of (largely redundant) skills filling up their screen to the point where they are playing the UI as much or more as they are playing the game.  They don't need to add more, and doing so would detract from the uniqueness of the game.

    Peace is a lie, there is only passion.
    Through passion, I gain strength.
    Through strength, I gain power.
    Through power, I gain victory.
    Through victory, my chains are broken.
    The Force shall free me.

  • ThumbtackJThumbtackJ Member UncommonPosts: 669
    Originally posted by Lord.Bachus
    and making other classes trees available with so e crossclass tree mechanics..

    I'm not sure how easy this would be to balance and what not, but I sort of feel that they should just drop the classes entirely, and allow people to go into whatever trees they want.

  • TalemireTalemire Member UncommonPosts: 842
    Originally posted by Iselin

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    No, I'm glad you brought that up. But what about effects that are on you or your enemy, toggled abilities, and summoned creatures/objects? When you change bars, do they go away?

    Love the sinner, hate the sin.
  • CazNeergCazNeerg Member Posts: 2,198
    Originally posted by Talemire
    Originally posted by Iselin

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    No, I'm glad you brought that up. But what about effects that are on you or your enemy, toggled abilities, and summoned creatures/objects? When you change bars, do they go away?

    Unless the toggle/summon is present on both bars, it goes away, so if you want to have a toggle always on, it effectively takes up two of the ten spots.

    Peace is a lie, there is only passion.
    Through passion, I gain strength.
    Through strength, I gain power.
    Through power, I gain victory.
    Through victory, my chains are broken.
    The Force shall free me.

  • IselinIselin Member LegendaryPosts: 18,719
    Originally posted by Talemire
    Originally posted by Iselin

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    No, I'm glad you brought that up. But what about effects that are on you or your enemy, toggled abilities, and summoned creatures/objects? When you change bars, do they go away?

    The only abilities that work that way at the moment are the summoned creatures so potentially, there will be two wasted spots for summoners. A bit of a waste of precious skill slots, IMHO. Everything else only needs to be in one of the two bars. Also the swap is instant- no delay.

     

    Last beta I was running around in PVP with just my bow and 10 skills. I only had one ultimate available so that was on both bars. To be honest, I don't recall a single fight where I even came close to musing all 10.

     

    But later on you might have a lot more variety. For example, you could have one bar devoted to vampire (or fighter's guild vampire killer) skills and your other one for normal abilities.

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • TalemireTalemire Member UncommonPosts: 842
    Originally posted by Iselin
    Originally posted by Talemire
    Originally posted by Iselin

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    No, I'm glad you brought that up. But what about effects that are on you or your enemy, toggled abilities, and summoned creatures/objects? When you change bars, do they go away?

    The only abilities that work that way at the moment are the summoned creatures so potentially, there will be two wasted spots for summoners. A bit of a waste of precious skill slots, IMHO. Everything else only needs to be in one of the two bars. Also the swap is instant- no delay.

     

    Last beta I was running around in PVP with just my bow and 10 skills. I only had one ultimate available so that was on both bars. To be honest, I don't recall a single fight where I even came close to musing all 10.

     

    But later on you might have a lot more variety. For example, you could have one bar devoted to vampire (or fighter's guild vampire killer) skills and your other one for normal abilities.

    I've even heard someone say that we should start out with 5 "per weapon," but get one more slot every 15 levels, making 8 by level 45.

    Love the sinner, hate the sin.
  • DraemosDraemos Member UncommonPosts: 1,521
    I'd like them to add one more per bar (6 active 1 ultimate).  8 is too many and would create a balance nightmare.
  • GdemamiGdemami Member EpicPosts: 12,342


    Why there is no ultimate for weapons?

  • BelgaraathBelgaraath Member UncommonPosts: 3,204
    Originally posted by Iselin

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    You have me confused so maybe I'm not understanding correctly. If I'm playing a battle mage, when for example attacking a keep, I might want to hang back and focus on long range dps with my staff and with limited slots that are filled with mostly long range skills. Then the door goes down and everyone rushes in. I feel that CC abilities would be better suited along with my mace, so I swap those for my more melee/CC route. Since you can't swap out skills in the middle of battle without changing weapons (I believe), wouldn't most people use the weapon swap for just the situation I described where it actually is about the weapon which blends better with the skills they align with that specific play style regardless if it is a weapon skill or not?

    Not sure if I'm confusing myself lol

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  • IselinIselin Member LegendaryPosts: 18,719
    Originally posted by keithian
    Originally posted by Iselin

    Not to put too fine a point on it, but it's not "per weapon." Once you hit level 15, you can put the same weapon in both slots. That way "switching weapons" just brings up the other 5 skills + the other ultimate.

     

    The only reason to actually swap weapons is if the other 5 skills you want to use happen to be weapon skills. 

     

    And it's also not really a ranged / melee thing that would force you to use 2 weapons. There are ranged and melee-range class, guild and world abilities that can be used with whatever weapon you happen to be using.

    You have me confused so maybe I'm not understanding correctly. If I'm playing a battle mage, when for example attacking a keep, I might want to hang back and focus on long range dps with my staff and with limited slots that are filled with mostly long range skills. Then the door goes down and everyone rushes in. I feel that CC abilities would be better suited along with my mace, so I swap those for my more melee/CC route. Since you can't swap out skills in the middle of battle without changing weapons (I believe), wouldn't most people use the weapon swap for just the situation I described where it actually is about the weapon which blends better with the skills they align with that specific play style regardless if it is a weapon skill or not?

    Not sure if I'm confusing myself lol

    There's nothing wrong with doing it that way. I was thinking more in terms that ranged weapons also work at melee range and other than perhaps a shield for more armor, there really is no need to build around a melee weapon + a ranged one. You can, of course but you don't have to unless there's something about that other weapon that makes it a better choice.

     

    Most class lines have a mix of ranged and close-up skills so you can use those instead of weapon skills.

     

    But it wouldn't work the same way if your primary weapon is melee though because you wouldn't have anything that uses neither magika nor stamina in a ranged stand-off. It could still be done but ranged weapons I think are better candidates for using the same weapon for both skill bars because they work at both distances but melee weapons don't.

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • GrimeyeDGrimeyeD Member Posts: 16

    I like the current amount on skills. It is complicated and simple at the same time. You can put more focus on your surroundings rather then your hotbar. It also creates more diversity in builds and it's more costly to divert from a role.

    If a moba game can be fun and challanging with fewer skills, this should certainly work :P

     

  • MagicabbageMagicabbage Member Posts: 93

    5 "Active" abilities per weapon. You can only have 5 skills on your loadout plus an ultimate and weapon swap for the same setup.

    Not every move or ability is useful for the situation you are in.

    counting class skill lines, world skill lines, weapon, and armor skill lines. There will be more than enough skills.

    I don't get this obsession with having tons of skills when most players use maybe 10 abilities, regularly tops. Most of the end game, in most mmos, has you spamming a skill to build up and then have you use 1-3 moves as finishers. There has NEVER been a 20 button rotation, in ANY game, I have ever played. 90% of the abilities, that are available to me for any character, I use maybe 1% of the time. The other 10% are swapped in and out as needed.

    Hell League of Legends has 4 abilities (not counting on use trinkets) and it's a very strategic game. Sometimes simpler is better. I think so.

  • MagicabbageMagicabbage Member Posts: 93
    I 100% approve this message.
  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916

    Isn't it always going to be a case of: "I'd like just 1 more slot per bar...", no matter how many slots there are ? image

     

    Someone will always be making impassioned pleas for more slots, that I'm sure of, because we all have different tastes and priorities.

     

    EVE-Online has been working with very limited slots and a large variety of items/combo's to put in them for many years now. The beauty of this system is that your enemy becomes unpredictable, so it adds to the tension of combat, because you don't really know what your opponent has slotted.

    The more slots everyone has, the more predictable your enemy becomes.

  • TalemireTalemire Member UncommonPosts: 842
    What if they kept the 5 slots per weapon (not including the ultimate) and just allowed summons, toggles, and slotted passives to remain even if that specific bar isn't being used at the moment? That sounds to me like it would be a fair "meet in the middle" between to the groups who want to keep the number of slots the same and those, like myself, who would like to see a few more. That's always a thought.
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  • knapuknapu Member Posts: 131
    Console mmo =less skills so they would be playable on a gamepad .This the reason i don buy this game.
    The consols dictate the graphics on pc and pulling them down with theyre crappy hardware and now the mmos are neeing cut for them when this goes on pc gamers will be in a very bad position so to speak;)
    Thats why no to mmo consols on pc no matter jow shiny theyre are

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  • reeereeereeereee Member UncommonPosts: 1,636

    I'm all in for only 6 skills (12 with weapon swaps.)

     

    Getting to the point in SWTOR where 6 mouse buttons aren't nearly enough.  I would much rather play a game where judicious use of skills trumps how well I can keybind 40 skills.

  • Cellarkid88Cellarkid88 Member UncommonPosts: 56
    Originally posted by knapu
    Console mmo =less skills so they would be playable on a gamepad .

    myth.

    See FFXI that has been around more than a decade.

    Originally posted by knapu
    The consols dictate the graphics on pc and pulling them down with theyre crappy hardware and now the mmos are neeing cut for them when this goes on pc gamers will be in a very bad position so to speak;) Thats why no to mmo consols on pc no matter jow shiny theyre are

    truth.

    Because see FFXI that has been around more than a decade. lol

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