Passive skills CAP, why not?

Post » Tue Feb 18, 2014 5:58 pm

Hi, I have been reading about we will be able to learn every skill with our main character and I like the idea but, Why there is an Active Skills cap (Skill bar) and not a Passive Skills cap?. I think we will have more oportunity to play with an unique character and try to avoid clones many more if we have to choose passive skills too. What do you think?

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Nikki Morse
 
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Post » Tue Feb 18, 2014 7:52 pm

Personally I'm not in the need-to-be-a-special-snowflake club. There's plenty of room for customisation with equipment, enchants, food buffs, active abilities slotted. Plus there are real people who are unique on the other side of all those characters.

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Stacyia
 
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Post » Wed Feb 19, 2014 1:14 am

You ARE capped on passives by the choices you make for your character.

Go through the lists of passives and note the requirements for the passives to be active.

Your choices of armour, weapons, and what skills you use all define what passives will be active.

There are passives that are outside that, but the majority of them are tied to your choices for your character.

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Mr. Ray
 
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Post » Wed Feb 19, 2014 1:07 am

Your passives are "capped" by your choice of equipped gear.

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Flesh Tunnel
 
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Post » Wed Feb 19, 2014 12:19 am

we have soft cap on all passive abilities like max health, magica, stamina and their regen, probably also on crit and other stats.

soft cap works with progressive less return from increasing values past cap.

I'm managed to get magica regen past soft cap because of gear at level 11, magica past cap because of food.

At level 14 I was no longer past cap as it increases with level. But I guess an level 50 in very good gear will be into cap on all important attributes.

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Samantha Jane Adams
 
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Post » Tue Feb 18, 2014 7:14 pm

Yes but what about if people who have the same equip, active skills, race, still could be diferent.
What is the point to add passive skills if we all be able to take it? The result is the same if the passive effect was added automacticly to active skills and we wouldn't have to unlocked it. Please think about it.
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Eduardo Rosas
 
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Post » Wed Feb 19, 2014 12:14 am

People who take all the same skills and wear all the EXACT same gear will always be the same, this happens in every game. I think here any difference will come down to exact specification of worn gear, people will have a range of different traits to have on their gear for a start. Not to mention grades of gear.

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Lynne Hinton
 
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Post » Tue Feb 18, 2014 11:33 pm

Yes I know is still possible to be the same, but what about make it harder? More personalizations = less chance to be clones.

I really don't understand why you like the idea to have to choose active skills, armor, weapons, class (this will help your character to be more unique) and don't like the idea to have to choose between Passive skills too. You are contradict yourself.

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Mélida Brunet
 
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Post » Tue Feb 18, 2014 3:05 pm

At the end of the day the good players will always distinguish themselves through the way they play anyway.

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ShOrty
 
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Post » Wed Feb 19, 2014 7:04 am

See below:

Also see:

Not every character is going to be 100% unique. ESO has a lot of choice and customization compared to a lot of MMOs and to a certain extent TES games, but it's not perfect. Pretty much all the passive skills except racial/fighters guild (only two I can think of off the top of my head, might be another) require certain skills slotted/certain weapons/armor slotted, so it's not a big issue.

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Baby K(:
 
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Post » Tue Feb 18, 2014 3:03 pm

I'd rather they help us create unique characters by giving us more options, rather than restricting something purely for the sake of individuality. If they open up more skill choices that are like the Vampire/Werewolf system (multiple skill lines that are incompatible with each other) such as Daedra/Divine worship or perhaps NPC guilds that are at war with each other, then you'll get the same sort of effect without irritating too many people with another restriction.

As Cyba said, people who take the same skills and wear the same armour will generally be fairly similar. The more options you give people though, the more you'll see individual variations on the themes.

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Andrea Pratt
 
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Post » Tue Feb 18, 2014 5:25 pm

This game makes me feel as though the "Oldest Trick in the Book" has been played on me, but with a modern twist.

ESO: Young sir, looketh over there!

Me: *looks and see nothing...turns back in suprise*

ESO: Ha! Thou hath taken your skills!

I am limited to one potion/food slot and lost 2 skills spots...hate it, but gonna give it a chance anyways. (Yes. You no longer need to hotkey weapons to your skill bar, but if I wanted to play only one weapon type, there goes a skill slot.)

Other than that, most passives only work with a certain armor or weapon...same as some skills. A lot of passives (in terms of class passives) only work with THOSE specific class abilities. So it is capped in a lot of ways if you think about it. (Ex. That one Sorcerer Passive that only gives you a crit. bonus if the opponent is afflicted by a Dark spell or something like that (could be wrong, don't crucify me, but you get my point). With the fact that you have you can equip two separate weapons, this gives you two choices to for weapon passives and then you can mix and match your class passives as you want if the skills work with 'em.

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Rhiannon Jones
 
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Post » Wed Feb 19, 2014 6:13 am

What do you think about Active Skills restriction?

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Nicholas
 
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Post » Tue Feb 18, 2014 5:47 pm

Umm, we're limited to 5 active skills + ultimate right now (not including weapon swap)?

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maya papps
 
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Post » Wed Feb 19, 2014 12:09 am

Yes I know how it works, but what do you think about it? Do you like it?

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Brandon Wilson
 
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Post » Tue Feb 18, 2014 11:16 pm

It's okay, I like that we don't have three zillion skills on 5 stacked hotbars we need to access to play the game. Always been a fan of having skills my fingers can easily reach on the keyboard.

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Schel[Anne]FTL
 
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Post » Wed Feb 19, 2014 5:05 am

It definitely forces you to think a lot more on the skills you pick, adding somewhat more difficulty to the game. Combined with the weapon swap, I think it's fine as it is. I do wish for a bit more utility regarding quick slots though, as the scrolling thing is kind of a pain to use.

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TWITTER.COM
 
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Post » Tue Feb 18, 2014 9:47 pm

Yeah the quick slots thing could at the very least do with a Diablo style hit Q for magicka and E for health...and uhh...R for stamina. So at least 3 potion slots.

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Johnny
 
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