5 Skill Slots Feel Too Limited

Post » Sat Mar 15, 2014 8:14 am

My latest character was a Nightblade and I had a real blast playing her. However, I could not help but compare the Nightblade class to the Rogue of WoW(Don't hate me, please?).

I wasn't really intending to copy the rogue from WoW but I just decided to check out all the class specific trees Nightblade had to offer and it just happened. Picked up Shadow Cloak(Vanish?), Veiled Strike(Cheap Shot?), Blink Strike(Shadowstep?), that life leeching ability and Assassin's Blade... the finish move or whatever. Ended up with a pretty authentic rogue except all my skills used mana.

Anyway, I found all those skills really neat but I felt like I was missing some weapon-based skills there and in order to incorporate them I would have had to remove one or two of my class spells. It just felt awfully limited, in the end.

What is the reason behind this design anyway? I can understand having limited skill slots, of course.... but I would have liked it if we had at least 2-3 additional slots. Is it because this game is being tailored to fit consoles? I was really tired of TES games being tailored to suit consoles in the first place; do we really have to go down that path with ESO as well? :c

As for my earlier anology I nearly forgot where I was going with that.... think what I was trying to say is that the rogue class in WoW manages to have a very diverse toolbox of skills and if anything I would have expected Nightblades to have something similar since they are a hybrid of magic and stealth. As a rogue in WoW you have bleeds, you have controls and you have your proper nukes as well as nifty stuff like vanish and smoke bombs. All that while remaining true to the character's role.

How much of that could a Nightblade achieve with merely 5 skills? I know you can swap skills in between combat but that just seems a little bit too inconvenient. I'm not going to bother switching my skills every 30 seconds. There's also weapon swap at level 15 but unlike GW2 you dont have weapon skills and class skills separately which makes it a bit odd to me.

Same goes for sorcerers. How could I feel myself as a wizened wizard with just 5(10) spells at my disposal at one time?

Honestly, two extra slots would make a huge difference for me.

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Hot
 
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Post » Sat Mar 15, 2014 2:11 pm

I kinda know what you mean but at lv 15, you can unlock a 2nd weapon. I haven't got there yet myself tho.

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Jason Rice
 
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Post » Sat Mar 15, 2014 4:49 pm

Feels gimp to me

Love the game btw, dont take this the wrong way

Feels like I dont need to bother with any skills past the first few... who cares

Load an attack a heal some CC and a resource recovery skill, thats it

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sam
 
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Post » Sat Mar 15, 2014 12:41 pm

Since ESO will also be a console MMO, there can't be more buttons to press at one time than what you can fit on a console controller.

I find it quite refreshing that you have to think about what goes well together, rather than just filling your 40 slots and mash whatever.

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Mr. Ray
 
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Post » Sat Mar 15, 2014 7:37 pm

I've also noticed that many skills seem a little bit redundant and could be made into one single skill that, when used twice consequently, does two different things in a row.


For example, Nightblade's Shadow Cloak and Veiled Strike could be incorporated into one skill. The moment the Nightblade uses Shadow Cloak and goes invisible, his Shadow Cloak ability morphs into Veiled Strike for the duration of Shadow Cloak.

Or that move Dragon Knights have which pulls your target to you with a chain could have a combo follow-up, either a knockdown or some hardhitting strike.

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Stace
 
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Post » Sat Mar 15, 2014 8:18 pm

I understand. I said I like the idea of limited skill slots.

However, I am not exactly certain that 5 skills are going to make people 'think'. If anything, it is going to limit people to a few select builds that will offer 'optimal' performance in a given environment, be it PvE or PvP, and everybody will be copying the top PvP/PvE champs.

On the other hand, having 7-10 slots could possibly diversify the amount of builds.... at least a little more.

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hannaH
 
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Post » Sat Mar 15, 2014 10:51 am

I really like ESO limited system. It feels really fresh to me, and it allows for A TON of experimentation. Yeah, you have to make intelligent decisions about what to pick and what to leave, but that's the beauty of it. Having 10 skills and 2 ultimates should be more than enough really. When I played WoW, in PvE I usually only cycled through 3-5 abilities. In PvP you'd use more, but rarely more than 12.

I think people just "think" they're limited when they're really not.

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Mason Nevitt
 
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Post » Sat Mar 15, 2014 6:28 pm

As mentioned, a console player can't fit 7-10 skills on his gamepad, and the devs made the decision to make the game experience across the platforms as similar as possible. So everyone is limited (if you see it as such) to 5 + consumable/ultimate.

And yes, it's a MMO so some combination will always be a tiny bit better than other combinations no matter what. Choose not to care about those few percentages and you'll be fine :)

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ANaIs GRelot
 
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Post » Sat Mar 15, 2014 8:12 am

Here we go again... my god...

Left click, right click, dodge. Morphs, loadout switches.

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Stace
 
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Post » Sat Mar 15, 2014 4:26 pm

Enjoy dying non stop when you hit level 50 and having no one want you in groups because you have no skills.

You need to tailor your loadout based on the encounter.

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Kayleigh Williams
 
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Post » Sat Mar 15, 2014 7:23 pm

It's a simple design decision and it goes well with action combat.

It has nothing to do with consoles, Wildstar, TESO, and GW1/2 are not designed for consoles. Several PC only rpg and mmorpg use the limited skill set function for decades now.

Overall you end up with 12, not counting MB1 attacks. Deck building games are nothing new.

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Adam Baumgartner
 
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Post » Sat Mar 15, 2014 4:05 pm

AS I dont care much for PvE I will NOT be changing my load out for each and every encounter.

Loading higher lvl skills is a no brainer... and in PvP you will still need CC Heal and a few DPS.. and thats all she wrote.

2 weapons allows a small amount of variation... but small is all it will be

P.S. dont be rude, you have no idea how skilled I am at this or any other game so no need to go there. try a little politeness in the future.

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Riky Carrasco
 
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Post » Sat Mar 15, 2014 7:13 am

I just wish that spells like Summon Minon, didn't have to remain on the bar. It should be a passize active spell.

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Flutterby
 
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