May 13, 2005, 05:11 AM // 05:11
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#2
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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It defeats one of the purposes of gameplays, skill tactics. I dont like this idea.
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May 13, 2005, 05:36 AM // 05:36
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#3
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Wilds Pathfinder
Join Date: Apr 2005
Location: TX
Guild: Crimson ScS
Profession: W/N
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Bad idea.
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May 14, 2005, 05:54 AM // 05:54
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#4
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Pre-Searing Cadet
Join Date: May 2005
Profession: W/N
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This is something that should never come to be. The entire game is balanced around the fact that skills cannot be changed in the wilderness.
If it was the way you suggested...
Everyone would load up on offensive spells. If a party member died, they would sit down, memorize Ressurection Signet, cast it, and replace it. Rangers would only memorize their pet ressurection right after it dies, and remove it right after, to name a few things. The whole point of the skill system is to force you to make difficult decisions and to be prepared for what you expect to happen. Letting you swap skills in the wilderness would completely defeat this purpose, and make everyone much more powerful.
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May 14, 2005, 05:53 PM // 17:53
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#5
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Krytan Explorer
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Quote:
Originally Posted by echomaster
This is something that should never come to be. The entire game is balanced around the fact that skills cannot be changed in the wilderness.
If it was the way you suggested...
Everyone would load up on offensive spells. If a party member died, they would sit down, memorize Ressurection Signet, cast it, and replace it. Rangers would only memorize their pet ressurection right after it dies, and remove it right after, to name a few things. The whole point of the skill system is to force you to make difficult decisions and to be prepared for what you expect to happen. Letting you swap skills in the wilderness would completely defeat this purpose, and make everyone much more powerful.
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So for situational skills where it doesn't matter if you stand around for a couple of minutes before you use them and stand around for a couple of minutes after to swap them out (of which you can think of two) you effectively have an extra slot on your skill bar - and this would somehow totally destroy the game's balance and gameplay? Being able to load an SoC when you want to is another example, however, with all the moaning about the SoC system I would have thought something that eases the pain a little would be welcome.
As I said in my original post a big part of the game is making wise choices about loaded skills. When you are 30 minutes into a quest or mission or explorable area (which you may never have seen before so how were you supposed to know) and decide your skill set could be better what do you do? Struggle on without ever finding out, or map back to town wasting the 30 minutes you already played? The scheme I proposed at best (or worst) gives you an extra half skill slot and lets players make and test those so important to gameplay skill choices without the large penalty they currently often have to pay.
My first PvE character has 102 skills available and half of them have never been on my skill bar. Is that because they suck? How would I know I never tried them.
I don't know much about the PvP side of the game, it seems to me part of it is like playing scissor, rock, paper. The other team brings paper skills you bring rocks - you loose. Maybe the suggestion would not work (and could be disabled) for PvP, however, I can't see how a team could afford to stand around changing their skill set from rock to scissors or that it imbalances anything as the option is available to both sides.
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May 14, 2005, 06:25 PM // 18:25
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#6
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Frost Gate Guardian
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I really think we just need a few more icons on the skill bar. Just 2, for 9 and 0 on the key board. It seems just about everytime I go out I'm missing that one skill which I feel I could really use, but I can't give up the space. Would having 2 more spaces for skills really be that game breaking? Heck why not make it some quest for pve people and perhaps a certain reward for pvp people? I do agree thou that giving mulitple skill bars or letting people select skills in mission would probably break the game somewhat.
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May 14, 2005, 09:06 PM // 21:06
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#7
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Desert Nomad
Join Date: May 2005
Location: Awaiting GW2
Profession: W/
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I would defeat the purpose of limiting skills at all.
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May 15, 2005, 03:44 AM // 03:44
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#8
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Lion's Arch Merchant
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Quote:
Originally Posted by Jab
I really think we just need a few more icons on the skill bar. Just 2, for 9 and 0 on the key board. It seems just about everytime I go out I'm missing that one skill which I feel I could really use, but I can't give up the space. Would having 2 more spaces for skills really be that game breaking? Heck why not make it some quest for pve people and perhaps a certain reward for pvp people? I do agree thou that giving mulitple skill bars or letting people select skills in mission would probably break the game somewhat.
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...that's kind of the point of limiting skill selection. If I had ten skills to choose from, I could take two resurrects without sacrificing any energy management or healing abilities. I could take my counterspells without having to give up that protective enchantment that might save my team. Heck, I could take what I now consider a "full deck" and not have to sacrifice anything for taking a signet of capture.
I'm against upping the number of concurrently usable skills in any way, timer or no.
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