Give me a bigger skill bar please !! PLEASE

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How about a 5 slot skill bar just for auras/passive buffs. It's boring to take them to your skill bar to use them, and remove them later.
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CliveHowlitzer wrote:
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Sneakypaw wrote:
I don't think the Skill bar will get bigger.

The reason is the same as for why the inventory space won't get bigger.

PoE is about making choices. 'What loot do I take with me?' or 'What skills am I running with?'


When you factor in I have to burn a skill slot just to get a move command, I call foul.


I understand how limiting the number of skills can be used to balance a game (guild wars 1). I also have an issue with the Move Only skill. Right now I have it assigned to my space bar so my total number of skill is always -1.

Can we PLEASE have the ability to key bind move only.
IGN: Wrathmar * Paulie * Client
I am relatively new to this game, and no pro by any means -- so there is something that this thread makes me wonder about.

I generally run 6 skills:
helm: AOE + 3 supports
weapon: movement + 2 supports
shield: buff + 2 supports
armour: main attack + 4-5 supports
gloves: utility + 3 supports
boots: debuff + 3 supports

Are the pros suggesting that it is better to run 2 skills + 2 supports in a 4L rather than 1 skill + 3 supports? Or 2 skills with 3-4 supports in a 5-6L?

This implies that a skill gem > support gem.

I would think that a single fully supported skill > than two partially supported skills.

Enlighten me please.

3 single curses >>>>>> 4-linked skill

3 single curses + different elemental single skill ( Ele equilib ) >>> ALL
Anarchy/Onslaught T-Shirt Owner.
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<< God blesses those who bless themselves >>
Last edited by Inexium#6388 on Jun 17, 2013, 9:41:01 AM
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Boem wrote:
imagine cold snap.
Basicly it has a 25% to freeze targets, and if u stack multiple gems of this, they all have a seperate cooldown (it also consumes a power charge for another cast without cooldown)

Imagine having 10 skill slots, u just put 10 of these in, prolifirate all, and game over.

Other skills are also effected by slotting multiple of them, how about 30 fire traps?

Just basic examples, but the game isent ment for that kind of change imo.

However the curses i think could be fair with an ingame macro, everybody could use it, and its what people already do.

Edit : post above hinted me the name of the skill i forgot :)


You do not know cold snap is powerless

Even if the cold snap is 0CD

Even so still smaller Freezing Pulse

Can not be comparable to Freezing Pulse

Freezing Pulse fired two per second and Crit Chance 30% Is more than more Powerful.

Last edited by play2013#2819 on Jun 17, 2013, 11:28:47 AM
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MBata wrote:
I am relatively new to this game, and no pro by any means -- so there is something that this thread makes me wonder about.

I generally run 6 skills:
helm: AOE + 3 supports
weapon: movement + 2 supports
shield: buff + 2 supports
armour: main attack + 4-5 supports
gloves: utility + 3 supports
boots: debuff + 3 supports

Are the pros suggesting that it is better to run 2 skills + 2 supports in a 4L rather than 1 skill + 3 supports? Or 2 skills with 3-4 supports in a 5-6L?

This implies that a skill gem > support gem.

I would think that a single fully supported skill > than two partially supported skills.

Enlighten me please.



That is the whole point :D

It should be up to you whether you want to run 2 skills with 2 supports, or 1 skill with 3 supports, or 4 skills with no supports.


Whether it is strongest way possible isnt the question, but I would guess running fewer skills with more support is going to be 'stronger'. But right now, running more active skills with little to no support is not really an option, though I would argue that it should be.

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I am not arguing to open up 20 buttons here, but to add maybe 'asdfg' as skill slot buttons,

or at least allow an alternate skill to be switched to your active skill slot by pushing the asdfg buttons.
One extra skill per slot that could be switched in with a button press, and wouldn't be able to insta-switch mouse buttons.




@different topic of multiple skill gems 'abuse':

You make a trade off of putting all those gems in your gear. You have to sacrifice support of something to fit all the extra gems. A trade off for the functionality has already been made. Artificially limiting the possibilities through UI seems counter productive to the 'play any class with any skill set' theme of the skill tree and character design.
Hey...is this thing on?
Last edited by LostForm#2813 on Jun 17, 2013, 11:30:58 AM
Why do people even have the same skill multiple times in their skill bar?

I am actually happy there are limits plus for you who think you need more, you actually can activate more than 1 aura by switching it out in the bar, its actually active i tried it.
What about adding a 'Multicast' support gem, which when triggered from one skill slot casts all of the skills linked to it one after the other (with their own respective cast times).

Running 3 curses on a 4L? Multicast-Curse1-Curse2-Curse3

Enduring Cryer with 3L shield? Multicast-EnduringCry-EnduringCry

One issue would be how the game decides cast order, also being interrupted while casting would break the chain (which it rightly should) so you would have to be recasting whatever was first to get to the interrupted skill(s) in the chain.

Would this make for something too OP, or possibly make things too trivial and even more '1 clickey' than they are currently?

eg. on a 6L: Multicast-IncreasedAoE-EnduringCry-EnduringCry-Flammability-Discharge = 1 click and BOOM?

Thoughts?

Just throwing it out there as personally I am happy with the current slot arrangemet although having 1 or 2 more might be a nice bonus.
if you won't add more slots at least add move only as a real bind (maybe a minute of work to implement) so i don't have to run a shitty build to avoid carpal tunnel

infact why is it even like this. i uninstalled in 30s the first time i tried the game because it wasn't in options and nobody on global chat knew how to do it and i'm never playing with move on mouse1

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