Give me a bigger skill bar please !! PLEASE

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Ocylix wrote:


"
Inexium wrote:
Do you want me to do the following ?

1. run swap curse skill slot for : Flammabilty.
2. run swap curse : ele weakness/
3. run swap curse : conductivity ( to shock with my shock nova that i don't have )
4. run swap Shock nova.
5. run swap curse : Crit weakness/
6. run swap Lightning warp.
Oh wait the monsyters are no longer cursed.
7. cast Enduring cry
8. run swap for a second one.
9. a third.
10. run swap decoy totem.
11. run swap detonate dead.
12. run swap raise a specter. ( ok this one should never be used only by summoners :/ )
13. Run swap Immortal call.
14. run swap Molten shell.
15. run swap a different elemental spell than your main spell ( because of ele equilibrium)
?


This not a question of "running it all", I think this is now a question of strategy.

If a build needs this much "swapping" to work, maybe it needs some tweaking.




This limits build diversity.

Let me explain myself : Actually, I am creating a build with High amount of damage and High amoount of received damage reduction.

Damage reduction => 3 enduring Cry, CHECK
High amount of damage dealt, NEED CURSES. ( high amount of damage = kill monsters quickly = do not receive damage )

All of this with : Low amount of life a very low amount of life! I just entered act 3 cruel with 600 life.

The skill slots limitation limits my build, if you want to have only builds with high amount of life/ES, a limited number of 6-7 builds i guess.. Let the game as it is and make all players tweak between some spells and choose the same path in the passive tree. Great ? Great
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Last edited by Inexium#6388 on Jun 13, 2013, 5:14:32 PM
Maybe we should discuss the build instead? (make one, I will jump in)

Then, we could argue about its possibilities/impossibilities :)
I need more purple titles
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CliveHowlitzer wrote:
The artificial skill cap limit because of the hotbar is something I have felt was silly from day 1. I am surprised it hasn't been expanded.


it's not artificial. it's a legitimate, intentional skill cap.
I'm not seeing why a larger skill bar would necessarily be "abused" because your gear can only sustain so many gem slots. If you want to pack in another curse or totem, that's a slot you can't use for a support gem. In Diablo 3, it made sense to have a limited bar because there was no "Gear limit" on how many skills you can use.

If I'm having a hard time fitting a portal gem into my gear for fear of losing important support gems, how am I going to fit in any other skill?
Last edited by Demiansky#6109 on Jun 13, 2013, 5:23:50 PM
With enough ressources the impossible becomes possible :) ( in a distant past i used to beat Piety Temple map level 71 with only 1700 life ^^ )

But i will try the build first and see how it works in merc before discussing it;)


The limitation in skill slots is making life in wraeclast hard for me though..
Anarchy/Onslaught T-Shirt Owner.
Trading Guide : http://www.pathofexile.com/forum/view-thread/519890
Killing Vaal merc with (600 life) : http://is.gd/qsgV9P [Open Beta]
Let's be Crazy: http://is.gd/TxxLsS / Old Suggestion: http://is.gd/Jd09W0
<< God blesses those who bless themselves >>
"
Ocylix wrote:
Maybe we should discuss the build instead? (make one, I will jump in)

Then, we could argue about its possibilities/impossibilities :)


I would tend to agree it limits diversity, in that it limits you to a few heavily supported skills rather than many lightly supported skills.

Trade offs are already in place due to socket limitations. You can have a maximum of 24 sockets, how you use those sockets should be up to the player. Perhaps a few more with pseudo sockets from uniques but thopse pseudo sockets are usually pretty well balanced already with their own tradeoffs.


If you want to discuss whether more skill slots puts a higher importance on pseudo socket items, I think that would be a pretty valid concern. I think it is pretty clear that there is a bias in place towards a few heavily supported skills with the current UI. And the bias does effectively limit viable strategies above and beyond the limitations of available sockets.

And also the bias is almost completely ignored if you use third party tools such as scripted mouse macros to quickly change active skills, which are not supported for the majority of players.
Hey...is this thing on?
"
LostForm wrote:
"
Ocylix wrote:
Maybe we should discuss the build instead? (make one, I will jump in)

Then, we could argue about its possibilities/impossibilities :)


I would tend to agree it limits diversity, in that it limits you to a few heavily supported skills rather than many lightly supported skills.

Trade offs are already in place due to socket limitations. You can have a maximum of 24 sockets, how you use those sockets should be up to the player. Perhaps a few more with pseudo sockets from uniques but thopse pseudo sockets are usually pretty well balanced already with their own tradeoffs.


If you want to discuss whether more skill slots puts a higher importance on pseudo socket items, I think that would be a pretty valid concern. I think it is pretty clear that there is a bias in place towards a few heavily supported skills with the current UI. And the bias does effectively limit viable strategies above and beyond the limitations of available sockets.

And also the bias is almost completely ignored if you use third party tools such as scripted mouse macros to quickly change active skills, which are not supported for the majority of players.


This.
Agree with the OP, though I'd say it's down to how enduring cry works. It's just not a fun skill to use.
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+1 OP
IGN: lVlage (96 Witch)
"
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 :)


Why don't people do this with the current system? Because it's awful. Cold Snap is used for control, you can get a build with 100% chance to crit and have infinite power charges to spam Cold Snap. The reason people don't do this is because:

1. It's boring
2. It does no damage
3. It can't solo
IGN: xBilldozerx

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