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MoleRat
New Kid
Posts: 11
More HotKeys
#18297 - 03/26/07 10:25 AM

7 is not enough considering you can't cast from the skill book, and placing a skill on the hotbar causes it's timer to start.


Snowbird
Rabbit Puncher
Posts: 80
Re: More HotKeys
#18306 - 03/26/07 11:49 AM

Good suggestion, but the devs feel its overpowered to have more so it'll never happen.


Clutch
New Kid
Posts: 18
Re: More HotKeys [Re: #18306]
#18493 - 03/27/07 05:37 PM

Placing that skill into a hotbar waiting for its cooldown i assume was done this way so you cant swap out tons of skills that are awaiting cool down. If this wasnt inplace,people could swap out dozens of skills during battle and get way to much of a advantage. SO i have to agree its a wide decision on the devs parts to keep it the way it is. I think they hit it on the nose and is very balanced.


echolocation
Armchair Warrior
Posts: 46
Re: More HotKeys
#18499 - 03/27/07 05:45 PM

I wouldn't mind seeing maybe 1 more skill slot added, but I doubt it'll happen and isn't a big deal really the thing I really want changed is how the skills 1-5 in the middle of the bar you have to manually click target for things like bolts it would be much better if that was fixed eventually.


C0ldSnap
New Kid
Posts: 8
Re: More HotKeys
#18590 - 03/28/07 09:39 AM

The devs took a page out of Guild Wars's book in this case. Part of the strategy of Guild Wars was having the right spells equipped at the right time. The same thing applies here.


MarkT
Mad Scientist
Posts: 129
Re: More HotKeys [Re: #18306]
#18595 - 03/28/07 10:38 AM

"Never" is a strong word to use there.

With some of the changes we are playing with for the classless RPG system, we might add some additional skill slots. This is still in the works and nothing is for sure as of yet, but is being considered.

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MarkT
Lead Designer



Ripper_McGee
Veternarian
Posts: 1,483
Re: More HotKeys [Re: #18590]
#18598 - 03/28/07 10:52 AM

Quote:

The devs took a page out of Guild Wars's book in this case. Part of the strategy of Guild Wars was having the right spells equipped at the right time. The same thing applies here.




For most dungeons, I would generally agree:

1) Most dungeons have at least two main types of damage (ice and fire, for example). As such, it would be nice to have both resists readily available - that's 2 slots.

2) As a ranger, I generally like the following buffs/resists available:
  • Trigger Finger Frenzy
  • Noxious Shot
  • Gaseous Blast
  • Retribution
That's 4 slots.

3) That leaves only one slot available and lots of useful skills to fill it: Toxic Talent, Fear Shot, Righteous Stomp, Fear of Gosh, etc...

HDoL is a different story, however. HDoL contains very hard hitting mobs with all kinds of elemental damage. Normally, when I go into HDoL I have at least 3 damage resists (poison, fire and dark), which limits the buffs or attack skills I can use. Ideally, I'd like to have all resists available so that I can fire them off as I go from group to group (and hopefully, the next group has a different type of damage).


--------------------
~Ripper

Complainers ... Unite
Newb/N00b (NSFW)
MMO Spelling Bee

/twitch (TM)



Snowbird
Rabbit Puncher
Posts: 80
Re: More HotKeys [Re: #18595]
#18603 - 03/28/07 11:47 AM

Quote:

"Never" is a strong word to use there.

With some of the changes we are playing with for the classless RPG system, we might add some additional skill slots. This is still in the works and nothing is for sure as of yet, but is being considered.



I wonder, was the classless system idea designed due to there only being one character slot? And if so, would the addition of multiple slots render the classless system needless?



Ragic
Chicken Hawk
Posts: 101
Re: More HotKeys [Re: #18598]
#18605 - 03/28/07 11:48 AM


As a fighter, I've never used ice resistance, and devine only for 1 boss fight. And I've never used the stun resistance, and havnt missed it.


 
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