MORE SKILL BAR SLOTS PLZ!!!

It was already written here ...

"
Alfabetica wrote:

And you cast auras then stick a skill in their place.


So why there are still people who thinks that auras are taking skill slot? You can have 8 running auras and still have 8 (3 + 5) slots for active skills. Unless you are not some sort of madman then you really don't need to have auras in active skill slot.

So once again, as mentioned above: You cast auras and then put a skill in their place.

It's magic!
nice trick but why dont make it simple instead of this?
ign Krynix / if offline try GlupiChuj / if offline try FappingStrike
im usually on 5PM-11PM GMT+1
"
rpgmaniac wrote:
yep, what title say this is very serious for me & for the build I want to play, I play MMORPGs for around 10 years & I'm kind of used to have a bar full of skills I know this is not that kind of game but still the slots we currently have is way too limited! ok listen an example say u r a witch like I am & u want to have 2 offensive spells, 2-3 auras active all the time & u play with curses that means 2+ slots occupied so what left? the answer is obviously nothing..

I cant use skills I own & want to have in my skill bar because I don't have space!!!

So yes some more space for skills plz I want to have 4 curses in my skill bar, 3 auras & some other things for emergency situations & I cant play the way I want because the skill bar have so limited space :/


Ironic. I just logged in to create this exact thread. I'm playing a dual totem witch that uses 1 curse (not 2-3), 2 bear traps, skeletons (self-cast, not on a totem), conversion trap, frost wall, and righteous fire. In order to put Righteous Fire on my skill bar, I had to remove conversion trap. So, I get a big boost to my spell power for totems by buffing with Righteous Fire, before I extinguish it with a mana pot that dispels burning, but I lose my conversion traps. They should add extra skill slots as a micro transaction. This would be perfect for serious players and a little extra on their end.
Still in the alpha stage, but at least build diversity isn't an issue: https://wolcengame.com/home/
"
JNF wrote:
They should add extra skill slots as a micro transaction. This would be perfect for serious players and a little extra on their end.


It would also cause me and probably others to immediately uninstall the game. This is a horrible, horrible idea, and I would rather they cut us all down to 2 skills than make this game Pay 2 Win.

If you are in fact trolling, you did a great job.
"
Tiber727 wrote:
"
JNF wrote:
They should add extra skill slots as a micro transaction. This would be perfect for serious players and a little extra on their end.


It would also cause me and probably others to immediately uninstall the game. This is a horrible, horrible idea, and I would rather they cut us all down to 2 skills than make this game Pay 2 Win.

If you are in fact trolling, you did a great job.


Agree this is a very important change that must happen to the whole game for every1 not something few ppl would buy from the cs for a few $$$, this is groundbreaking stuff & something that gives gr8 advantage to whoever have it on his char we r talking for extra bar skill slots not for wh tabs...
So can some GGG staff member comment on this matter I'm sure a lot of ppl would like to know, is GGG considering to add more skill bar slots???
The limited skill slots are what happened when the devs want you to try different build, and level your toon up organically from scratch every time you see/want to use different setups. It is in line with other mechanics: the limited respec opportunity, gem levelling, linked support.

PoE wants us to specialize. There are six equipment slots in-game: head, weap, shield, chest, gloves, boots. And there are six skill slots. Each one for a fully linked skill set on any of the equipment. Three linked skill for weap/shield. Four linked skill for head, gloves/boots. Six linked skill for 2H/chest.

So the game prefers a few skills that are uber-powerful (especially with ubergears) than lots of marginally powerful skills. And forces my toons to run with 1 boss killer, 2 AoE, 1 trap, 1 curse, 1 totem. (And two auras, put them on then put the skill back on.) Except my witch, who runs with 2 totems, 2 summons, 1 trap and 1 curse (plus 3 auras). I'd like to have more traps, but the game design forces me to make hard choices. And hard choices are the name of the game for PoE. (Limited loot and stash come to mind.)
"
astralgazer wrote:
The limited skill slots are what happened when the devs want you to try different build, and level your toon up organically from scratch every time you see/want to use different setups. It is in line with other mechanics: the limited respec opportunity, gem levelling, linked support.

PoE wants us to specialize. There are six equipment slots in-game: head, weap, shield, chest, gloves, boots. And there are six skill slots. Each one for a fully linked skill set on any of the equipment. Three linked skill for weap/shield. Four linked skill for head, gloves/boots. Six linked skill for 2H/chest.

So the game prefers a few skills that are uber-powerful (especially with ubergears) than lots of marginally powerful skills. And forces my toons to run with 1 boss killer, 2 AoE, 1 trap, 1 curse, 1 totem. (And two auras, put them on then put the skill back on.) Except my witch, who runs with 2 totems, 2 summons, 1 trap and 1 curse (plus 3 auras). I'd like to have more traps, but the game design forces me to make hard choices. And hard choices are the name of the game for PoE. (Limited loot and stash come to mind.)

There are multiple problems with this reasoning. First of all, there are 8 skill slots in the UI (3 mouse, 5 buttons). Second of all, a gem slot will take a skill gem or a support gem; they're considered equal. Third of all, 6 links are designed to be rare; by your logic if not all of my sockets are linked, I should use only use those extra sockets for auras or nothing at all.

The rules of the game are: put a skill gem in a socket, and you can use a skill. Nowhere does it say anything about a limit of 8 sockets. There's no explanation why my character can only use 8 skills, or why he temporarily forgets how to move to a spot without ever attacking anything once all buttons are assigned to skills. It's completely arbitrary, and even if more skill buttons were added you're still forced to make a choice due to the limited nature of gem sockets.
"
Tiber727 wrote:

There are multiple problems with this reasoning. First of all, there are 8 skill slots in the UI (3 mouse, 5 buttons). Second of all, a gem slot will take a skill gem or a support gem; they're considered equal. Third of all, 6 links are designed to be rare; by your logic if not all of my sockets are linked, I should use only use those extra sockets for auras or nothing at all.

The rules of the game are: put a skill gem in a socket, and you can use a skill. Nowhere does it say anything about a limit of 8 sockets. There's no explanation why my character can only use 8 skills, or why he temporarily forgets how to move to a spot without ever attacking anything once all buttons are assigned to skills. It's completely arbitrary, and even if more skill buttons were added you're still forced to make a choice due to the limited nature of gem sockets.


My bad. I forgot the actual number of skill slots in game, wasn't playing at the time and only counted the actual skills I use. But my argument stands. Whether it's 6 or 8 slots, there is the intention to force players to make specializations. A specialized character will be up against the wall in certain situations, and must play carefully or change tactics radically in those situations. This is what the devs want. My ranger setup blasts her against melee monsters, except the teleporting ones (especially in sewers), for example. I must take extra care in the sewers then. Then we can easily spot OP builds: those that can breeze through every situation and monster config without changing playstyle.
"
astralgazer wrote:
My bad. I forgot the actual number of skill slots in game, wasn't playing at the time and only counted the actual skills I use. But my argument stands. Whether it's 6 or 8 slots, there is the intention to force players to make specializations. A specialized character will be up against the wall in certain situations, and must play carefully or change tactics radically in those situations. This is what the devs want. My ranger setup blasts her against melee monsters, except the teleporting ones (especially in sewers), for example. I must take extra care in the sewers then. Then we can easily spot OP builds: those that can breeze through every situation and monster config without changing playstyle.


You didn't really respond to anything but the exact number of buttons. What you're missing is that being a generalist IS a choice, and it carries the cost of not being as good at any given thing as a specialist. You have limited sockets, and limited passive points to improve those skills. To me, that's part of the decision-making of having to choose between skill gems and support gems; what's the point of even giving players a choice if they're just going to cripple the choice they don't want players to make?

If they don't want players to have more than 8 skills, just say so and don't even allow them equip them. What they have now is a half-arsed system where if you really wanted to, you can get around it by putting up a decoy totem as a distraction and switching skill buttons. That's stupid and tedious though, and it feels far more like incompetent UI design than it does a balance decision.

Using different skills IS changing playstyle. The developers plan on adding even more skills, but with the current restrictions making it annoying to actually use those skills, it just makes situational skills less desirable. You tend to favor skills you'll use often, but then the situational skills are a couple clicks away so you just don't use them. It reduces the variety rather than adding to it.

Report Forum Post

Report Account:

Report Type

Additional Info