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How many ACTIVE Skills would you prefer for ASHES of CrEATION ?!?

123457

Comments

  • Malgus said:
    Uao said:
    Many people who would have voted for high amount of active skills don't observe the forum anymore because Intrepid said that theyre going for ~11-12 skills long ago. So this poll will be smh biased towards low amount of skills.
    steven said by the time the game goes live it will have about 30 skills to choose from you as the player can pick how many skills you want or to focus leveling up the ones in you're rotation.  

    as to 11-12 that was referring to skills during the test phases 
    Thats very good to know that he said around 30 I believe that will allow for combat to be active and diverse rather than sit there without even looking at your screen popping abilities
    That's 30 abilities overall, potentially including passive abilities, not 30 active bar abilities though.
  • Xombie said:
    Malgus said:
    Uao said:
    Many people who would have voted for high amount of active skills don't observe the forum anymore because Intrepid said that theyre going for ~11-12 skills long ago. So this poll will be smh biased towards low amount of skills.
    steven said by the time the game goes live it will have about 30 skills to choose from you as the player can pick how many skills you want or to focus leveling up the ones in you're rotation.  

    as to 11-12 that was referring to skills during the test phases 
    Thats very good to know that he said around 30 I believe that will allow for combat to be active and diverse rather than sit there without even looking at your screen popping abilities
    That's 30 abilities overall, potentially including passive abilities, not 30 active bar abilities though.
    Well from what I can say I believe there will be 20 active bar abilities and around 10 or so passive abilities I couldnt imagine a game with up to 15-20 passives
  • ArchivedUserArchivedUser Guest
    edited March 2018
    I want enough to do all sorts of things.
    But too many makes it hard to remember what's what.
  • Xombie said:
    Malgus said:
    Uao said:
    Many people who would have voted for high amount of active skills don't observe the forum anymore because Intrepid said that theyre going for ~11-12 skills long ago. So this poll will be smh biased towards low amount of skills.
    steven said by the time the game goes live it will have about 30 skills to choose from you as the player can pick how many skills you want or to focus leveling up the ones in you're rotation.  

    as to 11-12 that was referring to skills during the test phases 
    Thats very good to know that he said around 30 I believe that will allow for combat to be active and diverse rather than sit there without even looking at your screen popping abilities
    That's 30 abilities overall, potentially including passive abilities, not 30 active bar abilities though.
    Well from what I can say I believe there will be 20 active bar abilities and around 10 or so passive abilities I couldnt imagine a game with up to 15-20 passives
    Again, you are interpreting the text wrong. Nowhere did Steven definitively say that of those 30 available skills at launch, that 20 of them will be active on your bar. He merely stated each class is estimated to have roughly 30 overall skills available to them, that's just 30 to pick and chose from and potentially invest and improve upon.

    So the potential to have fewer skills, and a more refined and reduced combat bar is still a likely scenario. Which is a welcomed changed from the current state of MMOs, with all the ability clutter and add-ons plague the genre.
  • Xombie said:
    Xombie said:
    Malgus said:
    Uao said:

    Deleted the whole wall of text because it bugged me

    But anyways if you want a great example then go check out DnD Neverwinter. Their system is similiar but with half the active skills you can use at one time.
  • Xombie said:
    Xombie said:
    Malgus said:
    Uao said:
    Many people who would have voted for high amount of active skills don't observe the forum anymore because Intrepid said that theyre going for ~11-12 skills long ago. So this poll will be smh biased towards low amount of skills.
    steven said by the time the game goes live it will have about 30 skills to choose from you as the player can pick how many skills you want or to focus leveling up the ones in you're rotation.  

    as to 11-12 that was referring to skills during the test phases 
    Thats very good to know that he said around 30 I believe that will allow for combat to be active and diverse rather than sit there without even looking at your screen popping abilities
    That's 30 abilities overall, potentially including passive abilities, not 30 active bar abilities though.
    Well from what I can say I believe there will be 20 active bar abilities and around 10 or so passive abilities I couldnt imagine a game with up to 15-20 passives
    Again, you are interpreting the text wrong. Nowhere did Steven definitively say that of those 30 available skills at launch, that 20 of them will be active on your bar. He merely stated each class is estimated to have roughly 30 overall skills available to them, that's just 30 to pick and chose from and potentially invest and improve upon.

    So the potential to have fewer skills, and a more refined and reduced combat bar is still a likely scenario. Which is a welcomed changed from the current state of MMOs, with all the ability clutter and add-ons plague the genre.
    True however I also dont agree with the ability clutter of current MMO games every current MMO I have played recently doesnt have that many abilities when in comparison to games like Vanilla wow
  • Xombie said:
    Xombie said:
    Malgus said:
    Uao said:
    Many people who would have voted for high amount of active skills don't observe the forum anymore because Intrepid said that theyre going for ~11-12 skills long ago. So this poll will be smh biased towards low amount of skills.
    steven said by the time the game goes live it will have about 30 skills to choose from you as the player can pick how many skills you want or to focus leveling up the ones in you're rotation.  

    as to 11-12 that was referring to skills during the test phases 
    Thats very good to know that he said around 30 I believe that will allow for combat to be active and diverse rather than sit there without even looking at your screen popping abilities
    That's 30 abilities overall, potentially including passive abilities, not 30 active bar abilities though.
    Well from what I can say I believe there will be 20 active bar abilities and around 10 or so passive abilities I couldnt imagine a game with up to 15-20 passives
    Again, you are interpreting the text wrong. Nowhere did Steven definitively say that of those 30 available skills at launch, that 20 of them will be active on your bar. He merely stated each class is estimated to have roughly 30 overall skills available to them, that's just 30 to pick and chose from and potentially invest and improve upon.

    So the potential to have fewer skills, and a more refined and reduced combat bar is still a likely scenario. Which is a welcomed changed from the current state of MMOs, with all the ability clutter and add-ons plague the genre.
    True however I also dont agree with the ability clutter of current MMO games every current MMO I have played recently doesnt have that many abilities when in comparison to games like Vanilla wow
  • Look at current WoW content even with anyone that plays on a competitive level, the screen is cluttered with 3 or 4 bars, parcers and add ons. It's become fairly standard in the genre.
  • I personally like that rofl
  • I'd like to move away from the current meta and experience something more refined, with higher skill gaps required to actually compete.
  • Well from the alpha dungeon stream the game looks fun as fuck to me
  • From what has been publicly shown, it certainly does look incredible and fresh. What I personally experience, I unfortunately can't say #NDA :trollface:
  • lmao yep
  • Legally binding documents are the worst! 
  • I Hope they will implement at least 15 active skills to build a unique Class... Which can Last a Period of time . These 5short cd Skill /5long cd Skill  classes are getting boring very fast ... 
  • As many as I can have. More active skills means more possible combos means less time spent on managing active skills for different situations.
  • 10 doesnt cut it 16 or more seems necessary.

    You need skills for different cc, few for breaking them, block, damage skills and mobility.

    I hope they separate dmg skills from cc.
  • I vote this one, cause of aktive :D
  • Keep in mind that each weapon has the potential of having up to 5 weapon abilities - in addition to the abilities on the action bar.

    I prefer having about 10 abilities on the action bar, plus the associated augments and the weapon abilities.
    Feels closer to tabletop D&D, where at least half the classes had a limited set of abilities that had to be prepared that day. Kinda like we can only use the tools we've chosen to carry outside of our backpacks and there's no time to go rummaging through the backpack once an encounter begins.
  • ArchivedUserArchivedUser Guest
    edited September 2018
    15 active skills should be fitting to every combat situation while the rest 15 could be used only in certain situations. The players wouldnt be forced to use them if they dont want to as they would be only "what if i try this"...
  • ALL OF THE SKILLS!!!!! ♥
  • More skills is more long-term fun. Guild Wars 2 gets boring after 6 months because you have nothing to test out...

    Guild Wars 1 was the best skill system ever! You pick 8 skills from a list of 150 skills. Thats was amazing and there where over 500 effective builds that are working. In Guild Wars 2 you have 2 builds which working -.-

    So please put as many skills you can  <3<3<3

    Player should decide which skill matters and which skill not.
  • One of the main aspects of Guild Wars 1 that I really appreciated, which sadly was dropped for GW2, was the fact that there was a huge pool of skills to choose from. This led to players experimenting, and coming up with all sorts of awesome builds. I would love to see that in AoC.
  • Xombie said:
    Look at current WoW content even with anyone that plays on a competitive level, the screen is cluttered with 3 or 4 bars, parcers and add ons. It's become fairly standard in the genre.
    Cluttered with 3 or 4... Boo... Before they removed abilities/made things passive/worked in to other abilities I was running all 6 bars. Shrunk to a small section along the bottom of the screen... You don't look at the bars anyway... Just press your keybinds. The only reason I didn't hide the bars was so I can see a proc in my peripheral vision.
  • Uao said:
    GL finding 2 players that come up with the exact same build without intentionaly copying each other
    Scenario 1.
    [skill bar size of 99 and 100 skills to choose from]

    Scenario 2.
    [skill bar size of 1 and 100 skills to choose from]

    Are you really trying to say that there is more skill variety in scenario 1 when everyone has 99:100 skills in common rather than scenario 2 where everyone has 1:100 skill in common ? Hint....dont use a wrong formula for the wrong job....actually think about it.
    @Rune_Relic
    There are exactly the same number of BUILDS in both scenarios (assuming people always fill their bars). In scenario 1 each build has 1 skill not included and in scenario 2 each build has 1 skill included resulting in 100 different builds in each.


    It might be easier for you to see a simple example.

    There are 4 skills to choose from {a, b, c, d}.
    Each build is a subset of the 4 skills.
    Build B(a, a) is the same as B(a) and B(a, b) is the same as B(b, a).

    Scenario 1:
        Skill bar size = 1
        All the possible builds are:
            B(a)
            B(b)
            B(c)
            B(d)
    4 possible builds.

    Scenario 2:
        Skill bar size = 3
        All the possible builds are:
            B(a, b, c)
            B(a, b, d)
            B(a, c, d)
            B(b, c, d)
    4 possible builds.

    As you can see, there are the same number of builds in both scenarios and that number is equal to 4 choose 1 and 4 choose 3. Hint.... the formula @Uao was talking about.

    If you had bothered to read Uao's posts you would know that the greatest number of possible builds occurs when you choose exactly half of the total skills available, as demonstrated in scenario 3.

    Scenario 3:
        Skill bar size = 2
        All the possible builds are:
            B(a, b)
            B(a, c)
            B(a, d)
            B(b, c)
            B(b, d)
            B(c, d)
    6 possible builds.


    Now, if skill a is a dominant skill, all viable builds would contain a. This would reduce the number of builds in scenario 1 to 1; B(a). The number of builds in scenario 2 to 3; B(a, b, c), B(a, b, d) and B(a, c, d). And the number of builds in scenario 3 to 3; B(a, b), B(a, c) and B(a, d). These numbers are equal to 3 choose 2, 3 choose 1 and 3 choose 0 respectively. Each dominant skill reduces the number of skills available to choose from by 1 and the number of bar slots to set by 1.

    If skill a is a useless skill then no viable builds would contain a. This would reduce the number of builds to 3, 3 and 1, respectively. Each useless skill reduces the number of skills available to choose from by 1.

    A skill is viable if it is neither dominant nor useless.

    There are the greatest number of viable builds when the number of bar slots is equal to half the number of viable skills.

    If IS release more skills in updates then they should add more bar slots equal to half the number of new viable skills if they want as many viable builds as possible.
  • ArchivedUserArchivedUser Guest
    edited September 2018
    Skill bar is going to include weapon abilities and abilities with social/racial/religious/sub-class augments, so...

    Unlikely that two players will have the exact same build without intentionally copying each other or some cookie-cutter build.
    No need to add more bar slots when the devs implement new abilities and augments.
  • I feel 10 would be about right.  I currently play both ESO and SWTOR and I think 10 would be a happy medium.  SWTOR just has too many skills.  It's hard to keep track of them all and I only use about 1/2 of them.  I'd like a few more than ESO offers because I think that few just limits your choice a bit too much.  I've got so many skill lines but with only 5 skills and your ultimate I can't use even one skill from most of them.  I like the idea of just having 10 or so active skills but you should have to choose which ones you want out of a longer list so the character plays how you want it to.  It's all about balance and I think 10 would be a good balance between SWTOR and ESO.
  • More spells. More ways to kill. More fun.
  • Having Skyrim type spells, where you can access them and use them when you want to is fine for various non combat things, but active combat spells shouldn't get too crazy, there's no need for that.
  • Im in the 10+ group... After playing EQ1, having more then 8 is just awesome.. Though having half my screen filled with hotbars is also ridiculous (eq2/wow). I do not mind fewer active abilities as long as we can swap out the sets.. which it sounds like we'll be able too. Doesn't really matter to me.. If there are 32 skills I'll still just pick the 12 or so i want to use at that time.
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