Feedback talk:User/Knighthonor/more slot categories for the GW2 Skill Deck Action Bar System

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Hard to say this but this idea has flaws. We don't know if mounts are going to be in the game, and if there are I doubt a skill will be required for them considering pets for rangers have their own skill bars, why not mounts if they exist? Or for that matter why wouldn't the skill bar change, similar to if you grabbed an environment weapon or item, and give you skills effective for the mount? Crafting most definitely will not need a skill on the bar as it would probably utilize its own menu similar to the current weapon crafter's screen. Passive skills are just that, passive, and wouldn't require a skill slot. If your meaning a switchable passive skill, then most passive effects are already included into the skills, as most skills have an active and passive effect to the target and user. Control skills I'm assuming are included into the three changeable skill slots, as control is less needed with the way GW2 skills function with their modular designs as well as that GW2 is designed for solo play that upgrades as more players join in. Items would be used through double-clicking them in the inventory or perhaps a consumable item's menu, not through a skill bar. Lets please not make this into a DDO or WoW skill bar. The current bar setup has been in effect for at least a year now, and the developers all have said it functions amazingly well and is engaging and fun to use. Changing it this far into the game's development would require a massive shift in the design schedule, as so many things would need re-balancing, re-categorization, and general re-thinking their overall chances of being in the game, all over again. Also how would you bind 25 skills? Alt/Ctrl + Numerical? Such a thing might interrupt with currently used key binds in the game as we don't know what is in there yet. Remember the trait system (everyone seems to forget about it anymore...) will effectively let you "slot up" each attribute with specific upgrades, similar to GW1 armor mods or even WoW glyphs, only these can be changed at any time and make active and passive effects on the skills of their attribute. They add a third dimension to attributes, as you pick which one your skilling in, how many points to put in it, then what traits each one has, all to influence each skill in the attribute.--Neithan DiniemUser Talk:Neithan Diniem 18:42, 8 August 2010 (UTC)

this^ lol--Jimmer123 20:29, 8 August 2010 (UTC)
I think we can assume kh wants GW2 to turn into non-sub version of WoW...~Cookies~ 03:48, 9 August 2010 (UTC)
That's what KH is all about Cookies! He's probably one of those little kids whos parents don't allow him to pay monthly for a video game. So he's doing all he can to play a game like WoW! Awww, he's so cute! (Not :P Of course.) --Eclipse143 03:39, 13 August 2010 (UTC)
Going by many of the different suggestions this kid has made, I'd say that that is a fair assumption of KH. Not to be mean, but it'd be bast for all if Anet disregard any of this kid' suggestions.--Will Greyhawk 14:01, 17 August 2010 (UTC)
I have to agree with the others- I don't like this idea. One of the things I liked about GW1 was its simple skill bar. Instead of constantly having to hit 1 then shift+8 and then alt+0 and having to pay for skill after skill after skill, the simple 8 skill bar added strategy to it rather than the constant urge to fit everything in there at once and spam it off. Why over complicate something like the skill bar, which has already been said to work well and be fun to play? Crane Song 20:14, 23 August 2010 (UTC)