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The sheer number of buttons is just not fun

STAR WARS: The Old Republic > English > General Discussion
The sheer number of buttons is just not fun

Ituhata's Avatar


Ituhata
02.22.2012 , 12:10 AM | #81
Played a druid, we have entirely different armies of bars and buttons hidden behind the army of bars and buttons.

archifikoss's Avatar


archifikoss
02.22.2012 , 12:27 AM | #82
Quote: Originally Posted by Ituhata View Post
Played a druid, we have entirely different armies of bars and buttons hidden behind the army of bars and buttons.
One of the reasons I loved my druid was just that, my shapeshift forms enabled me to have my hotkeys under better control.

Though now that I bought my Naga the experience is much better - though TBH I'm enjoying it more in Mass Effect than in TOR

rfcsoulja's Avatar


rfcsoulja
02.22.2012 , 12:42 AM | #83
I rather enjoy the multitude of abilities. Smashing the same 4 buttons over and over gets old. Keeping up with cd's and knowing when to use your abilities are what I enjoy. Keeps me on my toes.

Mendellium's Avatar


Mendellium
02.22.2012 , 12:51 AM | #84
The number of abilities is fine. The problem is that we aren't allowed macros, which hugely consolidate space.

For example, I have my mount and my threat reduction ability on different hotkeys. However, whether or not I'm going to use these two abilities is completely mutually exclusive depending on whether or not I'm in combat. It would be great if I could make a macro to bind both of these abilities to one key, and have the key toggle between the two in and out of combat.

Baring macros, a different bar for stealth would be a nice start, at least for my class.

oakamp's Avatar


oakamp
02.22.2012 , 01:10 AM | #85
Quote: Originally Posted by edgalor View Post
Welcome to the modern mmorpg, where every game copys the combat system from wow....
yet wow copys from EQ.
English is not my first language, still working on it.

Kaphik's Avatar


Kaphik
02.22.2012 , 01:20 AM | #86
I enjoy the amount of abilities we have.

Anathar's Avatar


Anathar
02.22.2012 , 01:28 AM | #87
good to see some people are finally seeing reason about the number of abilities.

a large number of them should either be removed or merged with dots or slows being a passive effect.

id also like to point out to any dev that read this--again--that the gunslinger class just makes no sense at all. there should be no shield or shoot from cover requirement on this class at all. the sniper makes sense to be this way but the gunslinger doesnt. i have no idea why this wasnt brought to anyones attention in the beta phase. (well i probably do since the average beta tester is a kissass and wont make any real suggestions for much needed changes before a game goes live)

Darth_Sinistor's Avatar


Darth_Sinistor
02.22.2012 , 01:28 AM | #88
Quote: Originally Posted by Blavatsky View Post
I use the same keybind set up I always have. 10key area all bound , keys surrounding the standard asdw movement keys are bound and all numbers across the top.

Have 24 total abilities bound to the keyboard and I use them all at some point.
Wow. That many buttons - really? O_o

I'm a clicker and even against elites on my Merc (lvl 40) I'm clicking maybe 6 different butons (4 or 5 for strong/standard mobs). I seriously can't imagine having to play with that many buttons....

Thaed's Avatar


Thaed
02.22.2012 , 01:37 AM | #89
Quote: Originally Posted by Saregon View Post
Ability Bloat is no fun and every MMO suffers from it. 80% of the skills you hardly ever need to use.
I use every skill on my bar. If I had more mouse buttons, I'd be using more.
Selkath.com: You'll never find a more pleasant hive of honey and friendship.

MustrumRidcully's Avatar


MustrumRidcully
02.22.2012 , 01:46 AM | #90
Quote: Originally Posted by rfcsoulja View Post
I rather enjoy the multitude of abilities. Smashing the same 4 buttons over and over gets old. Keeping up with cd's and knowing when to use your abilities are what I enjoy. Keeps me on my toes.
Actually, I think it is possible to do things with just 4-8 buttons and still keep the game very interesting.

One thing that you could do would be having sequences of abilities, procs and conditions on the enemy alter certain powers. This would make timing and observing the enemies status more important.

For example, instead of an ability that deals x damage against a foe and a second ability that deals 3x damage against a foe when he's stunned or immobilized, you have just the first ability that deals 1x damage against a regular foe, but 3x if he's stunned or immobilized.
If you also have a second ability that that usually deals 2x damage, it becomes important to recognize when you switch from the second to the first.

Currently, a lot of the game is just about waiting for a cooldown to refresh and build this into a rotation.